Super Hero Boy [iOS]

Show us your completed creations made in Construct 2

Post » Fri Feb 13, 2015 11:36 am

Hi All,
Here is my new game Super Hero Boy, just released on iOS.
https://itunes.apple.com/us/app/super-hero-boy/id953954775?ls=1&mt=8
Please check it out! Please leave a review if you could.. nobody ever leaves a review on iOS! :)
Many thanks
Alan
Super-Swift-Hero-Zoytek-2.png

Super-Swift-Hero-Zoytek-3.png

Super-Swift-Hero-Zoytek-4.png
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Post » Fri Feb 13, 2015 12:50 pm

Nice work!
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Post » Fri Feb 13, 2015 1:23 pm

how many levels you have?
What host are having?
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Post » Fri Feb 13, 2015 3:20 pm

Hi @statham
It's 12 levels..6 are free and 6 more are an iAP that also removes ads.
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Post » Fri Feb 13, 2015 4:53 pm

By paying cash unlock new levels and eliminates ads?
I am creating a game for ios, and not how to monetize it. Lite, IAP, 0.99

My game has about 100 levels
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Post » Wed Feb 18, 2015 10:22 am

@aquinn, It looks great. Could you let me know how did you manage to add IAP for iOS? I am trying to add C2 - IAP and export the app using Cordova. When I try to test from my sandbox tester account in itunesconnect, then nothing happens as I click on the iAP products. No pop-up nothing...Just stays as it is...BTW, I am adding a non-consumable product. Please let me know.
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Post » Wed Feb 18, 2015 4:42 pm

@kmsravindra I used cranberry's plugin for IAP. I'm building with the Intel XDK, target is iOS8.

I followed Ashleys' tutorial, here: https://www.scirra.com/manual/173/iap which give a few pointers. With some playing around I got it to work. Cranberry has a sample capx with his plugin which is a useful guide too.

Make sure you sign out of your iTunes account on the device so you are prompted to login with your test account when you try to make a purchase.

In the CAPX make sure to add the product and then request the store listing at the start of the layout. Also check the store is available before making a purchase. Store the purchased products in Web Storage so the App remembers what non-consumable was purchased.
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Post » Wed Feb 18, 2015 4:47 pm

@statham Yes, that's the idea first 6 are free, and if people like it, then they can pay to get rid of ads, and get 6 more levels.

Actually, I'm not sure it's be best way to monetize on a low volume game. I've had more revenue from games with ads.

There is so much choice on the App Store that a user can just try another game rather than buy an IAP.
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Post » Thu Feb 19, 2015 6:55 am

Thanks @acquinn.

The problem is that I followed all the steps but still the app remains dumb doing nothing...Here is my screenshot. I am requesting the store listing on start of layout after adding the product id --> then the text sets to "Requesting store listing". If the store listing is successful, then the text should turn to "Request triggered" and if the store listing is unsuccessful, the text should turn "Request failed". But none of them happen and it just shows "Requesting store listing" forever. Not sure what is that I am doing wrong...The only thing is I am using Cordova CLI - Xcode to build/run my app rather than IntelXDK route...I believe that is pretty much the standard approach to use Cordova...

Edit - I tested with IntelXDK and it works. I didnt understand why it should be biased to IntelXDK only while other C2 functionality and C2 official plugins work fine w/o intelXDK?
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Post » Thu Feb 19, 2015 2:24 pm

@kmsravindra
The official IAP plugin adds these 3rd party plugins to an XDK exported project:

<intelxdk:plugin intelxdk:name="cc.fovea.plugins.inapppurchase" intelxdk:value="cc.fovea.plugins.inapppurchase" />
<intelxdk:plugin intelxdk:name="com.mcm.plugins.androidinappbilling" intelxdk:value="com.mcm.plugins.androidinappbilling" />

If you add the first one (iOS) to the project with Cordova CLI, then it should be OK.

I guess the official plugin is a front end to these 3rd party plugins.
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