Chartboost Plugin released!

It’s actually worse than 1.1 for me right now

showing ads gives me two carch  events now

Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CHARTBOOST EVENT
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  phase : cached
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  type : interstitial
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  name : chartboost
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  location : DefaultInterstitial

Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CHARTBOOST EVENT
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  phase : cached
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  type : interstitial
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  name : chartboost
Jun 17 23:07:53 ESP OnlyOne[6357] <Warning>: CB  location : DefaultInterstitial

Closing  gives me a close event and a cache event

Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CHARTBOOST EVENT
Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CB  phase : closed
Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CB  type : interstitial
Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CB  name : chartboost

Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CHARTBOOST EVENT
Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CB  phase : cached
Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CB  type : interstitial
Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CB  name : chartboost
Jun 17 23:08:18 ESP OnlyOne[6357] <Warning>: CB  location : DefaultInterstitial

This has made things worse because before I would set a timer to continue the game (if you loose internet access the plugin returns no events) otherwise I wait for show event (cancelling the timer)

please revert back or fix this 

Please test your code and make sure your events are properly setup before submitting this

Even though multiple Cache events are not expected, I can’t see how that affects game-play as long as when calling Show shows the previously cached ad immediately. 

You shouldn’t have to wait for an ad to be cached before starting a game session as you never know when (or if) an ad will be cached at all.

Having said that, I have yet to try this plugin myself.

I’m going to start my own testing as soon as I get the Enterprise version of the plugin.

I don’t care about the caching! :angry: 

I need to know if the ad was “shown”  so that I don’t assume it failed and resume the game. I am no longer getting the ad shown event.  I need this because I resume the game on the close event, and on the fail event, but sometimes you don’t get events when there is no connection to the network so the show event will prevent me from resuming the game.  I suppose I can just respond to cache events, but the events aren’t returning properly

OK, I see your point now. I’ll see how it behaves when I start my own testing.

Although @poon above seems to be getting ‘displayed’ events…

I am getting phase == “willDisplay” when I call chartboost.show() and I’m assuming that means an ad was shown.

We do test our code. No need for snide remarks like this.

This whole situation is a double edged sword. Some people say ads don’t display for them, others do. We were trying to see if a failsafe method worked for everyone (along with update to Chartboost’s latest SDK).

We will revert the forced caching, but will remain on the latest Chartboost SDK.

You must all understand that testing is very, very awkward for us. Our internal testing has shown ads reliably ever since v1.1, but for others did not.

There is no way of us including other people in testing without doing an update. The only way we could include someone else in the testing process, would be if some other enterprise user, such as Ingemar, was kind enough to devote a little time to test out our new versions.

This is the nature of the beast, unfortunately, due to the way Corona’s system works. Our hands are tied due to this. So please take that into consideration. Our testing has worked 100%, we don’t just slop anything out there.

We are practically trying to solve some of these things blind.

That been said, if you are unhappy about this and cannot accept the nature of the game, which we have to put up with… Then if it’s been less than 30 days since you purchased the Chartboost plugin, then we will refund you.

We will get to the bottom of this, one way or another, just realise that being shackled makes this difficult.

@Gremlin

If you can send me the latest Enterprise plugin I’ll start doing some testing very soon.

Sure thing, let me just get on my mac and i’ll send you v1.2a to try.

Appreciate the second set of eyes. Thank you

My first problem of ads not showing on first session has been fixed with the new version. Don’t know if my second problem is a Chartboost issue but the artwork I made for the iPhone 5 custom frame doesn’t fill up the screen. It leaves small gaps on each side. I used their template to size it. Not the end of the world I know, but as an artist I wish I could fix that. Ernest, a quick fix for you could be to show the ad at a natural break in the game and have the player press a button to restart. That way you won’t need to rely on tracking when and if the ad was shown.

Good to know, thanks.

We don’t have any control over frames, but could you post the screenshot of your issue all the same?

Thanks.

@everyone else, we have fixed the double events people reported, which, ironically, was a Chartboost issue we had to work around.

A few other fixes also. We are just running through a host of tests and will push an update shortly after. Which will hopefully be the final update to fix these initial issues.

