jobel's Recent Forum Activity

  • twg What is the differences between Canvas+ and Webview or Webview+? In which situation I should use which? I had tried Canvas+ but I got no luck.

    To get canvas+ to work make sure in your export you uncheck 'minify script'

    I've also heard loader layout can cause issue, so set your loading bar to None (not sure if this is even true or not)

    And lastly I've set Multidex to Yes (again no idea if this is necessary)

    I've updated the OP to reflect what I've learned so far.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks twg for your input. Glad to know someone else got everything working. Maybe that GMSDEV (Verstala) plugin is the way to go...

    1. When exporting from C2 make sure Minify script if unchecked and PNG recompression is set to "None"

    this worked for Canvas+! up till now I've had to use Webview.

    2. When zipping your C2 project for upload to Cocoon do not include the config.xml file or the intelxdk.config.additions.xml file in the zip, I manually add the plugins myself in Cocoon.

    also, I used the normal Windows>SendTo>Compressed THIS DOES NOT WORK. I downloaded Winrar and that seemed to do the trick.

    3. Set Multidex enabled to "Yes" for Android builds.

    Mine is set to 'No' and still worked. although Ads aren't working..

    6. Check in Cocoon under Installed plugins and make sure Cocoon didn't add any of the "Whitelist" plugins to your project, I got a black screen everytime one of these plugins where included.

    yes these caused Blackscreen on mine as well I learned way back in the beginning.

  • The main thing I would want from the Scirra mobile build service is a complete Ios export.

    I could do the Cordova build manually with an expectation that it would get easier with experience, but with Ios you have the extra hurdle of using a service, or pay for hardware.

    Easily worth the $99 bucks a year.

    so you mean to skip the Xcode step? that would be huge... but I doubt that's going to happen.

  • Anybody tried Enhance ( guys who used to run Flash game license ) ?

    As long as you can compile an Android or iOS app, they handle the rest. Ads shown through them are also the same/usual ad providers you would use yourself anyway ( admob, whatever..)

    the only problem is you lose all control of how ads work. but seeing how I can't get them to work at all, maybe it's cool?

    although something about that doesn't sit well...idk

  • -Following from the previous point, having a large portfolio of games will help because you can cross advertise all you games within each game. That way if one of your games is successful, you can try to leverage that success by directing traffic to the rest of your portfolio.

    excellent point here... I always see Blizzard doing it and always thought it was genius.

    -I read around the place that one important thing we should all do is create an email subscription list

    another great point, I think any pr is good pr. But people do hate this step.

    -As a general rule of thumb, everything is harder when publishing on iOS. The pipeline has more steps, the approval process is a nightmare etc. BUT as a mobile dev you absolutely MUST target iOS. Its a non-negotiable. I would go so far as to say that you should make iOS your priority 1. It's where the money is. iOS represents the high end, wealthy part of the market.

    I honestly am totally intimidated by iOS. I worked on a team years ago and we made mobile apps, but I was just a designer and sound designer, I wasn't doing any really technical. It was such a pain...just no good, the process to just test it was a headache. And when we finally released the same thing happened, we were featured and got tons of action, then we weren't and everything stopped - like nothing. Then a new version of iOS came out and broke the game, we lost our programmer and it was over.

  • I really like the fact you can choose which ad networks are displayed. I'm showing ads from AdMob, Chartboost, UnityAds, Vungle and HeyZap using this plugin.

    Just curious, why from all those sources? Wouldn't it to be better to stick with one so you get more 'impressions'?

  • Does people have the same kind of negative experiences getting microtransactions to work?

    do you mean iap (in-app-purchasing)? Like I said, some people are doing it in C2. I think it's just a matter of patience and trial and error. The only thing that worries me about it is having so many layers of dependencies. I can already foresee some players finding a bug in the game, I fix it and go to recompile it, it fails and I can't update the app.

    but honestly after hearing Artpunk talk about it, maybe I should keep at it. My game is mostly complete, so I'm leaning towards giving it another shot. I will update the thread on my progress.

  • what is 'self admob' that is not in construct 2?

  • I'm curious as I have the C3 license but waiting that they fix the adds, So all these problems that you guys have had happened only when you export with C2 exporters or will happen the same with C3 exporters swell?? basically is the c3 exporters any better and what are the differences between (c2 & c3) exporters or they are both the same

    well as far as the exporting, to cocoonIO, yes I guess that is one part of the issue.. I have one mobile game that works in canvas+ and another that only works in webview..I could not tell you the reason why! haha. But generally I can get games to work on mobile no problem. It's getting the ads to actually work (and work correctly) is the key.

    Using 3rd party plugins in C3 for Ad monetization/mediation I think you still have the same problems. I could be wrong, I don't know for sure. But I think the general reason is they are just small companies or individuals. There's not a lot of support from what I've seen. Like I said, I had it working great, went to compile one day and kept getting a compiler error. No matter what I do, it doesn't work. I emailed appodeal, they don't understand. But appodeal is free, so maybe that's the real issue?

  • hi, does it work for C2>cordova>CocoonIO>Android and using AdMob? if so, you just use the AdMob that's in C2? (doesn't look like it does rewarded videos)

    I've had issues with Appodeal and CocoonAds..

  • The ones with working api's we have plugs for. Newgrounds, Gamejolt, maybe Kongregate.

    I wasn't aware anyone had released anything official yet. I've heard of Export for Kongregate but nothing of the others.

  • The two plugins Ive had success with are the Cranberry Chartboost plugin and Verstala's adnetwork mediation plugin. But of course both took hours of fiddling and troubleshooting to make em work.

    I'll take "hours" any day... it's weeks of trial and error I don't care for. The plugin is not free correct? what kind of support is there? (if you have a problem of it all of a sudden not working?)

jobel's avatar

jobel

Member since 27 Jul, 2013

Twitter
jobel has 8 followers

Connect with jobel

Trophy Case

  • 11-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • x4
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

18/44
How to earn trophies