IwGame Engine v0.26 Released – Supports 12 Ad Providers, Accelerometer and Compass

Well me, Santa and the elves have been very busy bees this week and between us we managed to hammer out another update to the IwGame Engine before Christmas (Thanks Santa, couldn’t have done it without those delicious mince pies!)

Here are the latest changeds for IwGame v0.26:

  • Bug fix – Actor crash bug when no camera assigned to the scene
  • Bug fix – Fixed CIwGameHttp crash bug
  • Bug fix – Fixed ad rendering crash bug
  • Bug fix – Deleted scenes are now removed at the end of a frame and not immediately
  • Bug fix – Scenes with no attached camera didnt set transform correctly
  • Bug fix – Sprite hit test could be called before transform was set up
  • Accelerometer support added to CIwGameInput
  • Compass support added to CIwGameInput
  • CIwGameAdsMediator added to mediate ad requests between multiple ad providers to improve fill rate
  • Support for VServ, Mojiva, Millenial Media and AdModa ad providers added
  • ExtraInfo added to ad requests to allow custom information to be passed to ad providers
  • Added URLDecode method to CIwGameString

New here? What’s IwGame? IwGame is an open source free to use cross platform game engine for iPhone, iPad, Android, Bada, Playbook, Symbian, Windows Mobile, LG-TV, Windows and Mac, built on top of the Marmalade SDK. You can find out more and download the SDK from our IwGame Engine page.

I want to include a big thank you to all those that have reported bugs and documentation errors, especially Phillip who saved me many hours of proof reading.

As you can see from te list of changes there are a fair few bug fixes (sorry about that), but more importantly some new stuff:

New Ad Networks Added

Yes, we now support six ad providers (twelve ad providers indirectly), a couple which also deliver ads from other networks providing you with access to 12 ad networks in total. Here’s the complete list:

  • Inner-active
  • AdFonic
  • Vserv – Also provides support for InMobi, BuzzCity, JumpTap, ZestAdz / Komli Mobile and Inner-active
  • Mojiva
  • Millennial Media – Also provides support for AdMob, Amobee, JumpTap and Mojiva
  • AdModa

Many thanks to those ad providers that bent over backwards to support our integration efforts.

New Ad Mediation Support

Now we have so many ad providers we need some way of mediating ad requests between them all. Ad Mediation is the process of going through a list of prioritised ad providers requesting an ad, if the ad provider does not provide an ad then request an ad from the next provider. Keep on doing this until you get an ad that you can use. This should hlpe you attaina near 100% fill rate and maximise your apsp potential ad revenues.

IwGame provides automated ad mediation using the CIwGameAdsMediator. To use the mediator you create a CIwGameAdsMediator, populate it with ad party’s then attach it to the CIwGameAds object as shown below:

// Create ad mediator and attach it to the main ad object CIwGameAdsMediator* ad_mediator = new CIwGameAdsMediator(); IW_GAME_ADS->setMediator(ad_mediator); // Create Inner-active ad party and add to the mediator CIwGameAdsParty* party = new CIwGameAdsParty(); party->ApplicationID = "Your inner-active App ID"; party->Provider = CIwGameAds::InnerActive; ad_mediator->addAdParty(party); // Create AdModa ad party and add to the mediator party = new CIwGameAdsParty(); party->ApplicationID = "You AdModa App ID"; party->Provider = CIwGameAds::AdModa; ad_mediator->addAdParty(party); // Create AdFonic ad party and add to the mediator party = new CIwGameAdsParty(); party->ApplicationID = "Your AdFonic App ID"; party->Provider = CIwGameAds::AdFonic; ad_mediator->addAdParty(party);

As you can see, incredibly simple. The process of attaching the ad mediator will ensure that the ad object will attempt to collect ads from all ad parties should previous parties fail to collect an ad. You do not need to make any changes to the ad view, the system is completely automated.

Support for Accelerometer and Compass added to CIwGameInput

CIwGameInput now has support for reading the devices accelerometer and compass devices allowing you to integrate these alternative input methods into your games.

Well that’s it for this update. More features coming soon (probably in the new year).

Happy holidays everyone!

