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721. Using Admob With Ionic Framework (www.thepolyglotdeveloper.com)

Having your mobile application generate some kind of revenue is usually critical. Not many people want to spend endless hours slaving over an app without some kind of profit. Luckily, using Ionic Framework with Apache Cordova device APIs in addition to a nifty and easy to use Admob plugin, you can t...

722. Using Volley To Make Android HTTP Requests (www.thepolyglotdeveloper.com)

Threads and asynchronous tasks have never been pleasant in Android. It is a nightmare to handle screen orientation changes or update the UI from a common thread. However, the guys at Google came up with Volley and it is an excellent way to make Android HTTP requests. Out of the box you have the abil...

723. Creating An Android Java Plugin For Unity3D (www.thepolyglotdeveloper.com)

Unity3D offers a ton of great features for Android projects, but often there are gaps that must be filled with plugins. Let’s take the example of Toast popups for Android. In your game you might like to show a popup message that explains an error, or states that you are signed in to a server. The po...

724. Saving Data With Ionic Framework (www.thepolyglotdeveloper.com)

Coming from native Android and SQLite, the concept of universal data storage on local devices has been different. Apache Cordova and Ionic Framework, being as awesome as they are, support HTML5 local storage calls. This allows us to store and retrieve data without the use or knowledge of SQL and on ...

725. Check Network Connection With Ionic Framework (www.thepolyglotdeveloper.com)

When creating a mobile app, specifically one that makes heavy use of the internet, it is often necessary to make sure an internet connection exists at launch and possibly display a message or perform an action if one does not exist. The following is for an Ionic Framework 1 application. If you’re us...

726. Admate for Chartboost Released (www.thepolyglotdeveloper.com)

In an effort to improve the efficiency of Chartboost users, I’ve released a mobile application titled Admate for Chartboost. Admate makes use of the Chartboost API in order to deliver app and campaign analytics directly to your mobile device. The post Admate for Chartboost Released appeared first on...

727. Monetize with Chartboost (www.thepolyglotdeveloper.com)

I’ve recently switched from using Admob in my games to Chartboost. This switch made sense because most of the ads that were filling with Admob were not relevant to gaming. For example, many of the ads Turbo Prop was receiving were dating and real-estate related. This resulted in very poor eCPM. The ...

728. Floppy Clone Released (www.thepolyglotdeveloper.com)

With the intention of writing a tutorial, I’ve gone ahead and created a Flappy Bird clone in Unity3D and named it Floppy Clone. The source code and all assets to this project can be found on GitHub. The post Floppy Clone Released appeared first on The Polyglot Developer.

729. Toggle Unity3D Sprites On Click (www.thepolyglotdeveloper.com)

When creating a game there is often the need to create a toggle. An obvious example might be for a volume controller. Click the sprite to turn the volume on, and click the same sprite to turn the volume off. The best way to accomplish this task is to create a sprite game object that has a script wit...

730. Seven Day Turbo Prop Stats (www.thepolyglotdeveloper.com)

It has been exactly seven days since Turbo Prop for Android, iOS, Windows Phone, BlackBerry, and Amazon Kindle Fire went live. This is a status update in regards to downloads as well as ad earnings for my first Unity3D game. The post Seven Day Turbo Prop Stats appeared first on The Polyglot Develope...

731. Google Admob with Unity3D (www.thepolyglotdeveloper.com)

Monetization is desired by game developers and standard app developers alike. For the developers that would like to keep their work free to download, in app advertising is often a good choice. Admob by Google is convenient for ads because it is compatible with iOS and Android without changes to the ...

732. Object Pooling For Efficiency (www.thepolyglotdeveloper.com)

When it comes to computing, not all devices are created equal. An action intense game that runs at 500 frames per second on a computer may only run at 12 frames per second on a mobile device. To maximize your frame rate across all platforms it is very important to use your game resources efficiently...

733. Turbo Prop Released (www.thepolyglotdeveloper.com)

After about a month of hard work I’m proud to announce that my first ever game has been published to the popular mobile app stores. Turbo Prop was created with Unity3D 4.3 and is compatible with Windows Phone, Android, iOS, BlackBerry, and Amazon devices. The post Turbo Prop Released appeared first ...

734. Frames Per Second Prefab (www.thepolyglotdeveloper.com)

When building a game, it is often a good idea to know your frames per second (fps) during the testing phase. It is even more important to know this when building for mobile devices that may not have the high specifications that modern computers have. The easiest method to have the frames per second ...
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