Biim Games's Forum Posts

  • Set of 10 2d spheres/marbles/balls in .png format (512 x 512 resolution).

    Subscribe to Construct videos now

    Each sphere has 32 frames to make a seamless rotation on the horizontal axis. You can change the angle of the spheres inside your game engine while the animation is on to give the illusion that the spheres rotate in different way (see the video).

    There is an assortment of styles and material to match different type of games:

    - Sphere - Cracked (32 frames)

    - Sphere - Ghost Eye (32 frames)

    - Sphere - Ice (32 frames)

    - Sphere - Lava (32 frames, but effectively there are 16 unique imaged due to the repeating pattern)

    - Sphere - Pestilence (32 frames)

    - Sphere - Sandstone Bricks (32 frames)

    - Sphere - Stone Armour (32 frames)

    - Sphere - Water (32 frames)

    - Sphere - White Marble (32 frames)

    - Sphere - Wood Planks (32 frames, but effectively there are 16 unique imaged due to the repeating pattern)

    They work well for game clones of Zuma, Puzzle Bubble and so on. You can of course use them for your original game idea!

    BONUS CONTENT:

    - Sphere Light effect image (512 x 512 .png format)

    - Sphere Shadow effect image (512 x 512 .png format)

    You can buy the asset here:

    construct.net/en/game-assets/graphics/sprites/2d-spheresmarblesballs-5206

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  • I run the len expression and yes, the spaces are counted so "$‎¥‎" is actually long 4.

    Typing the ¥ directly from keyboard key combo doesn't create the issue. So again, it's not Construct the issue, but where the character was copied and pasted from.

    I guess we can settle it down, at least we are sure that the issue doesn't come from the engine itself :-)

    Thank you again for taking time to look into it!

  • I tried with CTRL + SHIFT + U to insert a5 and it typed correctly the yen symbol ¥. Thanks I learn a new thing, by the way. I am still new with Linux.

    The problem seems gone so far. I did only a few more tests and it was fine, so I am not sure if something was wrong because initially I copied from the Internet the symbol or something wrong was on with my computer.

    Funny thing is that later I had to create the .capx file for C2 to add with the SpriteFont for kerning. I didn't want to dig out the old laptop with Windows, so I run C2 on Linux (it doesn't do the preview and doesn't export, but I can save the program). The interesting thing is that there, both the $ and the ¥ symbols had still the invisible space, but there was a one pixel line on the right of both of them, to indicate that there was the invisible (or just 0 pixel wide) space. C3 and even the text editor I have here (Kate), did not show the same red line next to those symbols. Actually the line is red only when editing the text, in the action line it's grayish.

    Not sure if you can see it from the image, but the lines are there both in the action and editing. By the way, C2 runs with Wine. Badly, but it runs.

  • Sorry, to add more info, but I tried again after that the program works fine and deleting the ¥‎ symbol seems again to have the issue of the spacing. It's working, but when deleting there is always the invisible space, so I guess it's something that we need to be careful about. Basically if you just select the yen and delete it instead of positioning the cursor on the right of the symbol and deleting it twice, the invisible space will be still there and will mess up things.

    I tested also on a text editor and it's happening there too.

    That's a weird thing.

    So I went again back on everything. I select the ¥ starting from the left and moving one space to the right, then copied it. I went through all the yen symbols again, delete all from right (twice), then copy the ¥ selected from left to right and finally it seems to have got ridden of all the invisible space.

    Wow that's was a really weird stuff that made me lose a couple of hours for nothing last night!

  • Tried again to replace all the yen symbols, and weird enough I found out that delete didn't work, first time I thought the window was not focused, so I tried it again in all the other places where I have the symbol and basically I have to delete it twice!

    It's like there is an invisible space after the yen, so I delete the invisible space, the cursor is next to the yen and nothing seems to happen, then when deleting again, the yen symbol finally go. I then pasted your yen and it worked fine.

    I guess the problem is that I didn't type the yen from my keyboard, but always copied from the Internet and despite having copied it from several websites, it looks like every one have an invisible space after the yen.

    Well, that seems sorted out.

    By the way, how did you typed your symbol? I am on Linux, so I might not be able to type it in the same way as you, but at least this could be of help for others in the future.

    Thank you again for your time and help!

  • Thank you R0J0hound for checking it out. I thought to have read that you left the community, so I'm glad to see you are still active here!

    It's great that it's not an issue with Construct, but it's only my side. I tried to copy your Yen character on my project, but it's still not working, so it's not the type of character the issue.

    Spacing is set correctly like in your sample project, so I don't really understand what the issue is at this point.

  • I am making an updated version of my Tiny Sprite Font, but I notices that the yen (¥) symbol is not affected by the kerning (spacing reduction / spacing data).

    I tried to set it both with actions and in the Spacing Data properties of the SpriteFont. Also I have tried to use large and half size yen symbols, but in all those cases the spacing is ignored and the character is printed at full space.

    Adding backslash \ in front as for the case of " and \ when setting the space properties, does not work too.

