GameSalad Publishing Binaries (RC & Current) - Updated 2020-07-06

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  • adriangomezadriangomez Member, PRO Posts: 436

    For what it is worth, I just tested and iOS ironsource interstitial doesn't work for me. But Admob works as expected both for banner and interstitial.

  • badcomicsbadcomics Member, PRO Posts: 30
    edited December 2019

    I just test using both Admob Interstitial and banner and still an issue on iOS.
    Losing ad money

  • adriangomezadriangomez Member, PRO Posts: 436

    badcomics what issues are you seeing? What version are you using? And are you building with the RC? I want to understand how we can have such different experiences.

  • badcomicsbadcomics Member, PRO Posts: 30

    Creator on Windows 1.25.6227.28368
    Compiling with the "Build RC" in my Portfolio
    Using TestFlight and testing on an iPhone 11

  • badcomicsbadcomics Member, PRO Posts: 30
    edited December 2019

    Could it be the newer iOS version?
    Only the latest app that I updated has the issue. Does not display any ads. Banner or Interstitial.

    Worked before. Not an issue on my Android devices, only iOS devices.

  • bob loblawbob loblaw Member, PRO Posts: 793

    you want to send me a test flight link in personal messages and i’ll let you know what it does on my iphone 7? happy to give feedback if i can.

  • adriangomezadriangomez Member, PRO Posts: 436

    I just did a test flight build for my app and both banner and interstitial work perfectly fine on an:

    iPhone 7
    iOS: 13.2.3
    I built using "Build RC".
    And I don't have the "legacy" ids populated. Just the new ones.

  • adriangomezadriangomez Member, PRO Posts: 436

    The only difference I see is that I am using a Mac. Let me see if the problem is only on a PC. Maybe ironsource works on a PC. That would be great.

  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,034

    So there should be no difference whether you're on PC or Mac since the output binary doesn't depend on that.

    Try putting in the admob test IDs. If those work, then it's something else. If they don't then we have something wrong in the app or there's something different about how we interact with your particular game logic that has changed.

    TLDR;

    Try it with Admob Test Ids: https://developers.google.com/admob/ios/test-ads
    Does it work?
    Yes - Then it's something in your setup.
    No - Then it's something with your game logic and any update in the engines we made. PM me your publishing link.

  • badcomicsbadcomics Member, PRO Posts: 30

    Thx all, will try though ids have not changed. My other apps not updated still work. I'll give it a try and let you know in a couple of days. Thx

  • badcomicsbadcomics Member, PRO Posts: 30

    Adent42, I agree the PC version can't be issued since compile in cloud. Will try you suggestion. Thx to you, adriangomex and Bob loblaw. Will come back after Christmas with results.

  • badcomicsbadcomics Member, PRO Posts: 30

    So I lied and since you said it worked for you, I had to see if something in the setup was messed with. Somehow, my AppID was not set. Now, I never go into the settings for the ads once set upo in Gamesalad so I don't know what happened because the ads used to work. Anyhow, I put in the ad IDs and iOS ads now work. BTW, my Android App Id was missing as well and the ads showed on Android. Go figure. I am recompiling my apps and uploading after New Years. THX everyone. Have a Merry Christmas, happy holidays and have a happy New Year!

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    @adent42 Hey I was wondering if iOS universal is built using iOS 12.1 SDK now? I know some people were having issues with iPad Pro 2018's displaying in "compatibility mode" and I think that was due to previous versions not being built off this. I see in the publishing portal that 12.1 is the minimum now, does this mean the SDK is also 12.1 and should support those new aspect ratios?

    These link talk about it a bit, and there are a few apple documentation pages out there too:

    https://useyourloaf.com/blog/supporting-new-ipad-pro-models/

    https://medium.com/@hacknicity/how-ipad-apps-adapt-to-the-new-11-and-12-9-ipads-pro-cabd1c0e5f20

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  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,034

    I forget if the RC uses 12.0 or 12.1 but it's more up-to-date.

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    @adent42 said:
    I forget if the RC uses 12.0 or 12.1 but it's more up-to-date.

