Ready to give up on C2 Mobile App Ad-based games

Discussion and feedback on Construct 2

Post » Fri Sep 22, 2017 12:05 pm

Artpunk wrote:BUT as a mobile dev you absolutely MUST target iOS. Its a non-negotiable. I would go so far as to say that you should make iOS your priority 1. It's where the money is. iOS represents the high end, wealthy part of the market.


@Artpunk
So your game got more downloads on iOS ? your revenue was higher on iOS ?
Btw thanks for the input.
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Post » Fri Sep 22, 2017 2:05 pm

AekiroStudio wrote:So your game got more downloads on iOS ? your revenue was higher on iOS ?
Btw thanks for the input.

Yes basically all my income came from iOS. Ive made only tiny amounts from Android and Steam, and literally zero from WinPhone. But thats just been my experience with this one game. I talked to other C2 devs who have made really awesome income on both Steam and Android. Its possible to be successful on any of those platforms.
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Post » Fri Sep 22, 2017 2:16 pm

Well, in my opinion it's time to say Fuck you to Apple store and Google store and simply go with HTML 5 games. They play full screen just like any app. The whole app download and install process is really bullshit and unnecessary in this day and age. Cut out the middlemen.

All we need is somebody to make it as easy to integrate ads into HTML 5 games as it was with flash and CPM Star ( it was literally 2 lines of code ), you could position ads the way you wanted them, show them whenever you wanted. Or we'll have to figure it out ourselves, but I'd rather concentrate on making games.

It's absurd that Scirra does not realize that this is the most important thing about Construct 2/3. All these new features, the whole Construct 3 is unnecessary. All these new improvements will save us maybe 15 minutes of work, but we lose hours dealing with monetization part and possibly lose a shitload of money because the most important thing is being ignored.
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Post » Fri Sep 22, 2017 2:28 pm

With the app stores being over saturated as it is, making a standard mobile app rarely gets much success. Freemium games have sadly become the norm.

Honestly they should target Steam and home consoles for better chances at exposure. They have Xbox, just need Sony and Nintendo to show their support.
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Post » Fri Sep 22, 2017 2:40 pm

@Artpunk

Indeed that was really interesting and informative read Thank you so much for taking the time and sharing your experience and for all the awesome tips it will definitely be really helpful for all of us that are new to mobile development, and also was very inspiring to keep me working and pushing to that direction as most of the post you find related to Mobile are or had bad experiences so is very refreshing to hear positive experiences like yours to keep the motivation is like you game an Extra boost battery haha

Sorry for the wall of text. I got on a roll.


No man Keep Rolling :D don't be sorry post like this is like a Golden Mine and you don't find them very often well you don't find them at all, indeed will be nice to have a dedicated section just for the mobile development where you can find awesome Tips like this and people sharing their experiences will be great to hear from people that already have experience in that area
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Post » Fri Sep 22, 2017 3:17 pm

The main thing I would want from the Scirra mobile build service is a complete Ios export.
I could do the Cordova build manually with an expectation that it would get easier with experience, but with Ios you have the extra hurdle of using a service, or pay for hardware.
Easily worth the $99 bucks a year.
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Post » Fri Sep 22, 2017 3:37 pm

newt wrote:The main thing I would want from the Scirra mobile build service is a complete Ios export.
I could do the Cordova build manually with an expectation that it would get easier with experience, but with Ios you have the extra hurdle of using a service, or pay for hardware.
Easily worth the $99 bucks a year.


so you mean to skip the Xcode step? that would be huge... but I doubt that's going to happen.
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Post » Fri Sep 22, 2017 5:34 pm

I just finished a mobile game with ads & IAP recently with C2, it was compiled with Cocoon.io Canvas+ for iOS and Android, it was pretty straight forward, no more work than putting an ad sdk in past Unity or GM:S games I have made. I used the Verstala Heyzap plugin found here plugin-ads-mediation-admob-applovin-chartboost-unity-vungle_t189264 , I am currently using Admob, UnityAds, Vungle and Heyzap video and reward ads in the game. The plugin is extremely easy to use, comes with good documentation for set up also.

I ran into a few hiccups getting compiler errors but literally 99% of the time it was because I messed up with the config.xml in Cocoon. A few tips for things I did that made everything work.

