New CocoonJS plugin from Ludei! Open source!

Discussion and feedback on Construct 2

Post » Tue May 13, 2014 1:26 pm

Silverforce wrote:@Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?


Yes the latest plugin is already included, but only in the latest beta version of C2.

@lwgames

I set mopub up like you've said, but i don't get an impression from my networks :(

mopub.png
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Post » Tue May 13, 2014 1:35 pm

Hi Guys,

Wonder if anyone can help me out.

I've managed to get the leaderboards and achievements working well with my project, but seem to have hit a problem that's preventing me from pushing this out. The problem seems to stem from the leaderboard update.

I've managed to get a highscore and its now sitting on the leaderboard, but the next time I beat that score it doesn't seem to update the current one that sitting up in the cloud at google.

Any ideas or similar issues?

Cheers in advance
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Post » Tue May 13, 2014 1:36 pm

AndreasR wrote:
Silverforce wrote:@Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?


Yes the latest plugin is already included, but only in the latest beta version of C2.


I just read through the comments regarding beta 169 and its mentioned that there's no inclusion of the open source CJS plugin... :/
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Post » Tue May 13, 2014 2:04 pm

Silverforce wrote:
AndreasR wrote:
Silverforce wrote:@Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?


Yes the latest plugin is already included, but only in the latest beta version of C2.


I just read through the comments regarding beta 169 and its mentioned that there's no inclusion of the open source CJS plugin... :/


But the latest features are "Google Play Games" and this only comes with the latest CocoonJS Update or?
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Post » Tue May 13, 2014 2:09 pm

Sorry now i see it ;) Construct included his own Google Play Games Plugin. This has nothing to do with the Ludei Plugin. ;) So you are absolutley right, the latest plugin of CocoonJS isn't included.
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Post » Tue May 13, 2014 10:52 pm

AndreasR wrote:
Silverforce wrote:@Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?


Yes the latest plugin is already included, but only in the latest beta version of C2.

@lwgames

I set mopub up like you've said, but i don't get an impression from my networks :(

mopub.png


i never used marketplace so i disabled it so i get the full impression from admob.

as for now impressions check all the steps, do you get attempts? do you use 1.4.7 compiler or 2.0.0? Please show me a screenshot with the global segment (blur your apps or pm me), the inventory screenshot is useless in this case, so it doesnt help me. Did you set the eCPM for each ad on the global segment?

@nim80 it usually takes sometime, try a few minutes, hours and check if is updated.
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Post » Wed May 14, 2014 3:58 am

@AndreasR
If you setup Marketplace and with a low CPM cap of 0.01 or thereabouts, you'll only get Marketplace Ads rather than AdMob.

I disable Marketplace and only run Ads from AdMob. My CPM for a 350 x 50 banner Ad hoovers around $2 ($2 per 1,000 impression) all this time. Can't complaint since that's decent, just need more users to generate more income obviously.

I'm hesitant to throw full screen Ads into my games, it just feels so wrong and dirty to me since I personally hate intrusive Ads.
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Post » Wed May 14, 2014 4:23 am

Actually, the way mopub has explained it to me is the your HIGHER CPM ads get first crack at an ad, and then it goes down from there. That is how you prioritize your networks.

According to mopub that is :). I don't completely get it either, I know my games actually running the admob sdk just much higher ECPM than those running through CJS/Mopub. With that being said, just kind of have to go with the best option you have at the current time. Right now it seems it's CJS/Mopub.
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Post » Wed May 14, 2014 4:37 am

ArcadEd wrote:Actually, the way mopub has explained it to me is the your HIGHER CPM ads get first crack at an ad, and then it goes down from there. That is how you prioritize your networks.

According to mopub that is :). I don't completely get it either, I know my games actually running the admob sdk just much higher ECPM than those running through CJS/Mopub. With that being said, just kind of have to go with the best option you have at the current time. Right now it seems it's CJS/Mopub.


Ed, Whats the ECPM you get running with AdMob SDK? For banner Ads, just for my sake to compare the numbers.
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Post » Wed May 14, 2014 4:45 am

I have set 0.05 $.
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