IwGame Engine v0.24 Released – New Unified Ad Engine Support

Its taken a few weeks and loads of chasing people up and tests but we finally got our unified ad engine integrated into IwGame. And to celebrate that event we are releasing the code as open source. You can download the latest version of IwGame Engine from here

Here are the latest changes to IwGame:

  • Bug fix – Headers are now applied to CIwGameHttp GET requests
  • Added CIwGameHttpManager::DetermineUserAgent() to build a browser compatible user-agent
  • Added CIwGameHttpManager::DetermineIPAddress() to determine the users IP address. Please change PING_DOMAIN to your own domain!
  • Added CIwGameString::Replace(char chr, char with) char string replacment method
  • Added CIwGameString::Contains(char chr) to check if a string contains a particular char
  • Added CIwGameString::URLEncode(const char* str) to url encode an ascii string
  • Added CIwGameUtils::GetGraphicModeName(int width, int height) returns VGA style naming graphics mode
  • Added CIwGameAd – Main ad request class which requests and retrievs ads from a variety of ad providers (Inner-active and Adfonic are supported at the moment)
  • Added CIwGameAdView – Requests ads at set intervals and displays them using animations, can cache ads
  • Added CIwGameAdsViewAnimator, a basic example animator that can be used to animate ads in a CIwGameAdsView

As well as the ad request and ad view classes you will notice a few other neat additions that may prove useful such as DetermineIPAddress() and DetermineUserAgent(). DetermineUserAgent returns the IP of the device that your app is running on whilst builds a browser compatible user-agent string for all supported Marmalade platforms. Yes, I know the user-agent is fudged bit it seems to work well and its a lot more compatible with other web API’s than the default s3e user-agent header.

We decided to separate the ad request class CIwGameAds from the actual ad renderer CIwGameAdsView to enable developers to simply use one without the other, so if you just want the ability to put in an ad request feel free to just roll with CIwGameAds. if on the other hand you want the complete package that requests ads at a regular interval, displays them and handles clicks then go with CIwGameAdsView.

We have provided an example with the test bed this update that shows you how to initialise, update and shut down ads (see main.cpp). Lets take a quick look at the code that has been added:

Application ID

All ad networks need some way to identify you and your app as the originator of the ad and click requests, without them you wouldn’t get paid, so ensure that you sign up with any ad network that you are planning on usng and get your Application ID. Each ad p[rovider may call the application ID something different, such as site ID or vendor ID etc.. No matter what they call it, we call it the Application ID and it must be supplied to IW_GAME_ADS_VIEW->Init(Application_ID_String);. Note that the current example will show House Ads from inner-active even with no Application ID (this is just to show you it working).

Note that you can change your Application ID in-between requests as well as which provider you are using, this is a good way to ensure that you get a close to a 100% fill rate maximising your revenue; if one ad provider does not return an ad then request one from the next ad provider. We will add support to automate this at a later date.

Whats Changed in Our Code

Firstly we added the following headers:

#include “IwGameAdsView.h”
#include “IwGameAdsViewAnimator.h”

Then we added an initialisation function to initialise the ads system:

