Tutorial: how to quickly integrate Admob Banner into your mobile game or app without a single line of code

Free FGL Enhance service was updated. And now you can add static AdMob Banners into your apps. This function was requested by many developers.

 I remember how hard I tried to add Admob into my first mobile game in 2014. It took me no less than 5 evenings to do this. At first I learnt that there is a commercial Milkman ANE, which cost is around $40. Then found a free Pozirk ANE. Spent much time on integration, struggling with application.xml, bugfixing, and every time when I made changes I had to re-compile the app.

Yesterday I've tested banner integration with FGL Enhance - this took me only 3 minutes, no more. If I wanted to show/hide the banner, then I might need 5 minutes, including adding the connecting drag-and-drop library and writing the code.

How to add banner into your mobile game

1. Enter FGL Enhance. Select, which SDK to integrate. You can select multiple various SDKs using this service, for this tutorial we'll pick only Admob from "I want to choose SDK myself".

Tutorial: how to quickly integrate Admob Banner into your mobile game or app

Strategy interface video of Civilizations Builder

Thank you very much for playtesting the initial version of "Civilizations Builder". Got multiple useful suggestions from you, working hard to implement them. And now I'm ready to show the current strategic interface.

Unlike Sid Meyer's Civilization (which, I think, is an ingenious game, but needs some adjustments), you won't need to build a scout, then move the scout to one cell, then to another. Instead you'll need just to set up a strategic task "sentry", and your people will do the rest.

The same works for all the other aspects: colonization, revolution, terrain improvement, wars.
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Civilizations Builder - first testing

We proudly present the first playable version of our own mobile turn-based strategy.

Civilizations Builder

Download from Google Play
Download .apk file directly
Web version (For Flash Player 23+)
Desktop version (for Windows)
Facebook group

As this is the first version, without a proper tutorial, please, read this manual carefully.

First you should develop your territory. Press the bottom-left button (with a scroll) and then the 2nd bottom button (with a shovel).

You can build:

- hunters camp (+ 1 to food, +1 to sentry)
- field (+1 to food)
- mine (+1 to labor)
- fishermen willage (+1 to food)
- obelisk (+1 to rule)

When you tap a building button, the hexes, which allow this type of building, will be highlighted. When you tap one of the hexes, the confirmation window will appear.

If you want to cancel building in progress, tap it and press (X) in the info panel.

Also right on the first move you'll need to set up territory sentry (2nd top button with a spyglass)

If you tap your city, the city panel will be open (to the right). You'll be able to build and upgrade your buildings, or launch the projects of direct labor conversion to other resources.

Buildings (from right to left):

- granary (+10% food)
- temple (+10% rule)
- housing (+2 living space)
- forge (+10% labor)
- diplo academy (more effective labor to soft power conversion)
- scouts school (more effective labor to recon conversion)

The initial labot to other resources conversion rate is 10:1, but it can be increased by building and upgrading the appropriate buildings.

Also on the city panel you'll see the city name, it's population level and living capacity.
Then there's a list of resources produced in this province.
The disaster points accumulated here. For now there are 2 disasters: hunger and overpopulation (crowd).

When hunger+crowd>10*citypopulation, then one citizen leaves the city. But if you are building a colony, the "crowd" disaster points can be spent to expedite its building.

When the colony is established, it will give you 10% of its resources. But this will create revolutionary thoughts there. To handle them you must create a diplomatic influence (top in the left column) project in your colony. Eventually you'll be able to integrate it fully into your empire.

But beware! There are 2 AI-controlled countries in the game. They micht create a diplomcy influence project in your capital. And you'll notice nothing until one day you'll see that you are someone's sattelite. To avoid this, build obelisks and upgrade the temple.

End turn button - in the bottom-right screen. corner.

You can exit to the main menu via settings (top-left button) and create another map. You can set the map type and the water percentage.

We will be happy to know your opinion and suggestions.

Gameplay of My Own Civilization

This Saturday I can share an animated gif of my own turn-base strategy gameplay.

Here you see as I start, improve terrain, explore territory. Then I found a colony. I begin spending my soft-power points to keep the colony controlled and avoid it declaring independence.

Later you can notice how I failed at this as the colony's border colour is changed and its own flag appears on the city icon.

As the colony becomes an independent country, it gains an ability to found own colonies.

For the debug purposes I show the current projects of all the nations on the map (even in the fog of war). In the actual version you'll see only your projects and those ones which interact with you: propaganda, war, etc

I need to adjust gameplay coefficients to balance the process of empire growth/collapse.

Within next week I'll do this, integrate convenient controls and informers to make the game ready for the pre-alpha test.

My Own Civilization development: feature list

  • Focus your attention on really strategic issues. No need to issue orders to every warrior or a worker. Actually, there will be no individual units. Everything: see superiority, recon missions, building, wars are defined by numbers and formulas. They are defined by the primary directions, which are set by you.

Game design advice: Forgive slight player's mistakes

You, as a developer, know every detail of your game. You played it multiple times before the release. So, your perception of a game's difficulty might drastically differ from the perception of the players who play it for the first time in their life. Yes, quite a number of developers set the difficulty in their game to be too high.

Especially this tendency became wide-spread after the success of Flappy Bird. Many beginner developers thought, that if a super-difficult game became popular, that if they'd made a super-difficult game, it will instantly become popular. We've got a flood of really difficult games, but most of them failed to grab the player's attention.

Is it possible for a small team to make a good-looking game?

I continue my series of posts where I summarize the advice I give to the members of FGL game development community. Let's talk about art.

Art is the key issue for the indies of programming background. Speaking about Art, I understand, that the standards are constantly increasing and it's difficult for an indie team to make an excellent-looking visuals. Besides, the standards are constantly growing. As an example, here are the screenshots of the games which received the FGL rating of 9 in 2009 (Top defense). and 2011 (Kingdom Rush).

Top defense, 2009, rating: 9/10

Kingdom Rush, 2011, rating: 9/10


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