An extension would let us call ChartBoost ads anytime/anywhere in the app.
An extension would let us call ChartBoost ads anytime/anywhere in the app.
It wouldn't be that hard to do via extension right now.
Currently you would still need to add the required files to the Xcode Project manually, but once that's done it's possible to control chartboost via an extension. The same goes for android.
I've been trying a bit of extension development myself, and although I'm still learning I may have a go at making some iOS API extensions. There are a lot of good ones out there.





The downside currently is that iOS extensions have to be done in just one class file (i.e. one .h file and one .m file), which can make some things more awkward than they might be if you had more control.



Not sure if this is totally covered or not, but it seems like you can either run it or not run it. Is there a way to check in an ini file before it loads so you can see if they've purchased the add free iap?
and on a side note. Would having a free app. with an IAP to unlock the extra full features but still having that 1 chartboost preload when they had paid be a bad thing? (if i removed iads on the actual usable/interactive apps frames).











No, the ini check would require the extension. The extension would allow us to call the ads via the event editor.
So once we had that ability you could check your ini for IAP purchases to remove ads.



I don't know if it's possible - I can't use Xcode very well, but would it be possible to check if a file exists before the ad launches (via Xcode)?
A few little tidbits I've come across using Chartboost. Make sure when your game is deactivated that your game is automatically paused (ie if the person receives a call) , otherwise when they re-enter the game another ad will pop-up in the middle of game play and piss them off. I had this issue and it got me a few bad reviews so I put a cap on the amount of ads they can get to just 1/hr so that helped with the negative reviews but it lowered the income (this will be back to normal my next update where I correct the pause issue)
Now, more exciting news is I managed to get the "More Apps" page to work in my next update! The way I did this though was to hack the crap out of an existing extensions .m file that I wasn't using. In mmf I basically call an action from the extension and after exporting the game I go into its .m file in xcode, include Chartboost, find the action that I call, and place the same Chartboost code that I used in RuntimeIPhoneAppDelegate.m in place of the code that is already there. I just replace the [cb showInterstitial] with [cb showMoreApps]. I literally spent the last few days on this, and it is very confusing if you are not comfortable editing the files in xcode, but its a start. You can also use this method to handle the rest of the features of Chartboost as well. I repeat though, it is a very convoluted way to do it but with out an actual extension its a at leastpossible.




I pause with Q&A when the app is closed, but when I restart a new add is lying under the Q&A Object. Which means the player has to unpause first, then he's able to close the ad while the game is already running. Another glitch: ads show right after making an IAP. I'm wondering, since the app is waiting for review - should I deactivate the ad campaign until the app is approved?
I don't think there's any reason to deactivate it. For the Q&A object, im not sure as I dont use that to pause.