I have just updated to 2015.04.18 release. Now I can't get admob to work. It crashes the Gideros player. It seems to be when an ad is just about to be shown.
I'm using the latest plugin and Google Play services library.
@simwhi, Are the interstitials work for you? I mean if you show interstitials several times do they crash you app/mess your graphics? Otherwise the banners and interstitials work fine for me on any version until the graphic "dies".
@ar2rsawseen, I have a stupid question: do we have to "release" the interstitial_ object? FIle: AdsAdmob.m Line: [interstitial_ release];
I could get the latest version working with admob ads so I tried the 2015.03.22 release . This worked with any issues.
22.03.2015 version works for me also. Thanks. But I think the slowness will be a problem for the incoming windows phone support since we will have to use the latest release.
@uzubari I have tested my Dungeons game on a WP 530 and it gets 40-60hz, 60hz most of the time - using standard Lua. I think that it will be a constant 60hz if it had Lua JIT, but not sure as you can only run interpreted on WP because of rules.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@sinistersoft Then the slowness probably related with something specific to our applications. For example I am using graphics designed for iphone6, which are always downscaled to iphone4 resolution. I did not do any debugging with the latest version, I have exported the project and installed it on iOS ,for now it is almost impossible to play the game. By the way it is good to hear that WP support is ready for test
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@kussakov. My last post would have been a bit confusing. I couldn't get admob to work with the 2015.04.18 release so I reverted back to 2015.03.22. This version seems to work for me without any banner or interstitial ad issues. Maybe it's something to do with open GLE2, but I'm not sure. In any case, our app is now in production so we can't use the current Gideros release.
Yes, It looks like 3D matrices transform are a bit too expensive after all... I already thinking about a way to reduce the amount of computations and solve a few issues at the same time while adding new transformation features. A big overhaul to come... But this will wait a week at least, since I am on holidays right now... No clue about the texture issue, I have the idea that texture references got messed up by ad popping, but I have no idea how this could happen...
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
About my previous comment about the Box2D debug layer not showing. I'm having more Box2D issues now with the latest Gideros builds, so I decided to try to get the debug sprite working. It turns out that setting the position of the debug sprite in the new player moves it 10 times farther (or so) than the previous players.
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I have just updated to 2015.04.18 release. Now I can't get admob to work. It crashes the Gideros player. It seems to be when an ad is just about to be shown.
I'm using the latest plugin and Google Play services library.
I'm not sure if the following logcat is relevant:
I/BufferQueue( 141): [Application Error: com.wobblemonkey.verbsmashe](this:0xb87dc500,id:754,api:2,p:-1,c:141) disconnect: api=2
I/BufferQueue( 141): [Application Error: com.wobblemonkey.verbsmashe](this:0xb87dc500,id:754,api:0,p:-1,c:141) getReleasedBuffers: returning mask 0xffffffff
I/GLConsumer( 141): [Application Error: com.wobblemonkey.verbsmashe](this:0xb87d7920,api:0) destroying EGLImage dpy=0x1 img=0x1000000a
I/GLConsumer( 141): [Application Error: com.wobblemonkey.verbsmashe](this:0xb87d7920,api:0) destroying EGLImage dpy=0x1 img=0x1000000f
I/GraphicBuffer( 141): free buffer (w:672 h:236 f:1) handle(0xb87dadb0)
I/GLConsumer( 141): [Application Error: com.wobblemonkey.verbsmashe](this:0xb87d7920,api:0) destroying EGLImage dpy=0x1 img=0x10000012
I/GraphicBuffer( 141): free buffer (w:672 h:236 f:1) handle(0xb87ab4d0)
D/GraphicBuffer( 702): close handle(0x6a44e1d8) (w:672 h:236 f:1)
Any ideas would be welcome.
https://itunes.apple.com/en/developer/unal-zubari/id953453674
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Otherwise the banners and interstitials work fine for me on any version until the graphic "dies".
@ar2rsawseen, I have a stupid question: do we have to "release" the interstitial_ object?
FIle: AdsAdmob.m
Line: [interstitial_ release];
if release crashes for you, then probably no need to release
But I think the slowness will be a problem for the incoming windows phone support since we will have to use the latest release.
https://itunes.apple.com/en/developer/unal-zubari/id953453674
https://deluxepixel.com
I did not do any debugging with the latest version, I have exported the project and installed it on iOS ,for now it is almost impossible to play the game.
By the way it is good to hear that WP support is ready for test
https://itunes.apple.com/en/developer/unal-zubari/id953453674
Likes: uzubari
https://deluxepixel.com
Likes: uzubari
No clue about the texture issue, I have the idea that texture references got messed up by ad popping, but I have no idea how this could happen...
Likes: hgy29
https://deluxepixel.com
Using the basic Box2D example from AppCodingEasy (what a wonderful resource that is), here is the result;
Player version 2014.01:
Player version 2015.05.09:
It seems something gets out of whack when you change the position of the sprite holding the debug sprite.
Any ideas?
Niclas
Can you try with b2:setScale(1) ?