Artpunk's Recent Forum Activity

  • Hey korbaach, thanks for the example. Thats not quite it tho. I want to open the mobile device's email app to send an email from that, rather than use a form made in C2? (I think).

  • Is there an easy way to do that?

    Like, player touches button from menus in game, the device's email application launches with a new email opened and the 'to' field and 'subject' field are filled out with predefined data I specify (ie my email address and a subject like 'Bug Report').

    I know there are tutorials like this one, that involve using ajax... but I dont think what I want to do is that involved. I just want to make it easier for a user to quickly send me an email from within the game...

    Just like you can use the 'browser object' to quickly launch a webpage. Is there a similar straight forward way to launch the email app on a device?

    Sorry if the answer to this is stupidly obvious...

  • Works with Cocoon.io too!

    Great! Good to know.

    I found a bug with Appodeal ads actually. My game is locked to Landscape, but when an ad is displayed (in this case a static interstital) it's possible to rotate the ad to portrait. Then on closing the ad from a portrait layout, my game doesn't go back to fullscreen landscape. My game ends up squeezed into half the screen and the other half of the screen is just black. This was on iPhone5, iOS 10.

    I reported to Appodeal. Hopefully they can fix that.

  • Just a heads up that Appodeal updated their Construct 2 plugin to support ads on iOS. So we now have another option for ads on that platform.

    I have no idea if Appodeal generates decent revenue, but it's good to have options.

    Ive just taken it for a spin and managed to get Interstitials working with XDK.

    https://www.appodeal.com/sdk/

  • I think you just listed all of them.

    Interstitial static and video ads + Kong Kreds = more money than on mobiles.

    And that's all we actually need.

    Ok, would you say having general support for 'IAP' is exactly the same as supporting Kong Kedits? Or are they slightly different in some cases irbis?

  • Guys I have been speaking with Rex, he is starting to think about the Kongregate plugin.

    He requests we provide a list of the top 5 features for the updated Kongregate plugin and he can start with those features.

    So now is your chance, what are the features you would most love to see? Rank your choices 1 - 5 by priority, with number 1 being highest priority.

    Features that were mentioned by Irbis on pages 3 and 4 of this thread included:

    • Interstitial static and video ads.
    • Ability to position ads within the game, not just at the beginning when game is first launched.
    • Rewarded ads
    • In App Purchases
    • Support for 'Kongregate Kreds', which allows spending of real money on virtual products.

    What other features would you guys like to see?

  • Hey simplo85games, mannygill99 thanks guys!!!

    Mubot Very very very close to having beta available. You wanna help beta test on Android?

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  • Hey man yes I have tracking events working. Something like this:

    On Touched Object (eg a twitter button) > Call Function, 'Track Event' (param 0 = "button click", param 1 = "twitter button on main menu").

    On Function 'Track Event' > (action: Cranberry's 'CordovaGoogleAnalytics Track event' Event Category: 'function param(0)' Event function: 'function param(1)'

    Then in Google Analytics in the 'Real Time' section you should be able to see activity in the 'events' area.

    Hope that helps.

  • > Anyone have any new news? It's been a while so I thought I'd check in.

    >

    ...The guy who said he might make the plugin was just talk and no action...

    You think? Maybe he is working away on it? He doesnt need to make anything completely finished. He could just make a start and then what ever he completes could be a starting point for rex if / when rex has time to look at it. How goes it broknecho?

  • Hey man. Yes in XDK you need to go to plugin management > add 3rd party plugin and in the field for 'Git Repository' add the link:

    https://github.com/AndreasReitberger/go ... plugin.git

    Then in your game add the Cranberry plugin. And you'll need to call the actions to 'track screen' (to track which layouts the player visists) or 'track event' to track things like button clicks or time in game etc.

  • Ill answer to the best of my knowledge.

    1. I was able to get Chartboost ads working perfectly with XDK using Cranberry's cordova plugins. Another option for ads is the Appodeal C2 plugin. It works great by itself, but as soon as I tried to add plugins for other functionality (Cranberry analytics) I got build errors so I swapped it for Cranberry Chartboost and that way I was able to get both ads and analytics both working in my game at once. I haven't tried iAP, (cranberry or official plugin).

