Posts by kinase

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    I get these constantly. Lots of marketers out there using bots to look at newly released apps, and auto emailing support accounts. Easy to do.

    I imagine some are legit, some are not. Either way, many will offer to rate apps for you, which is likely against many apple terms and conditions.

    This looks controversial, but I promise it's not.

    I have a legitimate setup now. Ive got a paid developer account, and iPod touch, and an iPad for testing my creations. Furthermore I've got three apps in the store right now.

    Problem is, I want to use my iPad at work for server administration. I need a decent ssh client, but I don't like the idea of using the pricey third party apps in the store. I'm very security conscious, and I'd rather use Openssh. My hope is that the Openssh package available in cydia is more audited than the other clients out there. Furthermore, I like the idea of having the power to lock down my iPad at the shell level.....

    My colleagues are recommending I jailbreak, but the question I have is whether or not this will break my legitimate developer account provisioning....

    Anyone doing this successfully for legitimate reasons? Im not looking for advice on how to violate any apple requirements, just guidance on whether or not I can legitimately develop on a jailbroken device.

    I just submitted an update today. I too am on snow leopard, using an xcode hacked to allow the 5.1 sdk to compile.

    I did notice that there is a new slot for Iphone 5 screenshots in itunes connect. I didn't upload any. I have no idea if my game will run on iphone 5 ....... fingers crossed I guess

    I dont like how apple makes it challenging for developers to keep up. I can only hope that my current development environment will last another year so I can at least make back my investment.

    Hi guys, sorry I vanished for a while.... Phd sucks!

    Ill be getting back into this, now that I finally managed to get my iPod port of my latest game. Not sure if this will work with mmf standard. Im thinking it won't, since iAds only come with developer. Since Ive hacked mobclix directly into the same interface that iAds was using, I doubt those hooks will be in the code produced by mmf standard.

    It's been a while since I logged into my mobclix account, but I remember admob being in there. Ad whirl however is another aggregator, like mobclix, so I don't think it will work.

    Hopefully I'll get this integrated and tested soon, in the coming weeks. If I deploy it successfully, I'll report back

    I'm finding that when clicking on some iAds, and then returning to the game, that sound does not come back. It's specifically the video-based ads that do this. Right now, there is a BMW ad, for example, that causes this.

    Nothing I do in the game can bring the sound back. I have volume controls, but they don't restore it. Furthermore, going to the home screen and coming back doesn't restore it.

    The only way is to kill the app outright, and relaunch it. This is tedious, and I doubt end-users will bother doing this.


    Testing on an iPad.

    Two new free games released in the app store this week.

    A free version of Birds Eye Golf :

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    My new game, MineSweeper*
    Only for the iPad, iPod version coming soon!

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    I look forward to seeing your take Verbage! My game is pretty much just a clone. I was trying to go for cute factor. I think new gameplay elements are definitely a underexplored area of minesweeper.

    I'll post these in the release subforum! Thanks

    Hi everyone,

    It's been an exciting week for me. Ive released two games in the app store.

    First of all, I've finally gotten around to creating a Lite version of my golf game. The first version wasn't received so well, but I'm hoping that the iAd supported version will fare better, particularly with ratings.

    Please login to see this link.


    Secondly, and even more exciting, Ive created an adorably cute MineSweeper game. Also free! Check it out and let me know what you think. It only runs on the iPad for now, but Im porting it to smaller devices. I'd love feedback on the interface and gameplay before I port!

    Please login to see this link.


    Comments, feedback, and app store ratings are all greatly appreciated.
    Help out a fellow kliker!

    Thanks!

    Update:

    Now that I know how to print status to the console in Xcode, I am able to spy on callback functions and see when they are executing.

    Good news: Mobclix ads are not refreshing when I exit my app and go to the home screen. The refresh behavior begins again when I open the app again. This is independent of the viewDidAppear and viewWillDisappear functions, as they are not ever called.

    Regarding the fly-out behavior of the ad banner, this works through the didFailToReceiveAdWithError function in the Mobclix SDK, however this function is evidently only called when I disable ads through the account dashboard. If however, I unplug my wireless router and kill the iPads network access, the banners stop loading. They do NOT recover when I restore network access. The existing banner remains in the displayed position in the game, since the FailToReceive function is not called in the event of a network problem. Mobclix documentation implies that it should be ...

    This is most likely a bug in the Mobclix SDK.

    K guys, Ive posted some prototype code in the owners lounge.

    Its mostly done, but Im unsure a few things work correctly. If you're skilled with ObjC, try it and contribute.

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    Greetings,

    Here are instructions for getting Mobclix installed into your iOS project. Ive done this by modifying the exported iOS project code directly. Specifically, I have replaced the two source files that control iAds with new code that controls Mobclix. Most of the functions in the iAds library had analogues in the Mobclix SDK, so the conversion wasn't too bad.