void AdTest_Init() { int width = IwGxGetScreenWidth(); int height = IwGxGetScreenHeight(); // Create ad view CIwGameAdsView::Create(); // Initialise with Application ID (you get this from your ad provider) IW_GAME_ADS_VIEW->Init(""); // Set ad provider IW_GAME_ADS_VIEW->setAdProvider(CIwGameAds::InnerActive); // Set ad request interval in seconds IW_GAME_ADS_VIEW->setNewAdInterval(30); // Force a request for an initial ad IW_GAME_ADS_VIEW->RequestNewAd(CIwGameAds::InnerActive); // Set total number of ads visible in the ads view IW_GAME_ADS_VIEW->setNumAdsVisible(1); // Tell animators to loop IW_GAME_ADS_VIEW->setLooped(true); // Create and attach an animator that fades the ad in over 1 second, pauses for 7 seconds and then fades the ad back out CIwGameAdsViewAnimator* anim = new CIwGameAdsViewAnimator(); anim->Init(); anim->setAdViewDataIndex(0); anim->setCanvasSize(width, height); anim->setInAnim(CIwGameAdsViewAnimator::AnimFadeIn, 1000); anim->setOutAnim(CIwGameAdsViewAnimator::AnimFadeOut, 1000); anim->setStayDuration(7000); IW_GAME_ADS_VIEW->addAnimator(0, anim); // Create and attach an animator that sweeps the ad in from the right the over 1,2 seconds, pauses for 7 seconds and then sweeps back out anim = new CIwGameAdsViewAnimator(); anim->Init(); anim->setAdViewDataIndex(0); anim->setCanvasSize(width, height); anim->setRestingPosition(0, -height / 8); anim->setInAnim(CIwGameAdsViewAnimator::AnimRightSweepIn, 1200); anim->setOutAnim(CIwGameAdsViewAnimator::AnimRightSweepOut, 1200); anim->setStayDuration(7000); IW_GAME_ADS_VIEW->addAnimator(0, anim); // Create and attach an animator that scales the ad in over 1.5 seconds, pauses for 7 seconds and then scales back out anim = new CIwGameAdsViewAnimator(); anim->Init(); anim->setAdViewDataIndex(0); anim->setCanvasSize(width, height); anim->setInAnim(CIwGameAdsViewAnimator::AnimScaleIn, 1500); anim->setOutAnim(CIwGameAdsViewAnimator::AnimScaleOut, 1500); anim->setStayDuration(7000); IW_GAME_ADS_VIEW->addAnimator(0, anim); // Create and attach an animator that rotates the ad in over 1 second, pauses for 7 seconds and then rotates back out anim = new CIwGameAdsViewAnimator(); anim->Init(); anim->setAdViewDataIndex(0); anim->setCanvasSize(width, height); anim->setInAnim(CIwGameAdsViewAnimator::AnimSpinIn, 1000); anim->setOutAnim(CIwGameAdsViewAnimator::AnimSpinOut, 1000); anim->setStayDuration(7000); IW_GAME_ADS_VIEW->addAnimator(0, anim); }

Don’t be alarmed and think OMG this is much harder than using AdMobs or iAds, most of this code is simply for setting up animations. In fact, yuo can just strip out the animation code (marked in orange) and remove it, the adw ill simply sit in the middle of the screen quite motionless.

Now lets take a look at how we update the ad system:

void AdTest_Update() { // Update the ads view IW_GAME_ADS_VIEW->Update(GAME->getCurrentScene(), 1.0f); // Draw the ads view IW_GAME_ADS_VIEW->Draw(GAME->getCurrentScene()); }

Nice and super simple. if you are wondering, the underlying rendering is taken care of by Iw2D.

And finally our Ad clean up code:

void AdTest_Release()

All nice and easy stuff. Now you can run ads across all Marmalade SDK platforms, depending on the Ad Providers support for those platforms. Thus far we have tested on iOS, Android, Blackberry Playbook and Bada and ads are delivered and clicks registered.

Hiding and Showing Ads

If you are using CIwGameAdsView to display  ads then you can call IW_GAME_ADS_VIEW->setVisible(ad_visibility) to change ad visibility. Note that, if you make the ads view invisible then it will stop requesting and updating ads.

Displaying Multiple Ads

CIwGameAdsView currently supports display of multiple cached ads simultaneously. To enable this feature simply call IW_GAME_ADS_VIEW->setNumAdsVisible(ad_count); This will tell ads view to draw the last ad_count ads that have not expired. You will need to set the screen positions, scales, rotations etc for each separate ad unit by calling setPosition(), setScale(), setAngle() etc methods of CIwGameAdsView. The first parameter is the index of the ad slot you want to change. You cam do this manually or attach animators.

Which Ad Providers Are Supported?

We’ve spent most of the last few weeks trying to integrate with ad providers network API’s, which is made more difficult than it should be because some providers are a bit lax and even unhelpful when it comes to providing integration support, some have been pretty good though, especially Inner-Active, they are very on-the-ball.

We went ahead and left all of the code in there for all providers that we have attempted to integrate this far in case any of you want to pick up on where we left off.

The current list of providers we have attempted integration with includes:

  • Inner-Active – Works incredibly well across all platforms
  • AdFonic – Works, now has full support for carrier and WiFi
  • MobFox – Ads wont deliver over WiFi or carrier, trying to fix
  • InMobi – Ads wont deliver over WiFi or carrier, trying to fix
  • Madvertise – Registering impressions but never returns any ads
  • Mojiva – Awaiting app approval before we can test, so potentially works

We plan to ad support for most of the other major Ad players, once we find details of the REST based API’s

What Information Do I Need to Supply?

