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Messages - RulezTeam

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106
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: June 25, 2014, 05:56:04 am »
Thanks Abliblablobla,
but on IOS, this isn't so true. If I close (background) my game, then when I replay it, no full screen ad are showed. While, if I re-initialize admob, I can see full screen ad. That's strange.

P.s.: No problem with android.

P.P.s.: is there a problem if I initialize interstitial "every" time load an ad ?

107
HI Abliblablobla,

I don't know why, but now I can see banners on android kitkat.

108
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: June 25, 2014, 12:46:43 am »
Hi Abliblablobla,

in your guide, you explain that for interstitial banner, we must use initialize block only once in a user session.
So, this is my question: when an user lost focus, and then gain focus, is it considered a new user session ?

I tell you this, because, I have tested that when I lost focus, and then re-open my game, interstitial banner aren't showed anymore. Probably, because I doesn't initialize them. Is this correct ?

Thank you

109
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: June 09, 2014, 02:25:28 am »
Hi bonzero,

if you download the last version, you don't have anymore this problem

110
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: June 05, 2014, 01:19:30 am »
I have seen that there is already a post for this. Just to confirm that on Android 4.4 AdMob isn't shown anymore.

Please Abliblablobla, can you look at this ?

Thank you.


P.S.: Jon, from 1 August Google switch to Google Play Services to show ads, so some changes will be needed to Stencyl (https://developers.google.com/mobile-ads-sdk/docs/#play)

111
Extensions / Re: Network-System-Status extension [1.0] [iOS]
« on: May 29, 2014, 02:00:31 am »
Hi mat0pad,

when I try to enable this extension, it show me alert to close my game, but when I reopen it, native extension is always disable. Why ?

112
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: May 07, 2014, 06:14:07 am »
Sorry for my noob question, but how can I use iAds when it cannot load and replace it with ADMob ?
I know that there is a block that can do it, but how should I use this block ?
Should I insert 'mobile ad' from Stencyl in a IF cycle ?
Or I use it as usual and after it I insert the block 'when ad area fail to load' to show Admob ? Is it automatic ?

Thank you 

113
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: April 20, 2014, 01:22:16 am »
Thank you very much Abliblablobla for your explanation.
Only one more (stupid) question : when I use your green block to show ads banner, where are you recommend to use it to show in all scenes ? In starting Scene ? Or should I use it in every scene that I want to show ads ?

You don't need to use the "show banner" block every time you switch to a different scene. If you use a "show banner" block you don't need to use it again unless you use a "hide banner" block. So if you want to show a banner at the top of your starting scene, you can use it there and the banner will stay there even if you switch to another scene, until you hide it. In my opinion, it isn't a good idea to show a banner (or an interstitial) before a user starts to play because he/she would say: "What? I have not even started to play this game and I am already seeing ads?".
And last but not least, you don't have to use a "show banner" block to refresh its content because it refreshes by itself.

Thank you Abliblablobla.
Is there a possibility to block or stop or close (not to hide) ads ?
For example I need to stop it when I lose focus.

Thank you

114
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: April 12, 2014, 09:01:50 am »
Thank you very much Abliblablobla for your explanation.
Only one more (stupid) question : when I use your green block to show ads banner, where are you recommend to use it to show in all scenes ? In starting Scene ? Or should I use it in every scene that I want to show ads ?

115
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: April 12, 2014, 06:23:51 am »
I can use green block, so your extension are correctly installed.
But If I use only block from stencyl, ads are always showed, while it's not so if i use your block.
Two little question:
- if I use your extension, do I configure in setting/mobile/monetization admob publisher key ? Or I configure it only in your block ?
- Is it possible that this extension can use more cpu under android ? I see that when I close a game (background) cpu tend to stay at 10%, while if I disable this extension and disable block green, cpu stay at 1/2%.

Thank you

116
AdMob / Re: [iOS & Android] AdMob Extension [2.1]
« on: April 08, 2014, 02:00:49 am »
Hi,
why if I use this extension, after it show few ads, they disappear ?
while if I use standard block from Stencyl, they are always show in all my scenes.

Thanks

P.s.: for use this extension, I have remove admob publish key from setting-mobile-monetization

117
Hi,

my questions are specific for performance and optimization of a game; so :

- In an always cycle, is preferable to use the blue variable ?
- what the impact of processor and memory between Game Attribute Vs Attribute ?

My impression is that Attribute (blue) is more reliable to use with older smartphone. is this correct ?

Thank you for your reply.

118
Thanks for your reply. I'll try PNG Gauntlet.
For sound I have already reduce bitrate to 96kpbs ;)

119
Ask a Question / Loading time: why my game take too long to start ?
« on: March 26, 2014, 10:23:03 am »
Hi,

this is my situation :

- 40 actor
- 4 background
- 9 Font
- 15 scene
- 10 sound
- 10 actor behaviors
- 10 scene behaviors

I use separate Atlas and load them only when they are needed.
all actor are killed when are out of scene, and when they aren't needed.

On startup, memory use is under 7Mb. In game there aren't any problem of memory and game-play is good (FPS are always over 56).

Everything seems to be ok, but It is not so.
On Android, load this game can take from 10 seconds to 2 min, depending on the CPU of the smartphone.

Now, this is my question: what can I do ? Where can I see to optimize loading time ?


120
Ask a Question / Re: App Scaling on Android: Full Screen doesn't work
« on: March 25, 2014, 12:35:53 pm »
Ok, I understand it. But you have no answering my question : what would be the 'best' scene size ?
Other little question: most game app, scaling to full screen independent of screen resolution without any stretch. What is the secret ?

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