1. When exporting from C2 make sure Minify script if unchecked and PNG recompression is set to "None"
2. When zipping your C2 project for upload to Cocoon do not include the config.xml file or the intelxdk.config.additions.xml file in the zip, I manually add the plugins myself in Cocoon.
3. Set Multidex enabled to "Yes" for Android builds.
4. Make sure every plugin you are using in C2 is also included in the Cocoon.xml file.
5. Make sure any plugins you are getting from Github have the ".git" appended to the end of the URL in the Cocoon config.xml file(See example configs below).
6. Check in Cocoon under Installed plugins and make sure Cocoon didn't add any of the "Whitelist" plugins to your project, I got a black screen everytime one of these plugins where included.

Example iOS config.xml with Verstala Hepzap plugin, Cranberry Game Center leaderboards, EddyVerbruggen Social Sharing Plugin and Cocoon IAP plugin.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
   <widget xmlns="http://www.w3.org/ns/widgets" xmlns:cocoon="http://cocoon.io/ns/1.0" xmlns:cdv="http://cordova.apache.org/ns/1.0" id="YOUR_BUNDLE_ID" version="0.75">
      <name>YOUR_GAME_NAME</name>
      <description>YOUR_GAME_DESCRIPTION</description>
      <author email="YOUR_EMAIL" href="http://www.YOURWEBSITE.com">YOUR_COMPANY</author>
      <content src="index.html"/>
      <access origin="*"/>
      <allow-intent href="http://*/*"/>
      <allow-intent href="https://*/*"/>
      <allow-intent href="tel:*"/>
      <allow-intent href="sms:*"/>
      <allow-intent href="mailto:*"/>
      <allow-intent href="geo:*"/>
      <preference name="Orientation" value="portrait"/>
      <preference name="Fullscreen" value="true"/>
      <preference name="target-device" value="universal"/>
      <platform name="android">
         <allow-intent href="market:*"/>
         <preference name="enabled" value="false"/>
      </platform>
      <platform name="ios">
         <allow-intent href="itms:*"/>
         <allow-intent href="itms-apps:*"/>
         <preference name="enabled" value="true"/>
      </platform>
      <plugin name="com.ludei.canvasplus.ios" spec="*"/>
      <plugin name="https://github.com/Verstala2016/heyzap1.1.8.git" spec="https://github.com/Verstala2016/heyzap1.1.8.git"/>
      <plugin name="cocoon-plugin-ads-ios-admob" spec="*"/>
      <plugin name="https://github.com/Verstala2016/heyzap-cordova-applovin.git" spec="https://github.com/Verstala2016/heyzap-cordova-applovin.git"/>
      <plugin name="https://github.com/cranberrygame/cordova-plugin-ad-chartboost.git" spec="https://github.com/cranberrygame/cordova-plugin-ad-chartboost.git"/>
      <plugin name="https://github.com/Verstala2016/heyzap-cordova-unityads.git" spec="https://github.com/Verstala2016/heyzap-cordova-unityads.git"/>
      <plugin name="https://github.com/Verstala2016/heyzap-cordova-vungle.git" spec="https://github.com/Verstala2016/heyzap-cordova-vungle.git"/>
      <plugin name="https://github.com/EddyVerbruggen/Calendar-PhoneGap-Plugin.git" spec="https://github.com/EddyVerbruggen/Calendar-PhoneGap-Plugin.git">
         <variable name="CALENDAR_USAGE_DESCRIPTION" value="This app uses your calendar"/>
      </plugin>
      <plugin name="https://github.com/EddyVerbruggen/SocialSharing-PhoneGap-Plugin.git" source="npm" spec="https://github.com/EddyVerbruggen/SocialSharing-PhoneGap-Plugin.git"/>
      <plugin name="https://github.com/cranberrygame/cordova-plugin-game.git" source="npm" spec="https://github.com/cranberrygame/cordova-plugin-game.git"/>
      <plugin name="cordova-plugin-inappbrowser" source="npm"/>
      <plugin name="com.ludei.canvasplus.android" spec="*"/>
      <plugin name="cocoon-plugin-inapps-ios-appstore" spec="*"/>
   </widget>