You should provide at least the following minimum information to the CIwGameAds class before requesting ads:

  • Application ID

If you want more targeted ads then you can also supply other information such as:

  • Users Age
  • Users Gender
  • Users Location
  • Application Category
  • Users Mobile Number
  • Keywords associated with the user

Note that not all ad providers will use all of the above.

IwGame Engine Update – v0.230

Well its been an interesting day to say that its a Sunday, some good news and some bad new . The good news is that I managed to sneak some time in today to add a few updates to IwGame. The bad news is that some robbing (insert lots of non-religious type words here) has skimmed my card and robbed my bank account! (Can’t these people just get jobs like the rest of us!). Anyways, anger vented, now to get back on topic. We have just updated the IwGame game engine to v0.230. If you don’t know what IwGame is then in short it is a cross platform game engine for smart phones and tablets based upon the awesome Marmalade SDK. Here are the new features:

  • Added CIwGameImage::CreatePNG(int& size) to CIwGameImage to allow the creation of memory based PNG files
  • Added pngilb and zlib dependents
  • Added helper support to CIwGameInput for detecting touched, tapped events, delta change and back / menu buttons
  • Added CIwGameSprite::HitTest(int x, int y) which basically tests to see if a screen point is inside a sprite (takes into account scaling and rotation)
  • Added CIwGameAudio, CIwGameSound and CIwGameSoundCollection classed to support playback of sound effects and music
  • Added visual layers to sprites and actor system allowing sprites / actors to be depth layered
  • Added support for clipping in CIwGameScene. The scene can now be clipped to a rectangular area of virtual canvas

And here are the general changes / bug fixes:

  • Changed CIwGameFile::Open(const char* path, const char* mode, bool blocking), we now use mode instead of read / write flag
  • Added new CIwGameFile::Seek(int offset, s3eFileSeekOrigin origin) method
  • Replaced CIwGameHttpPostData::AddHeader() with CIwGameHttpPostData::SetHeader() to allow replacement of http headers
  • Added ClearRequests() and CancelRequests() to CIwGameHttpManager() allowing us to clear the request queue and cancel any in progress http requests
  • Removed two bugs from CIwGameInput, one that was stopping button / key presses and another that was preventing keyboard update if touch screen wasn’t present (doh!)
  • Added helper support to CIwGameInput for detecting touched, tapped events, delta change and back / menu buttons
  • Fixed CIwGameScene::removeActor(CIwGameActor* actor) bug (could not remove unnamed actors)
  • Fixed CwGameScene::removeActor(unsigned int name_hash) (would not deallocate pooled actors for re-use)
  • Fixed sprites initial state as invisible bug in CiwGameSprite
  • Moved Width and Height from CIwGameBitmapSprite to CIwGameprite, makes sense that all sprites would need to have a size
  • IwGame has been made into its own standalone project
  • The IwGame Testbed has now been moved to the TestBed folder

Important note, IwGame now exists as a separate project from the test bed. You now have to add IwGame to your project by adding IwGame to the subprojects section of your MKB file. The test bed is also a separate project and is located in the IwGame sub folder named TestBed. Lets take a quick look at some of the changes

Sprite Depth Layers

Its now possible to layer sprites in a sprite manager. The feature is automatic, all you have to do is set the layer of the sprite using setLayer(int layer_number). To set the number of depth layers available to the sprite manager you pass the layer count into the sprite managers Init() method. The default is set to 10 layers. As a scene contains a sprite manager to handle its contained visuals, you can also specify the number of depth layers when you initialise a scene: int Init(int max_collidables = 128, int max_layers = 10); Again, the default is 10 layers. Note that sprites on higher layers will be drawn on top of sprites on lower layers.

Creating PNG’s

You can now create an in-memory PNG file from a  CIwGameImage using CIwGameImage::CreatePNG(): uint8* png_data = image->CreatePNG(png_size); The method currently only supports images in RGB_565 and RGB_888 format. more formats will be added when I implement a new pixel conversion helper class.

