Planning a Mobile Monetizing Course

Discussion and feedback on Construct 2

Post » Fri Feb 21, 2014 8:22 am

I hope its works, it's a very important feature ^^
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Post » Fri Feb 21, 2014 2:25 pm

Here is hoping!

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Post » Fri Feb 21, 2014 4:10 pm

Actually, I got a similar answer by email.
It also includes a link about new C2 plugin.
https://github.com/ludei/Construct-2-pl ... ll/1/files
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Post » Fri Feb 21, 2014 4:35 pm

Sweet. I will test it tonight.
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Post » Sat Feb 22, 2014 2:12 am

Just compiled a project, I'll be testing on Droid and iOS in a few hours.
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Post » Sat Feb 22, 2014 2:42 am

ArcadEd wrote:Here is hoping!

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Omg... They replied to you? I answered about this 4-5 times reply with them only replying once to say check back later, but I'll give those new files a test as well...
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Post » Sat Feb 22, 2014 2:49 am

@ArcadEd
They said they're still working on this issue and "It will be live soon", so it may not work out. If u succeed, plz let me know :)
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Post » Sat Feb 22, 2014 4:51 am

I didn't notice a change with the beta plugin. I'll keep messing around it.
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Post » Wed Feb 26, 2014 6:59 pm

Just wanted to give everyone a quick update on this. I had to put in on hold for about a week as my arcade was broken into while I was out of town, so I had to come to dealing with that. Anyway, my plan is to break this course down into smaller courses. 1. To keep the cost a little more reasonable and 2. I can put them out as they are completed, rather than trying to wait for the whole thing to be done. Here are my planned courses:

1. Basics
a. Setting up your screen resolution for multiple devices
b. Exporting to use JS based ad networks like Leadbolt and LifeStree Media
c. Getting you game out there to publishers using FGL.com, and emailing websites.

2. Android and CocoonJS
a. Google Play Game Services (Leaderboards and Achievements)
b. In App Purchases
c. Ads with Mopub + Admob (can be applied to other ad networks mopub supports)
d. Preparing your game on the CocoonJS Compiler
e. Compiling and testing your game.
f. Setting up your game on Google Play
g. Signing your APK
h. Uploading your game to Google Play

3. iOS and CocoonJS
a. Game Center (Leaderboards and Achievements)
b. In App Purchases
c. Ads with Mopub + iAds
d. Preparing your game in the CocoonJS Compiler
e. Compiling and testing you game with Xcode
f. Setting up your game in iTunesConnect
g. Publishing your game to the app store with xcode

Let me know what needs to be added and where.
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Post » Wed Feb 26, 2014 10:54 pm

ArcadEd wrote:Just wanted to give everyone a quick update on this. I had to put in on hold for about a week as my arcade was broken into while I was out of town, so I had to come to dealing with that. Anyway, my plan is to break this course down into smaller courses. 1. To keep the cost a little more reasonable and 2. I can put them out as they are completed, rather than trying to wait for the whole thing to be done. Here are my planned courses:

1. Basics
a. Setting up your screen resolution for multiple devices
b. Exporting to use JS based ad networks like Leadbolt and LifeStree Media
c. Getting you game out there to publishers using FGL.com, and emailing websites.

2. Android and CocoonJS
a. Google Play Game Services (Leaderboards and Achievements)
b. In App Purchases
c. Ads with Mopub + Admob (can be applied to other ad networks mopub supports)
d. Preparing your game on the CocoonJS Compiler
e. Compiling and testing your game.
f. Setting up your game on Google Play
g. Signing your APK
h. Uploading your game to Google Play

3. iOS and CocoonJS
a. Game Center (Leaderboards and Achievements)
b. In App Purchases
c. Ads with Mopub + iAds
d. Preparing your game in the CocoonJS Compiler
e. Compiling and testing you game with Xcode
f. Setting up your game in iTunesConnect
g. Publishing your game to the app store with xcode

Let me know what needs to be added and where.


iOS In App Purchases, please include 'restore purchase', thank you ed, can't wait for this course :)
Doo Doo Diving App Store | Google Play

Donut Pirate App Store | Google Play
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