Example Android config.xml with Verstala Hepzap plugin, Cocoon Googleplay Services, and EddyVerbruggen Social Sharing Plugin and Install Location plugin.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
   <widget xmlns="http://www.w3.org/ns/widgets" xmlns:cocoon="http://cocoon.io/ns/1.0" xmlns:cdv="http://cordova.apache.org/ns/1.0" id="YOUR_BUNDLE_ID" version="0.86">
      <name>YOUR_GAME_NAME</name>
      <description>YOUR_GAME_DESCRIPTION</description>
      <author email="nYOUR_EMAIL" href="http://YOURWEBSITE.com">YOUR_COMPANY</author>
      <content src="index.html"/>
      <access origin="*"/>
      <allow-intent href="http://*/*"/>
      <allow-intent href="https://*/*"/>
      <allow-intent href="tel:*"/>
      <allow-intent href="sms:*"/>
      <allow-intent href="mailto:*"/>
      <allow-intent href="geo:*"/>
      <preference name="Orientation" value="portrait"/>
      <preference name="Fullscreen" value="true"/>
      <preference name="target-device" value="universal"/>
      <platform name="android">
         <allow-intent href="market:*"/>
         <preference name="enabled" value="true"/>
      </platform>
      <platform name="ios">
         <allow-intent href="itms:*"/>
         <allow-intent href="itms-apps:*"/>
         <preference name="enabled" value="false"/>
      </platform>
      <plugin name="com.ludei.canvasplus.ios" spec="*"/>
      <plugin name="https://github.com/Verstala2016/heyzap1.1.8.git" spec="https://github.com/Verstala2016/heyzap1.1.8.git"/>
      <plugin name="https://github.com/Verstala2016/heyzap-cordova-applovin.git" spec="https://github.com/Verstala2016/heyzap-cordova-applovin.git"/>
      <plugin name="https://github.com/cranberrygame/cordova-plugin-ad-chartboost.git" spec="https://github.com/cranberrygame/cordova-plugin-ad-chartboost.git"/>
      <plugin name="https://github.com/Verstala2016/heyzap-cordova-unityads.git" spec="https://github.com/Verstala2016/heyzap-cordova-unityads.git"/>
      <plugin name="https://github.com/Verstala2016/heyzap-cordova-vungle.git" spec="https://github.com/Verstala2016/heyzap-cordova-vungle.git"/>
      <plugin name="https://github.com/EddyVerbruggen/Calendar-PhoneGap-Plugin.git" spec="https://github.com/EddyVerbruggen/Calendar-PhoneGap-Plugin.git">
         <variable name="CALENDAR_USAGE_DESCRIPTION" value="This app uses your calendar"/>
      </plugin>
      <plugin name="https://github.com/EddyVerbruggen/SocialSharing-PhoneGap-Plugin.git" source="npm" spec="https://github.com/EddyVerbruggen/SocialSharing-PhoneGap-Plugin.git"/>
      <plugin name="cordova-plugin-inappbrowser" source="npm"/>
      <plugin name="com.ludei.canvasplus.android" spec="*"/>
      <plugin name="cocoon-plugin-application-android" spec="*"/>
      <plugin name="com.ludei.installlocation.android"/>
      <preference name="android-installLocation" value="auto"/>
      <plugin name="cocoon-plugin-social-android-googleplaygames" spec="*">
         <variable name="APP_ID" value="YOUR_GOOGLEPLAY_SERVICES_ID"/>
      </plugin>
   </widget>


If you have did all of those things you should not be getting compiler errors, if you do it's because your plugins and config.xml aren't set up correctly. If you are getting it to compile and getting a blackscreen, I suggest compiling a developer app with Cocoon, installing it on your test device and checking the Log in the developer app to see where you are getting an error. I ran into a problem where everything worked fine on iOS but was getting a blackscreen on Android, after compiling a developer app and looking at the Log I found the problem was the Cranberry Game plugin used for leaderboards wasn't working on Android but was working on iOS, so I switched to the Cocoon Googleplay plugin and everything worked fine.

Cheers.
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Post » Fri Sep 22, 2017 6:12 pm

Thanks @twg for your input. Glad to know someone else got everything working. Maybe that GMSDEV (Verstala) plugin is the way to go...

twg wrote:1. When exporting from C2 make sure Minify script if unchecked and PNG recompression is set to "None"

this worked for Canvas+! up till now I've had to use Webview.
twg wrote:2. When zipping your C2 project for upload to Cocoon do not include the config.xml file or the intelxdk.config.additions.xml file in the zip, I manually add the plugins myself in Cocoon.

also, I used the normal Windows>SendTo>Compressed THIS DOES NOT WORK. I downloaded Winrar and that seemed to do the trick.
twg wrote:3. Set Multidex enabled to "Yes" for Android builds.

Mine is set to 'No' and still worked. although Ads aren't working..
twg wrote:6. Check in Cocoon under Installed plugins and make sure Cocoon didn't add any of the "Whitelist" plugins to your project, I got a black screen everytime one of these plugins where included.

yes these caused Blackscreen on mine as well I learned way back in the beginning.
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Post » Sat Sep 23, 2017 10:05 am

@twg What is the differences between Canvas+ and Webview or Webview+? In which situation I should use which? I had tried Canvas+ but I got no luck.
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