    2. From what I understand from reading through the forums, the general consensus is that the the official C2 plugins for AdMob and GooglePlay are outdated and not recommended. Again IAP Im not sure I havent tried yet.

    3. Working with XDK, you will need to use the Cranberry Cordova plugins for Ads and Google Analytics. Im not sure about Cranberry iAP. Important to note, Cranberry's GooglePlay plugin doesn't seem to work with XDK. At least I was unable to get it working.

    4. After failing with Cranberry Google Play on XDK I swapped to Cocoon.io. I was able to get Cranberry's Google Analytics working quickly. I discovered that Cocoon actually has their own plugins for ads and for GooglePlay. I was able to get the Cocoon GooglePlay plugin working after about a day of playing with it (now its working very well). Next I will attempt to use the Appodeal ads plugin with Cocoon, if that fails Ill try Cocoon's ads plugins (they have options for Chartboost, AdMob and a couple others). If that fails Ill use Cranberry's Chartboost plugin, and if that fails I'll kill myself.

    Other notes:

    -I would quite happily recommend XDK by itself. I was able to get great performance with my game on XDK (on Android and iOS). The problem is, as far as I know, we are reliant on Cranberry's plugins. He doesn't provide any support what so ever, so if you can't get it working yourself you're stuck. So While XDK itself is great... as soon as you need ads, analytics, Google Play, you are forced to rely on 3rd party plugins that are unsupported. I got analytics and ads working, but hit a wall with Google Play. I posted about it on the XDK forum here.

    -I like it that Cocoon has their own up-to-date plugins for essential functions like ads and GooglePlay. I would much rather use theirs than unsupported options.

    -When building on Cocoon you have a couple options to choose from under settings>webview engine: (webview, webview+, canvas+). I get great performance (equal to XDK) using webview or webview+. But I get terrible performance with canvas+.

    -It's possible I'll still use XDK for iOS **if** I can get GameCenter working on XDK... havent tried yet.

    This is a summary of my experience from the last fortnight. Hope its useful to you.

  • I think Google in one of Its multiple forms (GooglePlay I guess) allows you to set some kind of beta-testing system, but me i never got that far yet! Randomly googled. Have you considered Greenlight? Seems to be the holy grail for many. Never got that far either.

    Your game looks awesome mate. Polished and fluent and... massive too! Congrats!

    Hey man thanks for that link! And for the positive feedback too

    Ive been exploring GooglePlay the last couple of days while setting up Achievements, and I noticed the settings there to do beta and alpha testing.. I havent delved into it, but in passing I saw it was possible to set up a closed testing system, where only people who I provide a link can particpate, or an open system where anyone who discovers it can participate... so yeah if I get that far I think I would definitely use that. To be honest, at the moment I am leaning toward just putting it out in the wild without feedback from beta testers...

    As for Greenlight. I would definitely consider that! My first priorities are Android and iOS, and following that Id try to get it on a range of other platforms: Steam, Kongregate, Amazon, Windows Phone. Id like to try it on as many platforms as possible just to test which ones can generate revenue.

    ----------

    At the moment Im having a bit of a nightmare getting the game to build in XDK... I always suspected this would happen. For the game to be successful on mobile, I figure I need the following three three features:

    1. Google Analytics

    2. An ads system to generate some income.

    3. Achievements (for GooglePlay and Apple GameCenter?)

    Im trying to use the Cranberrygame Cordova plugins for all three. At this point I have the first two working, but XDK gives me build errors when I include the plugin for GooglePlay achievements /leaderboards etc...

    Its killing me because its beyond my ability to troubleshoot. At this point I'm thinking Ill have to ditch XDK and try alternatives: Cordova CLI, Cocoon.io or Phonegap... One of the XDK guys is helping me on their forum, but if that doesn't lead anywhere Ill probably have to drop XDK.

    The game itself is finished. And I am so tantalisingly close to publishing this on Android, once I get past this last hurdle of building it...

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Artpunk

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