    Anyone run into this already? Otherwise I need to bother Ashley again about the SpriteFont.

    As from the screenshot there is a space, but it should be connected as all the others.

    Thank you.

  • > The post here is just one test, done following your suggestion of every second.

    I suggested loading the ad so that it was ready to be shown, rather than showing it every second.

    > I published the app with reward ads in October 2022 and so far I didn't have any problem, the user was asked to see the reward to be able to use the app, with the promise that that was the only ad until they close the app. It's like that since 2022 and it worked fine. I prefer to bother the users once at the beginning instead of ruining their experience and concentration during the game.

    >

    > So my app has a single reward. When the app is launched, it is asked to accept to see the ad only once at the beginning or otherwise quit the app. The reward is the access to the app use.

    >

    These formats are not designed for such use, there is another ad format for this. SDK itself has been updated and it will not allow you to spam.

    This will violate the AdMob rules, and you can get your app banned from AdMob for this.

    And for this, you can also get a warning from Google or a ban of the application.

    I want to warn you about the consequences in the best way possible, and whether you do or not is your business because you somehow got around it for 2 years.

    You have a nice YouTube channel and I've subscribed.

    Thank you. When I read the rules, it was a bit edgy, but possible at that time, what surprises me is that they take time to review the apps and if the ad in that way was a problem, they would have rejected, but they never did.

    Today I ended up removing the ads and add self promotion to another of my projects. Ads pays crumbs anyway, so I will wait until this situation will be fixed. I wasted already so much time on it for nothing.

    Thank you for the support! :-)

    Thank you also for checking the channel, anything in particular that you like?

    I hope to find a bit of free time to go back to making videos, but for now I have to fix the house we bought and reclaim the land around, so I guess, new videos will be rare for a while.

    EDIT:

    I just noticed that you reached exactly 1000 posts. Congratulations! :-D

  • >

    >

    >

    Hello.

    If rewarded ads are running in test mode on PC, then technically the calls to the plugin are being made and the ad can be shown.

    However, on a smartphone, the real AdMob plugin is active and it won't let you do silly things. Even in test mode, the plugin won't let you spam ads or ad requests.

    When you remove the test mode, the app needs to be reviewed in the AdMob cabinet. Even then you won't be able to spam ads; AdMob will show you a real ad once every 60 seconds, and if the app is new, it will only show a few times per session for that player, and then it won't show any more.

    I understand that you see a lot of games on the Play Market that just bombard you with ads, but that's because mediation is working and many ad networks are connected.

    So, rewarded ads of this type cannot be used. You can't run them right after startup, and you can't run them every two seconds either. Rewarded ads should be launched after a user action and should provide a reward.

    You can simply look higher up in the thread, we provided code there on how to load and show an ad.

    The post here is just one test, done following your suggestion of every second.

    I published the app with reward ads in October 2022 and so far I didn't have any problem, the user was asked to see the reward to be able to use the app, with the promise that that was the only ad until they close the app. It's like that since 2022 and it worked fine. I prefer to bother the users once at the beginning instead of ruining their experience and concentration during the game.

    So my app has a single reward. When the app is launched, it is asked to accept to see the ad only once at the beginning or otherwise quit the app. The reward is the access to the app use.

    The test is just to see that the program, scrapped by anything else that might cause issue, still doesn't work.

    The app was working fine until Google pushed to support Android 15. I did nothing to the app that was working, I just open the file, export it and upload it on Google. Since there people that updated or downloaded for the first time, can't see the app shown when they actively touch the button to give consent to see the app.

    So, again, the issue is not on my side, since until now it was working.

    If I export with an older version of C3, it works fine, the only issue is that Google does not accept the app because older C3 version do not support Android 15.

    I'm just trying to find workaround until Ashley or some other team member have a look at the issue, because it's unlikely that the problem comes from my side.

    I have also tried to use the test app provided by Google here:

    developers.google.com/admob/android/rewarded

    If I use that code, the Debug APK once launched closes straight away. The thing is quite strange since running testing ads with Test Mode setting on, shouldn't care about what code I'm putting there. I even have tried the test code from Google that you can find here: developers.google.com/admob/android/rewarded and I have the same issue.

  • > Which version of C3 are you using? I tried it with 449.2 (stable).

    >

    > Thanks.

    I used the version (r449-2) to build and publish the latest appendix.

    Here is the link if you are interested. TankCraft 2

    I don't understand why the ads don't work for you. Have you checked the Admob console, are there any requests for ads?

    But when the test checkbox is enabled in the plugin settings, ads should always be displayed, even if your application has not been verified by Admob.

    Thank you igortyhon.

    Honestly I never used Admob console, because I usually don't develop apps, especially with ads. I tried to set the mobile with Developer Setting and connecting to the PC via USB start Chromium to check out what's happening.

    I made a new simnplified test layout to see what's happening.

    If I execute the preview from PC, the test ads start normally (or at least the Google logo is shown for 10 seconds for the reward ad), then once closed the app works. However, if I export the Debug APK, test ads are not shown.

