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Corona 5.1.0 Free Download For Mac

  1. Corona 5.1.0 Free Download For Mac Mac
  2. Corona 5.1.0 Free Download For Mac Download

Full Specifications What's new in version 4.0. Updated to be compatible with Apple guidelines and recommendations for security of user data. Improved Help menu includes a support request form and an account chart builder to provide a quick start to accounting.

  1. Corona 5.1.0 Download For Mac 10.11 Free Via Vpn. Audio Links checked ✓ ✓ ✓. Blogstomp 2.11 On Windows Free New Version Get X64.
  2. Dec 15, 2018  WireframeSketcher 5.1.0 Free Download (win/mac) September 24, 2018 - by admin WireframeSketcher is a prototype creation utility intended to assist project managers and developers put their vision and ideas on paper, in order to get constructive feedback from their clients.

Printed invoice and purchases have a much wider description column than before. General Publisher Publisher web site Release Date January 20, 2018 Date Added January 21, 2018 Version 4.0 Category Category Subcategory Operating Systems Operating Systems Mac Additional Requirements. macOS High Sierra. macOS Sierra.

OS X El Capitan. OS X Yosemite Download Information File Size 10.6MB File Name CoronaUSX.dmg Popularity Total Downloads 778 Downloads Last Week 1 Pricing License Model Free to try Limitations 30-day trial Price $64.95.

@WideAwakeGames, I've got no clue why you get the error. Perhaps only difference is that I built the app using daily build 1087 (not 1086), but still, it shouldn't make any difference.

Download Mac App Remover. When installed, Corona 5.1.0 creates files in several locations. Generally, its additional files, such as preference files.

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Maybe it's worth checking to make sure revmov.lua you have in your project folder is the RevMob SDK v5.1.0 - I mean, can it be possible you forgot to replace the previous version with this one? Naomi I double checked. Even went as far to re-download the 5.1.0 SDK and downloaded the latest build.

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Also ran it from Corona instead of LuaGlider, same error. @WideAwakeGames, that is strange. Are you testing it on iOS or Android device? I did not get any error on iPod Touch 5G when I built my game app using Corona daily build 1087 and RevMob v5.1.0. I did not change any of the code when I updated the SDKs from Corona daily build 1054 and RevMob v5.0. (I did not test it on iPad, because I display iAds on iPad devices.) I looked at the error you posted earlier.

I noticed the error is from the simulator. I don't know if you can test this on simulator. I only display my house-ads on simulator, so of course I'd never see the error you posted.

Did RevMob get back to you? You might also want to test it on device to see if you get the same error. Who knows, it may be simulator specific issue after all.

@WideAwakeGames, that is strange. Are you testing it on iOS or Android device? I did not get any error on iPod Touch 5G when I built my game app using Corona daily build 1087 and RevMob v5.1.0.

I did not change any of the code when I updated the SDKs from Corona daily build 1054 and RevMob v5.0. (I did not test it on iPad, because I display iAds on iPad devices.) I looked at the error you posted earlier. I noticed the error is from the simulator.

I don't know if you can test this on simulator. I only display my house-ads on simulator, so of course I'd never see the error you posted.

Did RevMob get back to you? You might also want to test it on device to see if you get the same error. Who knows, it may be simulator specific issue after all. Naomi I have always been able to test on the simulator until I replaced the revmob.lua file.

The revmob support guy asked me to test with the official build after I provided the output from the latest daily build. I rolled back to revmob 4.1.0 and again the same error. This is so weird.

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So I get the weird error. I copy and paste the 4 lines into a brand new main.lua with nothing else and everything is OK. So then I go back to the original file and comment out everything except these 4 lines.

I still get the weird error!!! Mystery solved.

I started copying.lua files from the original project folder to the new blank folder one by one. When I copied a file called network.lua I got the error. I don't recall what that file is for but obviously not needed since removing it didn't stop the game from working.

I have a couple of issues using latest revmob version 5.1 with the public build (1076): 1. On iOS, everything seems to work, I see impressions and clicks, but there are no installs, although I've installed on my device twice to check. I've also sent a mail to the contact us mail. My guess, is that they have a problem identifying the device based on fingerprinting (assuming this is what they do as an alternative to using UDID).

Corona 5.1.0 Free Download For Mac Mac

You should note, that without UDID there is no longer 100% guarentee that a user installing a game from your app will end up in your installs at revmob. This is since fingerprinting is statistics method to identify a device. This works around 60-70% of the time. On android (defy+ device) revmob crashes the game. Don't know why yet, but might be related to scaling, since it seems that the networking part is working properly from the log.

I would like to release my game on android, and would appreciate if Revmob team can investigate the second issue asap and would also be good to know if they can confirm the nature of the first issue. Without quicj solution to the second issue, I will need to use another ad network. Hi Krystian6, I'm afraid I will not spend time on checking revmob. I do not have capacity to spend on 3rd party code. I've disabled them on android for now and will use only regular banner from other ads networks for my latest game. If and when they solve it, I'll test again and add them back (if it doesn't involve new sdk version, than I can do it from my server). I will also disable on iOS, even though their sdk works there, since they do not provide installs to my account.

No sense in hurting user experience when you get nothing from it. Hi Krystian6, I'm afraid I will not spend time on checking revmob. I do not have capacity to spend on 3rd party code. I've disabled them on android for now and will use only regular banner from other ads networks for my latest game. If and when they solve it, I'll test again and add them back (if it doesn't involve new sdk version, than I can do it from my server). I will also disable on iOS, even though their sdk works there, since they do not provide installs to my account.

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No sense in hurting user experience when you get nothing from it. I'm just now adding ads to my app prior to submitting it to the stores.

This discussion has put me off of RevMob for the time being. So apart from iAds for apple, what ad providers have been successful for you, with Corona?

The choices seem to be limited. Jhoward, though I've tested ads before, this will be the first time I use ads in a game. I'm using a good library posted here called AdMediator and I can control which ad networks to activate from my server. I will primarily run iAds on iOS initially and then switch to the other available networks in AdMediator if needed. I have RevMob as interstitial only provider on top of the banners, but I do not have a replacement for that yet.

Thanks rune7, I wasn't aware of AdMediator. I'll check it out. I just got iAds working well on my iphone and the xCode simulators. So things are moving along on that front.