Thanks

Update:

Ok, so we have pushed v1.2a up now. Should be available to you guys in about ~1.5 hours from the time of this post. We have also made the callback events more distinguishable. For instance, if an interstitial fails to load, rather than just getting an event phase of ‘failed’ you get a proper message back like so:

local function listener( event ) &nbsp; &nbsp; local phase = event.phase; -- == 'load'; &nbsp; &nbsp; local result = event.result; -- == 'failed'; end

We believe this is a better approach, as it is clearer what exactly went wrong, rather than a generic ‘failed’ message which doesn’t tell you what failed.

Notes:

  1. Before letting us know how the plugin works for you, please establish that you are running the latest version ( v1.2a ) by executing this function:

    local chartboost = require( ‘chartboost’ ); print( “Chartboost plugin version is:”, chartboost.getPluginVersion() );

  2. Please make sure you have added your iOS device to the Chartboost portal, otherwise ads may not show: https://dashboard.chartboost.com/companies/test-devices

  3. Please make sure you have set up a publishing campaign for your app, or ads may not show. https://dashboard.chartboost.com/campaigns/publishing

  4. Post up the code you are using for Chartboost. This shouldn’t be needed, but it never hurts to ensure that everything is 100% correct.

We have tested v1.2a on various devices and had 100% success in showing and caching both interstitials and moreApp screens.

From this point on, we need anyone who is experiencing problems to post up screenshots of their chartboost app settings, publishing campaign and device list screens, from the Chartboost dashboard. Please blank out any sensitive details you do not wish to show on the screenshots before posting.

Changelog:

  • Fixed issue where Chartboost would report cache/failed events multiple times.

  • Fixed issue where plugin was forcing caching.

  • Added function chartboost.startSession(). This function must be called on every system “applicationResume” event.

Thanks

PS: We will be documenting all of these changes once we get everyone sorted out.

Cheers

A better way would be to let me know if the ad is cached, before I display it, otherwise resume the game

like in the other sdk

ChartboostPlugin.hasCachedInterstitial()

I’m not getting the didShow event (like in 1.1), only willShow(not sure if this assumes it’s going to work)

Did you try the latest version since? (v1.2a) ?

Edit:
We can offer a function to let you know if a specific ad is cached if you would like. Seems like a missing feature.

Thanks

I am using v1.2a and everything seems to be working fine for me.  I am testing on a real iPhone 5.

When I call .init(), I get an event that fires with name == “license” and status == “valid”.

When I call .cache(), I get an event with name == “chartboost” and phase == “cached”.

When I call .show(“interstitial”) I get two events that fire, both with name == “chartboost”. The first has phase == “willDisplay” and the second has either phase == “closed” (user closed by clicking X) or phase == “clicked” (user clicked the ad).  I don’t know exactly what the event looks like if an ad does not show, because since v1.2, the ads work every time for me.

Thanks Gremlin for the fixes and updates!

I’ve implemented the plugin (v1.2a) and everything is working as expected.

Moreapps is working fine now.  Thanks everyone!

Glad to hear it!

@all. Sorry that the plugin didn’t get released for Android last week as promised, however, it will be released on Monday.

Thanks

I am planning on doing an update today on my Android game so that is perfect timing!  :lol:

I have a question.

Where Do I have to set up the charboost init.

In the main.lua.?

in the menu.lua?

in the game,lua?

 local chartboost = require( “plugin.chartboost” );

–The ChartBoost listener function

local function chartBoostListener( event )

for k, v in pairs( event ) do

print( k, “:”, v )

end

end

– Your ChartBoost app id

local yourAppID = “sfsfsfsfffffffffffffsf”;

– Your ChartBoost app signature

local yourAppSignature = “fsfsfsfsfsfsssssssssssssss”;

  

chartboost.init(

{

licenseKey = “ccccccccccccccccccccccc”,

testMode = false,

appID = yourAppID,

appSignature = yourAppSignature, 

listener = chartBoostListener ,

}

);

The plugin is out now. It was out yesterday but I didn’t get chance to announce it.

You can call chartboost.init() wherever you like, but it’s important to only call it once per app start. You can of course call it again if it couldn’t connect first time due to any network errors (lack of connectivity etc)