Ah good thinking, testing is good. I dunno if anybody here has an iCade? That's another extension I'm hoping to get sorted... I can do my Objective-C pretty much, I just need to learn my way around the extension SDK and visual studio.





Ah good thinking, testing is good. I dunno if anybody here has an iCade? That's another extension I'm hoping to get sorted... I can do my Objective-C pretty much, I just need to learn my way around the extension SDK and visual studio.



I just ****ed up my app a little while trying to install xcode.
I added the stuff in build settings, then added the xcode code. then removed it and now it won't build. Do I also need to remove those items from build settings.
I was looking at the "weak linking" one of the items, But I'm not sure how to do that either. My app is pretty much good to go after this though. Will I need to readd all this code once I do the final build?
I now get errors when I try and build it (they vary) and I get a build failed message.
I've linked to the file here
https://www.dropbox.com/s/cbmiy2d0ia...eAppDelegate.m
This is the only file I played around with and I can't seem to revert it back to a working version or see whats changed. If anyone could help it would be much appreciated.
DistantJ- if you need any help regarding the chartboost extension I'd be happy to help, sounds like you have it covered though.
What I've been doing recently is building a kind of hacky extension that allows MMF to interact with some APIs, to see which ones I can get to work. It's not releasable in it's current form but I'll hopefully learn enough off it that I can make some proper API extensions. Still very much a beginner when it comes to ObjC, but I'm learning. I've got chartboost working though, all you need to do to call an interstitial is put this in the action line in the extension .m file
("launch" being the name if there is one)[[Chartboost sharedChartboost] showInterstitial:@"launch"];
and this for the show more apps page:
This is with adding all the setup/connection stuff in the main app delegate as well though, I don't know how easy that would be to move it all into the extension file?[[Chartboost sharedChartboost] showMoreApps];
I've also got TapJoy working through a similar method, although again it still needs a lot of manual Xcode integration for it to work right now. I think I'm gonna learn a bit more Obj C in my spare time, and see if I can come up with a TapJoy extension if you have Chartboost covered.
Or if anybody has any other APIs that look good then I'll look into that, I know Game_Master suggested RevMob ads. Tapjoy seems like a good place for me to start though seeing as I already have it working albeit via a hacky implementation.
assentec - You're missing some brackets before and after the Chartboost code (I removed your app signature and appID so you'll have to put those back in)
Code:- (void)applicationDidBecomeActive:(UIApplication *)application { { Chartboost *cb = [Chartboost sharedChartboost]; cb.appId = "YOUR APP ID"; cb.appSignature = "YOUR APP SIGNATURE"; // Begin a user session [cb startSession]; // Show an interstitial [cb showInterstitial];} if(runApp == nil) return;



Thanks, when I get back on the mac I'll give it a try and see if thats fixed it
in terms of "#import "Chartboost.h"" where does that go?
the chartboost video says it goes at the top of a file (i think that one) but the support page lumps it together with that other code.
Annd how do I weaklink that other bundle to set it to optional.
(sorry theres so many questions)
put it at the top with the other #import functions![]()











To weak link the bundle you need to click the up/down arrow where it says "Required" in the build phases tab "Link Binary with Libraries" until it says "Optional". Ignore the rest of this screenshot (Google Image Search!) but it shows the Build Phases tab and each library - http://www.learn-cocos2d.com/wordpre...nk-library.png



Ok build is sucesful but it crashes when it gets to the point to load it
0x3ac0c526: ldr r1, [r1, #16]
ex bad acces code
and
AudioStreamBasicDescription: 2 ch, 44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved
(lldb)





One game I'm working on is kinda uh... different... It's really good fun to play but I dunno if people will risk it by buying it, but it could work free. So I'm very very tempted to do the free+Chartboost thing with it, to get the players and get word of mouth out there.



Weird, xcode didnt like the id lines and wanted an @ in these two line, but luckily xcode told me and fixed it.
cb.appId = "YOUR APP ID";
cb.appSignature = "YOUR APP SIGNATURE";
out of interest, what region and languages did you set your campaigns to? I was running a test and got a couple of foreign adverts. I thought they would be region specific ads.