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Post » Wed Dec 21, 2016 4:51 pm

jeffige wrote:So i was able to build and upload to google dev console, got the alpha test working on the play store.

Also got admob to show interstitials in my game on mobile....WOOHOO!

Now my problems are: google play game won't login, i get an error 4 or something. And when i touch the sprite that should take me to the store layout, game closes. I'm sure its my code, just have to try and find tutorials/examples on how implement this so i can test the IAP.

Congrats! Intel xdk is nice but im not a fan of the file size it creates for android devices. Trying to find a working admob plugin for cocoon.io since the cocoonads isnt working for me for some reason
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Post » Wed Dec 21, 2016 5:57 pm

Sorry to hear that.

As far as size goes, in C2 it shows around 20mb, play store it shows around 27mb, installed...it varies for some reason. Even though its almost the exact same build, but it stays between 57mb - 64mb.
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Post » Wed Dec 21, 2016 9:22 pm

jeffige wrote:Sorry to hear that.

As far as size goes, in C2 it shows around 20mb, play store it shows around 27mb, installed...it varies for some reason. Even though its almost the exact same build, but it stays between 57mb - 64mb.


Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas. As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it
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Post » Wed Dec 21, 2016 10:58 pm

Yeah, kinda meed that browser.

I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.
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Post » Thu Dec 22, 2016 6:29 am

CanGame wrote:Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

jeffige wrote:Yeah, kinda meed that browser.
I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.
And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

CanGame wrote:....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..
Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.
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Post » Thu Dec 22, 2016 6:48 am

Artpunk wrote:
CanGame wrote:Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

jeffige wrote:Yeah, kinda meed that browser.
I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.
And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

CanGame wrote:....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..
Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.


Hi
the chartboost plugin is indeed working fine, however it conflicts with the Cordova Analytics plugin at the moment (but the Analytics plugin isn't working at all).
I made a free capx file for that. You can download it here
https://shatter-box.com/forums/topic/43 ... -template/

The appodeal plugin by @cranberrygame isn't working. It causes build errors on cocoon. The original appodeal plugin by Appodeal is working, but it conflicts with many other plugins like the Cocoon AdMob and Chartboost plugin. If you just want to use appodeal, it's an option. But then use the original plugin.

Inapp
You find examples on my side.
https://shatter-box.com/download/

Regards
Andy
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Post » Thu Dec 22, 2016 2:38 pm

AndreasR wrote:
Artpunk wrote:
CanGame wrote:Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

jeffige wrote:Yeah, kinda meed that browser.
I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.
And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

CanGame wrote:....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..
Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.


Hi
the chartboost plugin is indeed working fine, however it conflicts with the Cordova Analytics plugin at the moment (but the Analytics plugin isn't working at all).
I made a free capx file for that. You can download it here
https://shatter-box.com/forums/topic/43 ... -template/

The appodeal plugin by @cranberrygame isn't working. It causes build errors on cocoon. The original appodeal plugin by Appodeal is working, but it conflicts with many other plugins like the Cocoon AdMob and Chartboost plugin. If you just want to use appodeal, it's an option. But then use the original plugin.

Inapp
You find examples on my side.
https://shatter-box.com/download/

Regards
Andy


Hmm may just use chartboost then for my ads for android ty for the info
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Post » Thu Dec 22, 2016 3:57 pm

Artpunk wrote:
CanGame wrote:Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

jeffige wrote:Yeah, kinda meed that browser.
I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.
And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

CanGame wrote:....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..
Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.


yea i was thinking of appodeal as well guess im a look into it. I feel the cocoon team should really update their cocoonads plugin for c2... its like really old... and outdated
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Post » Thu Dec 22, 2016 6:06 pm

AndreasR wrote:
Artpunk wrote:
CanGame wrote:Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

jeffige wrote:Yeah, kinda meed that browser.
I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.
And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

CanGame wrote:....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..
Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.


Hi
the chartboost plugin is indeed working fine, however it conflicts with the Cordova Analytics plugin at the moment (but the Analytics plugin isn't working at all).
I made a free capx file for that. You can download it here
https://shatter-box.com/forums/topic/43 ... -template/

The appodeal plugin by @cranberrygame isn't working. It causes build errors on cocoon. The original appodeal plugin by Appodeal is working, but it conflicts with many other plugins like the Cocoon AdMob and Chartboost plugin. If you just want to use appodeal, it's an option. But then use the original plugin.

Inapp
You find examples on my side.
https://shatter-box.com/download/

Regards
Andy


I've gone and tested the appodeal plugin with cocoon.io and sadly had no success with ads running. Such a shame as I loved using cocoon for all my androids builds previously. I guess i will try to get a hold of the cocoon team and see if they can update their admob plugin
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Post » Thu Dec 22, 2016 11:23 pm

@CanGame any reason you dont want to use Chartboost with cocoon?
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