    Here the code I wrote to test. I did so many different test, in this screenshot case, ads should be shown straight away to reduce the case of what could go wrong.

    When launching the app, the text starts with "MobileAdvert already ready on start of layout", so the plugin is initiated, however, the action in line 10 is repeated over and over every 2 seconds because the ad never starts.

    In the debug mode on Chromium, I was able to access this page.

    Here I'm not really sure where I should look at, however, if I go to inspect Solo RPG Oracle - Basic localhost/index.html , the console shows this:

    c3main.js:4 Made with Construct, the game and animation creation tool. Visit: construct.net

    c3main.js:4 [C3 runtime] Hosted in DOM, rendering with WebGL 2 [Adreno (TM) 618]

    c3main.js:4 [C3 advert] Event (configuration complete Error () Type () Amount (0))

    c3main.js:4 [Construct] Suspending

    c3main.js:4 [Construct] Resuming

    If instead I go to any of the googleads.g.doubleclick.net/mads/static/sdk/native/sdk-core-v40.html googleads.g.doubleclick.net/mads/static/sdk/native/sdk-core-v40.html[/b] the console shows this:

    sdk-core-v40.html:979 The jsLoaded GMSG has been sent

    Am I looking in the correct place?

    As said before I made many testing with different setting, even removing the option "Show on the startup" option of the plugin, didn't change anything.

    I tried also to work with C3 editor both online and downloaded on Chromium, with no difference.

    Thanks

  • I want to create a TCP socket connection to something.

    What I'm connecting to does not support WebSockets. It's just old school TCP.

    Is there a way to do this? Or do I need to write some sort of local bridge to get incoming WebSocket and make the TCP connection.

    Funny thing, I was thinking about TCP/IP 3 days ago and wondering if it was possible to use it with C3.

  • >

    > Thank you igortyhon for the suggestion.

    >

    > So, if the option "Show on start up" is ticked, it is always loaded before the layout? It's 100% of the times always loaded before or not? Because if sometime it might happen after the start of the layout, for any reason, the condition on line 6 (MobileAdvert is configured) will not be trigged.

    >

    > Thanks.

    Not always, if the player has a bad Internet connection or a weak smartphone, the plugin configuration trigger may work even after the start of the layout.

    If you have only one layout or the player spends a lot of time on the layout for 3 minutes or more, then you should do the triggering in a different way. As in the screenshot.

    By the way, I added two variables that limit the number of failed attempts. Admob doesn't like it when you spam it with ad requests.

    Thank you igortyhon.

    I tried and it didn't work. I made sure to load the ads if the MobileAdvert plugin starts before or after the layout loads. I used variables to check and it loads properly. However it doesn't load the ads.

    I then added as you suggested, a recall for loading ads in case they were not loaded, but while the events trig regularly, the loading doesn't happen, no matter how long I wait.

    Which version of C3 are you using? I tried it with 449.2 (stable).

    Thanks.

  • > I'm having the same issue too with an app for iOS, using the latest stable version of Construct r449.2.

    >

    > Ads do not show on iPhone running iOS 18, but do show on an older iPhone running iOS 16.

    >

    > I created a Github issue in July github.com/Scirra/Construct-bugs/issues/8682 and am still waiting for the ticket to be assigned to anyone.

    >

    > Perhaps if you could add any more information to the issue, that might help Ashley troubleshoot the problem?

    Hello, maybe. this. experience will be for you useful to you.

    - You can't load ads on the plugin configuration trigger, I've marked it in red on the screenshot. The plugin can often be configured before the layout starts and then you miss this trigger.

    - I have marked in yellow on the screen a simple example of requesting ads at the start of the layout.

    - If you enable the option shown in green on the screenshot and create privacy warnings in the Admob account, then the plugin itself shows notifications on data and tracking before the first launch. There is also an option to ask in the first ad unit, but I do not use it. The player is already used to such messages at the start of the game.

    Thank you igortyhon for the suggestion.

    So, if the option "Show on start up" is ticked, it is always loaded before the layout? It's 100% of the times always loaded before or not? Because if sometime it might happen after the start of the layout, for any reason, the condition on line 6 (MobileAdvert is configured) will not be trigged.

    Thanks.

  • I went on with exporting the AAB file and once uploaded, I got the following message, blocking me from continuing to publish the app:

    Your app currently targets API level 34 and must target at least API level 35 to ensure it is built on the latest APIs optimized for security and performance.

    So basically there is no workaround, it's impossible to publish now a new release that shows the ads with the last version of C3 and neither with an older one.

    Need to wait for a C3 bugfix (if it's possible to be handled from Scirra's side).

  • WellDevelopedGamesAshley

    I tried to export the debug apk with an older version of C3 (424.2) and the test ads works fine. So, I guess something went wrong with the new version of C3? However, the preview still doesn't show the video, but just the placeholder (and that might be fine for our testing).

    WellDevelopedGames if you have a not too old version that can be opened with 424.2, give it a go. It might temporarily fix your issue, until a solution is found for the most recent versions.

    https://editor.construct.net/r424-2/