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Messages - GuyCockcroft

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61
Thought I'd just let you know about something I discovered. I am able to display Vungle ads directly with the Vungle extension, so my credentials seem fine. But Heyzap was not displaying anything from Vungle. I just found this on Vungle's website though (related to Test/Active Modes):

Test Mode - This is the default mode. Use Test Mode if your app is not yet live in the app store and you want to send test ads to devices. Vungle can send an unlimited number of test ads. You do not earn revenue while your app is in Test Mode. You also cannot link it to any third-party services, such as mediation partners. It is common to see ad repetition in this mode as Vungle cycles through a limited set of ads to your users.
Active - Make sure to set your application to Active if your app is live in the app store. It now shows ads to users and adheres your settings. Active mode is also required if you are using a mediation partner, such as Fyber: your app must be Active for you to link the third-party service.

So, I guess I can't really test Vungle ads via Heyzap until my app is Active on the App store. But at least I've found the source of the problem!


62
iOS only for me.  Not tested Android as yet. Could well be my credentials in the heyzap dashboard though. If I display the debug info ingame  it says that they are bad/missing.

In vungle dashboard, it gives me the same App ID as my Reporting API ID which I thought was weird.

63
Hi. Is there any news on a fix for this? I'm fairly sure my app is crashing when showing vungle ads. (Other ad networks seem to display fine). Thanks!

64
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: May 01, 2016, 01:54:12 am »
Ok. I'll have a look through Universal.hx. Thanks again for your help.

65
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 30, 2016, 05:21:22 pm »
That's a shame. I was hoping to create a universal app that would run on both iPad and iPhone.

66
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 30, 2016, 04:49:33 pm »
Using that mode will result in the sides being lost on iphone5/6, but not on iPad. What I need is to base the scaling only on the width of the game screen, and simply allow some of the graphics to poke off the bottom of the screen on wider, shorter devices (i.e. iPad).

67
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 30, 2016, 04:27:57 pm »
Well, I can now achieve what I need (on iPad) with those code blocks you have given me (oh, and the touch input is fixed with the addition of that other line of code - thanks!). The game is now stretched across the screen (in portrait), keeping the aspect ratio, and losing some of the graphics off the bottom. All good.

On iPhones with a taller screen, though, the engine appears to be stretching the game downwards until it meets the edge of the screen, which results in the left and right edges of the game going off the sides of the screen. So, maybe it scales the graphics differently, based on the screen's aspect ratio?

68
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 30, 2016, 02:43:22 pm »
Sorry for the confusion. My game is in portrait mode and is designed at 320x480 (3:4 ratio). I need to keep the aspect ratio the same on all devices as the game's main area has to be a square.

Diagram 1 shows the black edge of the iPad screen with the game's screen outline showing in green. It stretches the longest dimension to the bottom edge of the iPad screen, but because the iPad screen dimensions are a little wider and shorter than the standard 3:4 ratio, it leaves black space to the right. What I'd like is for there to be an option so that the shortest edge gets stretched to the edge of the screen - as in diagram 2. The game's background will disappear off the bottom of the screen, but for me, this is not an issue.

69
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 30, 2016, 02:06:16 pm »
With that line included, I get a compile error:
 com.stencyl.Engine has no field toggleFullScreen

Even if this worked, though, I'd still be left with the problem whereby the touch input is being read from the wrong co-ordinates (see above). What I really need is for the Scale to Fit (Full screen) mode to work by stretching the smallest edge of the game to the edge of the screen (rather than scaling the largest edge). Is this possible with a code block?

thanks

70
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 30, 2016, 09:36:37 am »
Actually, on further testing, it looks like there is in fact an issue with this method. It seems as though the coordinates of an on-screen tap get messed up. So, if I want to tap a button, I now have to tap slightly above it. So, it's as though the co-ordinates of the tap have not been moved along with the graphics. Everything else seems ok though.

Also, is it possible to change scale modes at runtime? I noticed that this seems to get set in MyAssets.hx. I've tried adding a code block that does this:

scripts.MyAssets.scaleToFit1 = false;
scripts.MyAssets.scaleToFit2 = false;
scripts.MyAssets.scaleToFit3 = true;
scripts.MyAssets.stretchToFit = false;

but this doesn't seem to do anything. I need to do this because the Scale to Fit (Fullscreen) mode is the one I need for most devices, but I need this small tweak to Scale to Fit (Fill) for others.

Alternatively, is there a way to change the behaviour of the Scale To Fit (Fullscreen) mode so that the shortest edge is stretched out to the side of the screen, rather than the longest edge.

71
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 29, 2016, 03:37:30 pm »
That works perfectly! Thankyou both very much.

72
Ask a Question / Re: Tweak to "Scale To Fit (Fill)" mode
« on: April 29, 2016, 02:35:20 pm »
Hi. Thanks for your quick response. I put that code snippet in a code block that runs on the first scene of my game, but I get a compile error:

Preloader_Behaviour: Missing ;
   from scripts.Design_321_321_PreloaderBehaviour
   line: 87
   columns: 18-19
Preloader_Behaviour: Class<com.stencyl.Engine> has no field root
   from scripts.Design_321_321_PreloaderBehaviour
   line: 87
   columns: 2-13

Adding the ; to the end of the line gets rid of the first error, but the second one remains.

73
Ask a Question / Tweak to "Scale To Fit (Fill)" mode
« on: April 29, 2016, 12:53:57 pm »
I was wondering if it were possible to add a bit of code (perhaps in a code block) that modifies the behaviour of the Scale to Fit (Fill) mode. My game is in portrait mode and has space at the bottom of the screen that is basically expendable. The aspect ratio of the screen must be kept though. The Scale to Fit (Fill) mode seems to be the one I need because it stretches the shortest side of the game screen across until it reaches the edge of the actual screen. But, it is centred around the middle of the screen so that I lose a little off the top and bottom of the game whereas I need it to be centred around the top of the screen so that I lose only the lower part of the game screen. I hope that makes sense and that somebody can help me out!

thanks

74
Fixed Bugs (3.x) / Re: Error when activating 3x assets.
« on: July 03, 2015, 08:34:41 am »
Just tried build 8426 and I think it's the same error with a missing font. Logs attached.

75
Fixed Bugs (3.x) / Re: Error when activating 3x assets.
« on: June 28, 2015, 11:59:34 pm »
Ah ok thanks. The game doesn't appear on the iOS simulator when choosing the iPhone 6 so I thought that might be the cause. Guess it could be a problem with my certificates. Thanks for your help.

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