CIwGameInput Expansion

I decided to pan CIwGameInput out a little adding new methods to do common tasks such as:

  • bool hasTapped() – Returns true if user tapped the screen
  • bool isTouching() – Returns true if user is currently touching the screen
  • CIwVec2 getTouchedPos() – Returns the position at which the user is touching the screen
  • CIwVec2 getDragDelta() – Returns the number of pixels the user has moved their finger / stylus since the last frame
  • bool isBackPressed() – Returns true if the back button was pressed (nice for Android)
  • bool isMenuPressed() – Returns true if the menu button was pressed (nice for Android)

These should help if you want to get up and running quickly with input.

CIwGameSprite hit testing

CIwGameSprite got a new method called hitTest() that lets you check to see if a point is inside a transformed sprite:

// Generate transformed vertices bool CIwGameSprite::HitTest(int x, int y) { // Generate transformed vertices int w = Width / 2; int h = Height / 2; TransformedV[0].x = -w; TransformedV[1].x = w; TransformedV[2].x = w; TransformedV[3].x = -w; TransformedV[0].y = -h; TransformedV[1].y = -h; TransformedV[2].y = h; TransformedV[3].y = h; for (int t = 0; t < 4; t++) TransformedV[t] = Transform.TransformVec(TransformedV[t]); int i1 = 0; int i2 = 3; for (int t = 0; t < 4; t++) { int x0 = TransformedV[i1].x - TransformedV[i2].x; int y0 = TransformedV[i1].y - TransformedV[i2].y; int x1 = x - TransformedV[i2].x; int y1 = y - TransformedV[i2].y; if ((x1 * y0 - x0 * y1) >= 0) return false; i2 = i1; i1++; } return true; }

This basically transforms the sprite by the sprites current transform and checks to see if a point falls inside the sprite (takes into account rotation and scaling). If you are curious about the method it uses dot products . If the points liles on the outside of any of the lines that make up the sprite then it cannot possibly be inside the polygon.

CIwGameAudio – Let there be Sound

Yes, that’s right IwGame just got audio. I basically built a wrapper on top of IwSound that lets you easily play sound effects located in a resource file as well as music. New classes include:

  • CIwGameAudio – This is the singleton that is responsible for creating, destroying and updating the audio system
  • CIwGameSound – This class represents an instantiates sound effect
  • CIwGameSoundCollection – This class represents a collection of sound effects

if you are using IwGame then you do not need to do anything except load a resource file that contains your sound effects and set the CIwGameAudio’s group like this:

CIwResGroup* AudioGroup = IwGetResManager()->LoadGroup("Audio.group"); IW_GAME_AUDIO->setGroup(AudioGroup);

You then play sound effects like this: IW_GAME_AUDIO->PlaySound(“explosion”); And music like this: IW_GAME_AUDIO->PlayMusic(“music.mp3”); Couldn’t get much simpler really However, if you want to set up and update the audio system yourself you will need to:

// Initialise audio system CIwGameAudio::Create(); IW_GAME_AUDIO->Init();

Then in your main loop, every frame call:

// Update audio IW_GAME_AUDIO->Update();

And finally on clean up call:

// Shut down audio IW_GAME_AUDIO->Release(); CIwGameAudio::Destroy();

CIwGameScene Scene Clipping

You can now set a rectangular area on a  per scene basis that all actors / sprites within that scene will be clipped to. Parts of sprites that fall outside the clipping region will not be drawn. To set up clipping simply call CIwGameScene::setClippingArea(int x, int y, int w, int h) where x and y are the top / left hand corner of the clipping area whilst w and h are the width and height. Note that clipping coordinates are not specified in pixels but in virtual canvas coordinates. The origin (0,0) is the centre of the screen. So if you virtual canvas is set to 480 x 320 pixels then use x = -240, y = -160, w = 480, h = 320 to clip to the full canvas, although you can just set w to 0 to disable clipping (that’s the default).

Well that’s it for this week, unfortunately I didn’t get the time to do a new Marmalade SDK tutorial but I will try and get that done mid next week. I have some free time coming up soon so I can knock lots of tutorials out. Also have some interesting news coming up soon about an SDK we just finished that pulls ads from inner-active and displays them all fancy 🙂 Compatible with all Marmalade deployment platforms.