@Florix I just compiled mamau_chartboost for Godot 2.1.1 and Chartboost 6.5.1. Please note that I've only compiled, not tested at all. Don't forget to check the official documentation.
List of Android Modules
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Thanks @FrogLogics, firt post updated.
have someone template for iOS for chartboost? I would like to use ads on iOS too so, do I need to compile only the templates or the engine too?
The template itself includes the whole engine (except editor). Maybe @ron 's instructions can help:
@ron said: I finally was able to get chartboost working on an iPhone. Thank you for all of your help. Here are the steps I did to get it to work so if questions come up again about this.
1) Download Godot 2.1 source. 2) Download mamau_chartboost source. 3) Add mamau_chartboost to Godot source folder per the instruction on the mamau_chartboost github page. 4) Compile Godot per Godot's direction for OSX. 5) Compile the Godot IOS template. 6) Setup a chartboost account and get the app id and app signature. 7) Add both the app id and app signature to the engine.cfg in the mamau_chartboost example per instructions. They must be in quotes. 8) Load mamau_chartboost example and export it per Godot's IOS export directions. 9) Setup and compile in Xcode per Godot's directions. 10) Load onto iPhone
@Florix said: have someone template for iOS for chartboost? I would like to use ads on iOS too so, do I need to compile only the templates or the engine too?
Yes just follow my instructions I posted earlier. Its very easy to do.
Ok, i've made these steps: 1-i've downloaded the 2.1 of godot engine from github. 2-Downloaded the root of chartboost from mamau_github that extracted gave "mamau_chartboost-master" in withch there was the folder "mamau_chartboost" that i putted in the "module"folder in the engines root folder. 3-Downloaded the sdk for mac from chartboost and added the file "Chartboost.framework" in "godot-2.1/modules/mamau_chartboost/ios/lib", without deleting the file "Add Chartboost.framework here". 4- Open terminal in the root of the engine and typed "scons p=iphone target = release" 5-Now? I have to make a 64 bit executable for apple right?
Tryid this afterward : scons p=iphone tools=no bits=32 target=release arch=arm scons p=iphone tools=no bits=64 target=release arch=arm64 lipo -create bin/godot.iphone.opt.32 bin/godot.iphone.opt.64 -output bin/godot.iphone.opt.universal first two gone well i think, even if the second one tool a little while....but the third line of command terminates with fatal error because those two files in bin does not exist....so? thank you
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Hello there @Florix, to keep the post topic and to be easier for the iOS developers help you I think you should create a new thread about that question ;)
I would like to share my Android modules: https://github.com/vanyasem/Godot-AndroidPermissions - Godot Module for requesting runtime Android permissions https://github.com/vanyasem/Godot-ShareImage - Godot Module for sharing images on Android
Hello @vanyasem, thanks for sharing. Post updated.
These Google Play Services modules are no longer working. I've tried every way to use them. The same thing always happens. It appears that you are connecting. But it does not show the welcome message. And he obeys no command.
You have an updated module working for Google Play Service. Leaderboard, Achievements.
I searched but I can not find anywhere. :(
Any message on logcat?
Anyway, I recommend you to open an issue on the respective module repository, this way the developers will be able to help you faster.
I opened a issue a few days ago in the repositories I tried to use. It seems that in addition to outdated were also abandoned. In logcat it shows that it is connecting and fails. And do not tell me why it failed.
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If you're getting "internal error", access your Google Developer Console and activate the following APIs for your application:
- Google Drive API
- Google Play Android Developer API
Thank you. This really helped me. :smile:
I made 2 modules. Those modules have been heavily tested and improved, they are production-ready.
GodotAndroid is about Facebook, Firebase, Google Play Games Service and sharing images/texts/links. https://github.com/xsellier/godotandroid
GodotRateIt allows you to ask your user to rate your app: https://github.com/xsellier/godotrateit
Thank you very much for sharing @binogure. First post updated.
I made a 3rd module for Amazon. Since the IAP part of it works properly and keep the very same API as GodotPayments I think people might be interested. Works for consumable only. Subscription and Entitled does not work.
I planned to add GameCenter. Normally this module would have been implemented/tested by the end of this week.
GodotAmazon https://github.com/xsellier/godotamazon