Appodeal Plugin Issue

Hi, Apologies if this has been covered but I can’t seem to see it. Do I need to change any code in the build settings for Appodeal? I’m resubmitting a game I’ve updated to the App Store. I’m using Zerobrane using the method ponywolf used here: Getting both Corona and Solar2D in the ZeroBrane IDE on OSX

Screenshot attached of the issue, do I need to use an alternative plugin to connect to Appodeal?

Many thanks

Matt

From your stack trace it seems like you’re just missing the supportedPlatforms property in the plugin configuration.

When it comes to Appodeal there has been a lot of problems lately, with outdated SDKs etcetera, at least for myself. I just got it to work when building for iOS 14 thanks to @agramonte who has supplied us with some updated plugins at the marketplace. See this topic for more info: Is 14.0 BETA ok to use for release build?

Just post in this topic if it doesn’t work out for you and I’ll try to help.

Hi Markus,

Thanks for coming back so promptly. I’m still a little confused. Since the switch to Solar2D can we no longer simply call in Appodeal? I went to the Marketplace and activated the plugin for Appodeal and have new build code. Does this connect to my existing Appodeal account? Apologies if I’m asking simple questions.

Here is the new build code:

plugins =
{
	["plugin.appodeal"] =
	{
		publisherId = "com.cabagomez",
		supportedPlatforms = {
			android = false,

			iphone = { url="https://www.solar2dplugins.com/download/appodeal-274-ios-14/playhouse-games/c488d652cb929bac1f6e6347a3f8a4d82dd9fc92-iphone.tar.gz" },
			["iphone-sim"] = false,

			macos = false,
			["mac-sim"] = false,

			win32 = false,
			["win32-sim"] = false,

			linux = false,
			["linux-sim"] = false,
		},
	}
}

Below is my original build settings code.

settings =
{
plugins =
{
[“plugin.appodeal”] =
{
publisherId = “com.coronalabs”
},
[“CoronaProvider.native.popup.social”] =
{
publisherId = “com.coronalabs”
},
[“CoronaProvider.native.popup.activity”] =
{
publisherId = “com.coronalabs”,
supportedPlatforms = { iphone=true, [“iphone-sim”]=true },
},
},

Many thanks

Matt

The plugins configuration in build.settings only does just that: configures the plugins so that you can use them from your code. You will also need at least the Adapters A plugin to actually use any of the ad networks through Appodeal: https://www.solar2dplugins.com/plugins/appodeal-274—adapters-a

You still need to initialize Appodeal and request ads to be shown. I believe that the docs here should be up to date: https://docs.coronalabs.com/plugin/appodeal/index.html

In particular, have a look at the init() function, to which you can pass a number of parameters: https://docs.coronalabs.com/plugin/appodeal/init.html

Markus I’ll take a look at the Facebook conflict. Not sure I an do anything about that.

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Thanks Markus,

It’s one thing learning how to build a game, but getting the ads to work almost seems as tough…lol! : )

Yep, I added the code to Initialize the Appodeal plugin to menu.lua:

appodeal.init( adListener, { appKey=“my-app-key-here” } ) – iOS

I take it I can combine and ditch the duplication from Appodeal and Adapters A?

plugins =
{
	["plugin.appodeal"] =
	{
		publisherId = "com.cabagomez",
		supportedPlatforms = {
			android = false,

			iphone = { url="https://www.solar2dplugins.com/download/appodeal-274-ios-14/playhouse-games/c488d652cb929bac1f6e6347a3f8a4d82dd9fc92-iphone.tar.gz" },
			["iphone-sim"] = false,

			macos = false,
			["mac-sim"] = false,

			win32 = false,
			["win32-sim"] = false,

			linux = false,
			["linux-sim"] = false,
		},
	}
}

plugins =
{
[“plugin.appodealAdaptersA”] =
{
publisherId = “com.cabagomez”,
supportedPlatforms = {
android = false,

			iphone = { url="https://www.solar2dplugins.com/download/appodeal-274---adapters-a/playhouse-games/f73ba4589159e069378f0eb495038c81ade56434-iphone.tar.gz" },
			["iphone-sim"] = false,

			macos = false,
			["mac-sim"] = false,

			win32 = false,
			["win32-sim"] = false,

			linux = false,
			["linux-sim"] = false,
		},
	}
}

Thanks

Matt

Yeah, tell me about it… I sometimes feel like the game itself is the small part of the project. Ads, analytics, attribution, IAPs… takes forever to get everything in place. :exploding_head:

Not sure what you mean by duplication. You can only have one plugins property in your build.settings file. But each of the plugins must be configured individually within the plugins table.

Hi Markus,

Yeah, the game is the small part of the project :rofl:

So, I’ve now managed to successfully build the game combining plugin.appodeal and plugin.appodealAdaptersA - please see below.

Am I correct in thinking that as I’ve already got my Appodeal account all set up and the ads were working correctly on a previous build that this should now continue to work? I’ll make a build and set the ads to test mode.

settings =
{
plugins =
{
[“plugin.appodeal”] =
{
publisherId = “com.cabagomez”,
supportedPlatforms = {
android = false,

			iphone = { url="https://www.solar2dplugins.com/download/appodeal-274-ios-14/playhouse-games/c488d652cb929bac1f6e6347a3f8a4d82dd9fc92-iphone.tar.gz" },
			["iphone-sim"] = false,

			macos = false,
			["mac-sim"] = false,

			win32 = false,
			["win32-sim"] = false,

			linux = false,
			["linux-sim"] = false,
		},

[“plugin.appodealAdaptersA”] =
{
publisherId = “com.cabagomez”,
supportedPlatforms = {
android = false,

			iphone = { url="https://www.solar2dplugins.com/download/appodeal-274---adapters-a/playhouse-games/f73ba4589159e069378f0eb495038c81ade56434-iphone.tar.gz" },
			["iphone-sim"] = false,

			macos = false,
			["mac-sim"] = false,

			win32 = false,
			["win32-sim"] = false,

			linux = false,
			["linux-sim"] = false,
		},
},

},
},

Thanks again.

Have you got any games out there now Markus?

Thanks

Matt

Yep, if you already have had Appodeal working I believe it should work straight away with the new plugins too.

My only game right now is Ice Trap, which is currently in iOS soft launch in a few countries. I’m looking to release it globally within a few months for both iOS and Android. Even if you can’t download the game, I think you should be able to view the Australian App Store page using this link: https://apps.apple.com/au/app/ice-trap-physics-brain-puzzle/id1505965288

If you’re interested in testing it, you can send me a private message and I’ll hook you up with a Testflight build. :slight_smile:

Hi Markus,

Delighted to play Ice Trap, will message.

Yeah, I can view Ice Trap on desktop but no dice on mobile when I try.

Thanks

Matt

1 Like