    This is a hack, not a clean solution. Use at your own risk.


    To start, sign up for a Mobclix account. Download the SDK, and read their getting started guide. In particular, you will need to add the SDK folder to your Xcode project, and you will need to associate a few more frameworks with your project. Make sure to clean your build if things dont work out.

    Next, you'll need to replace two of Clickteam's code files with new versions I have prepared. Attached to this post, you'll find new versions of CIAdViewController.h and CIAdViewController.m

    In your Xcode project, inside /Classes/Application, backup the old versions of these files, and drop in these new replacements.

    Next, in the CIAdViewController.m, you'll find an initialization function with my personal Mobclix ID for a test app Im working on. Feel free to use this ID for testing/development purposes, but DO NOT distribute this ID or any software with it. If you want to use your own ID, register a new App and get an ID through the Mobclix dashboard. Furthermore, make sure to activate all the banner sizes you want, and enable test mode on them until you signup for actual ad services.

    Next, in the source code, uncomment the particular banner size you want to load up.

    This mostly seems to work, but I have NOT done extensive testing. Test banners appear in the right spots on the screen, but I haven't signed up for real ad services yet. Pause/Resume of the runtime seems to work when I click on ads.

    I do NOT know if the Mobclix ad refresh timer is getting properly paused when the application is no longer on the screen. There are a series of functions at the bottom of my source file that are supposed to handle cases in which the view is not visible, but I do not know if they are getting called. Perhaps someone with more Objective C experience can give pointers. If anything, I wish I could print something to 'standard out' to see when these are executing....

    EDIT: Just learned how to print to stdout - and indeed these calls are not executing, ever, it seems .... might not be a problem though ... stay tuned

    To those of you who want Mobclix, and have ObjC coding experience, please read my code and compare it with the old code. Read my comments to see what I'm not confident is working correctly. I only have 1-week of experience doing ObjC, so I'll need help testing and validating this code.

    This is 80% done - lets finish it.

    Additional things

    * Mobclix doesn't yet handle iAds automatically on iPad, so I probably wont be using this on my universal apps just yet. To get iAd working, we need to have more complicated code that tries iAds first and then calls mobclix as a backup. I dont know how to do this yet. I think it will need 2 separate view controllers ... and Im although Im sure we can use the
    didFailToReceiveAdWithError method to call Mobclix, Im not sure how to return to iAds at a later time.


    * I haven't tried this on an iPhone yet, nor have I tried portrait orientations. Landscape orientations on an iPad work well!

    Please login to see this attachment.

    Bah, one new potential setback

    It seems that mobclix will handle iAds for iphone platforms, but not for iPads. This is primarily because there is a size difference involved. The solution requires a little more implementation pain :

    Please login to see this link.


    Nonetheless, I think this can get implemented as well. I'll just use the iAd fail callback function to resume the mobclix ads. The only complication is that it likely requires another view controller - but again, my ObjC experience is lacking.

    Anyways, this will be fun.

    Hah!

    Your encouragement inspired me to try again. 10 minutes later, I have it working!

    I logged into the mobclix dev panel and noticed that their analytics engine is seeing hits from my iPad over the last several days. This confirms successful startup, but still no ads are showing. Next I realized I needed to click a button to activate ads - specifically the size of ad needed that I was initializing in the code. I also turned on "test mode" since Im not signed up for any ad networks.

    It still didn't work, so I went into my code, and commented out the initialization under the 'ViewDidLoad' handler and reactivated some earlier code attempts where I integrated the mobclix calls into clickteams' viewController initialization routines. Now I see a test banner at the top of my app!

    Im crazy busy with work obligations now, and my boss expects something substantial tomorrow, but midweek I'll clean up my ObjC and post it here. Right now, my Xcode project has a bunch of commented out lines with various attempts to get the banners to load. Im going to start from a clean slate now that I know which pattern works.

    Soon, we can all manually modify our Xcode to integrate mobclix. What remains is implementing the proper positioning calls, but it looks relatively straightforward! Eventually, getting it into the exporter will probably be easy, given that the change to the codebase required has only been about 15 lines of code ....

    If I get it done the "right way" - the same interface to iAds will apply - particularly the ability to activate iAds in either frame properties or the event editor.

    Happy day!

    Bah!

    I think I got the view controllers set up properly, but I just don't see anything come up when the game runs. It might be on moblix's end since I haven't bothered signing up for any services. Nonetheless, I have to put this down for a while.

    The integration itself didn't take more than an hour, and there really isn't too many lines of code needed - now its just a matter of figuring out what I did wrong. Had I worked with ObjC before this Im sure the outcome would have been better. Im likely overlooking something simple. I can't get the interface builder in Xcode working, so my view is probably still not linked to a view controller.