    Thanks, I'll try building RC and see if I can find a tester with a iPad Pro 2018 to confirm.

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  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,034

    @AlchimiaStudios the RC uses 12.1

  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,034

    RC has been updated, check the notes. I think this was the last big RC issues for iOS so I might just push iOS to Release soon. Next up is finding and fixing issues with Google Play services on Android.

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    @adent42 said:
    @AlchimiaStudios the RC uses 12.1

    Thanks for confirming.

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  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069

    I seem to be getting a code sign error when I publish and generate using the RC and then try to sign. If I use the normal generation it works fine and I can sign no problem.

    I also cleared out my keychain and started fresh with cert and profiles, and am still getting this error.

    I also tried uploading and generating a blank project and still get the same results as an actual project. Gonna try another computer tomorrow and see if it's any different.

    Im using the 1.25.88 version on Mac.

    Any ideas @adent42 or anyone else who might have seen this too?

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  • bob loblawbob loblaw Member, PRO Posts: 793

    .96 seems to work pretty good right now

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069
    edited March 2020

    Hey @adent42 did you see this news today? https://developer.apple.com/news/?id=03042020b looks like all iOS apps have to be built against iOS13 SDK starting April 30th now, gotta love apple sometimes.

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  • bob loblawbob loblaw Member, PRO Posts: 793

    interesting

  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,034

    @AlchimiaStudios now i have! It's kind of sad, they used to try to hit somewhere in the 90 percentile before forcing an update. The real killer for us, time wise, will be the storyboard requirement. I think I have the last of the major iOS issues in the RC ironed out (and even if not, it's still working better than the old release). So I'm gonna throw that out there soon.

    I'm gonna release another RC this weekend. I suspect the codesiging is linked to the SDK versions available (and by extension, the Xcode version). I'll PM you when I have some time to look at that issue.

  • AlchimiaStudiosAlchimiaStudios Member Posts: 1,069
    edited March 2020

    @adent42 said:
    @AlchimiaStudios now i have! It's kind of sad, they used to try to hit somewhere in the 90 percentile before forcing an update. The real killer for us, time wise, will be the storyboard requirement. I think I have the last of the major iOS issues in the RC ironed out (and even if not, it's still working better than the old release). So I'm gonna throw that out there soon.

    I'm gonna release another RC this weekend. I suspect the codesigning is linked to the SDK versions available (and by extension, the Xcode version). I'll PM you when I have some time to look at that issue.

    Thanks, that sounds good. Since the codesigning problem seems to be related to the location of the codesign_allocator, I wonder if it's just an issue with me using an older version and it's looking in the wrong location for that. I'll try signing on a more updated mac/GS version this weekend.

    Yeah that storyboard launch screen requirement is unfortunate.

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  • bob loblawbob loblaw Member, PRO Posts: 793

    a number of people including myself have done universal builds with automatic adjustments, which should work on every iphone screen size. i’m wondering if that will meet apple’s requirement, or can somehow be incorporated to meet the requirements.

  • takaharutakaharu Member, PRO Posts: 11

    ironsource does not work.
    Why?

    iPhone 7
    iOS: 13.2.3
    I built using "Build RC".

  • adriangomezadriangomez Member, PRO Posts: 436

    @takaharu I think ironsource on IOS still a work in progress (it has not worked for me). I would suggest you switch to admob until they fix it.

  • takaharutakaharu Member, PRO Posts: 11

    Thank you very much.

    I used admob, but when I updated it two or three days ago with RC, the behavior became strange.
    Are you OK?

    ※ We use Google Translate.

  • adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,034

    @adriangomez & @takaharu IronSrc should work fine, the test ads did display as requested.

    If you are having problems, please try disabling ad networks. If you find one with an integration issue, let us know.

    We'll look into it on our side as well.

  • takaharutakaharu Member, PRO Posts: 11

    I disabled the ad network and tested again, but IronSrc does not work.
    Android is no problem.
    Only iOS does not work.

    The operation test was performed with TestFlight.

    ※ We use Google Translate.

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