Rable's Forum Posts

  • I tried many many things during a bunch of hours and here is what I noticed concerning the use of AdMob plugin :

    integrate a sprite object into my "main title" layout --> on touched object - Show Ad

    AdMob third party plugins data from Construct 2 Manual

    IT WORKS

    If I reexport the same game in the same XDK project with the third party plugin data you gave on the last page

    IT WORKS too

    The problem I noticed earlier was maybe because the XDK project was created with an older version of XDK. This is a new XDK project I created with the last version (1826).

    Nom here come the problems :

    In the exact same .capx file, I made a bunch of tests to see what conditions may make the ads appear. I got the following results :

    on tap gesture on Sprite + is animation playing (for the Sprite object) + check global variable --> Show Ad

    Ad never shows up (no error in my code, it should show up)

    Wait 7 seconds --> Show ad

    Ad never shows up

    Wait 7 seconds --> create object Sprite (which is not by default on this layout)

    On touched Sprite --> Show Ad

    Ad never shows up

    WTF????????

    Every test has been made in the exact same process (test mode enabled, same C2 version (200), same XDK version (1826), same way to export, tested on the same device)

    Are there some conditions that should be used to make an add appear, while others can't??

    Any idea of what could be the problem?

    The next things I'll try is to put only the ad in a deactivated group, then activate it when a condition is met. But I am very seriously interested in knowing what conditions you use to make your ads appear.

    EDIT :

    Making a deactivated group with just

    trigger once --> show ad

    And activating the group under any condition WORKS !

    This seems to be the only reliable way to use ads as far as I know.

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  • Thanks, I'll try it out !

  • Thanks for the help,

    I just tried 2 times the exact same build, one time exported to my existing folder, and it failed.

    Then using a new folder, and the ads appeared.

    Maybe I'm missing something...

    I'm using the link given in the manual here : https://www.scirra.com/manual/184/admob

    Name: AdMob Plugin

    Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob

    Check the 'Plugin is located in the Apache Cordova Plugins Registry' box

    And I'm using C2 v.200

  • I just ran a bunch of tests in order to make the ads work in my main project. One thing that I found is that you need to export to a new folder and import it in XDK. If you re-export in an existing folder, it will not work, I guess.

    EDIT : For some reason, it also appear that the test ads are not displayed when I use the IDs I created for my game. However, if I select the IDs I created for my test project, it works.

  • Hi,

    I recently heard many times about the possibility to replace a normal paywall (pay $0.99 to unlock the rest of the game) by offering the player the opportunity to watch a full video ad to unlock the content. The revenue is probably much lower, but it's still garanteed revenue.

    Is there a way to achieve this with Construct 2 / Admob?

  • tuckerwagner

    I found this tutorial : https://www.scirra.com/tutorials/1386/u ... lk/page-10

    and tested it in a new very simple game project (3 squares activating or disabling ads). It's working! I can see the test ads on my Android tablet.

    Now I'll try to make them work in my game project. Not sure how I'll do it as the workflow is exactly the same. I think from what guannstar is explaining that it should be a problem in my code. "On start of layout" seems to be the cause of his problems so I'll double check that.

  • I really would like to know if there is a clean way to play music on the iPad without having to put all the music in the sounds folder. Anyone has music working without nedding to click before it starts playing?

  • Hi cranberrygame

    Could you tell me if your plugin Phonegap Game is working with Game Center (iOS) using Intel XDK?

    Thanks!

  • I'm having the same kind of problems with Admob : nothing shows up. I checked the requests in my admob page and they are 0.

    My simplified code is :

    Start of layout : preload banner ad

    Trigger once : Wait 1.5 second then show banner ad

    not working

    If I understand correctly what has been said in this thread, I should see something if I export with XDK then instal the APK on my device without passing by Google Play Store, right?

  • My app is now released in one territory and the ads still aren't working (using Intel XDK)...

    I followed every step on this link : https://www.scirra.com/manual/184/admob

    And nothing appear on screen (even not an empty banner... nothing at all)

    Is there any step that should be made and isn't included in the manual?

    Anyone else is having problem with Admob integration?

  • Up to now, I have the exact same problems as hazneliel. AndI've been struggling with this problem for the last 2 months and still no solution.

    I just tried a new cranberrygame IAP plugin / XDK export, and as hazneliel describes, I got "store listing failed" everytime in Sandbox environment.

    The next thing to try is follow this tutorial :

    https://www.scirra.com/tutorials/1353/h ... lkphonegap

    Which seems quite in-depth.

  • Thanks again for the help. I already reduced the memory usage by splitting one layout into two (was using container layout already).

    Now I've got a question about music.

    For some reason, on an iPad, music only starts when touching the screen once the layout has started. This cause massive music problems in Healer Quest, and it happens when exported both with XDK and Phonegap Build. FYI there is no such music problems on android, and I think it's correct on iPhones, too (problem iPad only AFAIK, experienced on iPad Air 2 and iPad Mini 2).

    To counter this, the only solution I found was to add the music into the sound folder, and here is my question : Does making this increases the memory usage even if the music is not played?

    Another question : Is there any "clean" way to play music correctly on the iPad?

    Thanks!

  • i think that "container layout" is not good idea ...

    Why not? Could you please develop your thoughts?

  • Thanks for the info about memory use. Very useful!

    — : I don't really know about what Phonegap Build is using. Do you mean XDK should be better? I will keep your tips in mind for my next game but here I need to find efficient ways to reduce memory usage on a finished game.

    I have another new element to share : I'm using a "container" layout in my game that contains most graphical elemens of the game in it, and is never played.

    The idea is that, as I have only one layout for every fight of the game, put all the enemies' images on the "game" layout will make it quite heavy. So I have them on an unused layout and only create the images I need at the beginning of each level. Is there any drawback to this method that I'm unaware of?

    I just moved one of my images from my game layout to the container layout, and the "memory use" moved up from 298 Mb to 300 Mb, so I guess this memory use is for the "container" layout? But as this layout is never played, the memory usage displayed in the editor is probably not relevant, isn't it?

    If I'm guessing right, it's the number inside the debugger which gives a clear indication of memory use (images only), which in the case of Healer Quest can go up to 120 Mb.

    Another question : I have many big, invisible, flat-colored squares that I use as collision boxes in the game. Their weight is about 200 bytes each in my image folder. But do they use big part of the memory too?

    Is partial transparency (i.e. 20% opacity) taking more memory than 0% or 100% transparency images?

    At least I now see what I can do to reduce memory usage, so thanks a lot for all the very useful advices. And splitting my big layout into 2 parts (game+map) already seems to limit memory usage in game to around 90-100 Mb maximum.

  • Oh, I actually forgot something important! This test was done on my PC, using the uncompressed images, but each time I export Healer Quest, I replace all the images with their compressed version in the image folder. I think the image folder's size drops from 50+ Mb to 16 Mb! So the actual memory usage is probably less than what is displayed in the editor and debug mode. So it should be still better than what I told in my previous post.

    Still, the game crashes a lot !

    Thanks Ashley, I remember reading this post a few month ago, but I'll read it again.

    EDIT : Have read it and it contains the info I was looking for :

    "In Construct 2, images are loaded layout-by-layout. This means when a layout starts, every object on the layout is loaded in to memory immediately. This is to avoid mid-game pauses as textures are loaded on the fly. When the layout ends, it will free all the images in memory not used by the next layout, and load any new images the next layout uses."

    So I'll definitely try to put my map on a separate layout if possible.