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  • I figure I'm probably doing something wrong since I'm not seeing that iAd test message in either F2.5 or on any device. I have Enable iAd checked and Display iAd in one of my frames.

    Is there something I am missing?

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  • I am having the same problem. I have recently upgraded to the developer version (via Steam) and updated my project to enable iAds. However, there are no ads shown on the device. A sample project from Apple (BasicBanner) does work on the device. I've filed a bug report with Clickteam: Please login to see this link..

    Are you still having the problem? Or did you manage to solve it somehow?

    Cheers,

    Christian

  • I couldn't figure out a work around. I just decided to put it on the App Store for a dollar. We'll see how things go.

    iAds used to work fine. I had a free app, that I've never had a problem with it with. I'm afraid to update it though.

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  • I also have problem with this. The ad did show up once when testing, but only at the top and then it started half way across the screen so you only saw the left part of it. Is it possible to center it somehow?

    Also, is it possible to use admob? I am pretty sure I saw an iOS alternative in the admob manager last time i looked..

    Steam games: Please login to see this link.

  • After changing my project to 'Standard Mode' iAds did show up on my PC. They did not show up on my device. :(

    However, I had a look on the source code in the 'CIAdViewController.m' file. And I think I've found the bug. The iAd isn't positioned properly. It is always set to a position outside of the screen.

    Try to locate the positiodiAD method and search for the following line of code: 'if (app->hdr2Options&AH2OPT_IADBOTTOM)'. Now change the following block like this:

    if (app->hdr2Options&AH2OPT_IADBOTTOM)
    {
    outPoint = CGPointMake(screen.width/4, screen.height/2+ad.height/2);
    inPoint = CGPointMake(screen.width/4, screen.height/2-ad.height/2);
    }
    else
    {
    outPoint = CGPointMake(screen.width/4, -ad.height/2);
    inPoint = CGPointMake(screen.width/4, ad.height/2);
    }

    Now the iAds should be shown on the device. However, if you have the status bar enabled, it will be shown on top of the ad. You might want to place the ad a bit further down.

    Maybe this could be fixed in the next release. :)

    Cheers,
    Christian

    P.S.: It seems like screen.width is measured in pixels whereas ad.height is measured in points. So, my code will fail on a non-retina device. It might be best to use another way to get the width and height of the screen measured in points right from the beginning.

    Edited once, last by Christian (February 19, 2014 at 11:41 PM).

  • I just released my app Match the Gems for free with ads, but I see no ads in the game. I made sure to check all the boxes in the frames and in the application to enable IAd and I made sure that on Itunes Connect that iAd is enabled for this app. Anyone know what the problem could be?

  • Hazzow, check the post made by Christian above.

    There is currently a bug with how 2.5 is calculating the position of the iAds.

    Christian posted a partial fix to the bug, a fix that will fail on pre-4s devices(non-retina).

  • Ok, I guess I've got it now. Replace the code for the '-(void)positioniAD' method with the following code (in 'CIAdViewController.m'):

    This should work for retina and non-retina devices (both in portrait and landscape mode) and it will take the status bar into account (if shown). I've tested it both on the iPhone and iPad simulators. It works fine for me. I haven't tested it with iOS 6 though.

    Cheers,

    Christian

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