CGamez's Forum Posts

  • Hello,

    I have a question to the Mobile Master Ads addon:

    I've added the addon like in the tutorial, trying to use Google-Admob's ad-mediation. I've tried it in my project and also with the sample project you provided but it didn't work for me...

    What I'm using:

    Construct 3 with C3-runtime.

    For my project I used the C3-Build-System for signed-release-apk (Android 5+).

    What I've done:

    I added the MobileMasterAds Addon and provided the following information / settings:

    Debug Mode: Enabled

    Sandbox Mode: Enabled

    (Tried both enabled and both disabled, nothing worked)

    Personalized Ads: Enabled

    Auto Show: Disabled

    Children: Default

    Families: Default

    I changed nothing at "Banner Settings" (I only want to use rewarded Video).

    Android:

    There I put the Reward Video ID from my Admob-Console.

    I left the "banner ID" and "Interstitial ID" empty, since I don't want to use them. I also left the "IOS"-Settings empty.

    Credentials: Here I added my Admob App ID.

    I also didn't do anything in the "Admob SDK" section.

    That's all the settings.

    I've tested them in my project and also in your sample file.

    In your sample file I only changed these settings and nothing more, then exported with C3 to debug-APK. I've opened the app and clicking the prepare / show reward video button did nothing. No text-outputs on the right side, just nothing happened.

    In my project I've added a simple button to "prepare reward video". Then I made an Event "On reward video load" with the action "show reward video". I also added an Event "On reward video load failed" with an action to show me a text-message, but there also nothing happened.

    What do I have to do to only get your sample project working?

    I've read the full documentation but didn't find anything I did wrong...

    Before I've added your Master Ads Addon, I used the default Admob Plugin of Construct 3 and there everything worked fine with the same Credentials.

    Any help would be great. Thank you!

    Edit (some more questions):

    To integrate Facebook-Ads to the mediation you need to integrate Facebook's SDK. Is that done by just adding the Mobile-Master-Ads + Mobile Ads - Facebook Addon? Also for Applovin: To add an App to Applovin you need to integrate their SDK.

  • Hi,

    you can controll them for example with instance-variables. For example if you need to destroy every enemy with "Health == 0" you just make an event where you compare the instance-variable health == 0 and then do an action destroy, which will destroy only the enmies with 0 HP.

    Also you can give your sprite another ID like "enemyID" and then you have access to a special enemy with the "enemyID".

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  • Hey,

    I fixed the problem:

    Check out your Project-Properties -> Display -> Sampling: here you have to choose "nearest". The other 2 options will display Sprite-images in a bad quality.

    Best regards.

  • Hey,

    in my project (editor / preview and also exported versions) all Sprites are getting displayed in "low quality". If I use the same image as a tiled-background, the quality is fine. Only if I use it as a Sprite, the quality is very bad... The image is in original size, nothing rescaled.

    How can I change that?

    Best regards.

    Tagged:

  • Hey,

    thanks for the info.

    Do you know which one performs better: sprite-fonts or text-objects?

    The thing is this only happens on the Google Pixels...

    I found something interesting in the unity-forum, maybe it's the same problem:

    answers.unity.com/questions/1250316/android-app-crashes-on-launch.html

    or this:

    forum.unity.com/threads/crash-on-launch-google-pixel.443016

    But in Construct 3 we don't have such a function (or I don't know where it is).

    So maybe anyone has an idea how to fix that.

    Best regards.

    Edit:

    I've tested it with a layout without any text-objects and it still crashes when it preloads sprites...

  • Hello everyone,

    at the moment I'm testing a new game made with the current version of C3.

    Everything is working so far, but at some phones (especially the Google Pixel phones) have problems starting the game.

    The game uses around 60 MB RAM.

    When I try to preload images (also if it's only around 20MB RAM) the game crashes immediately when it comes to the preload function (but only on these Google Pixel phones...). If I don't preload the images, the game crashes as soon as it gets to the main-layout with all these images...

    I've tested it on some other phones (by far worse than the Google Pixel) and there everything worked fine.

    Does anyone have the same issue or any tips, how to get better performance or why the preload-images causes crashes on the Google Pixel?

    And another question:

    You can't preload text-objects. Is there any way to get the best performance out of text-objects? For example I have around 30 text-objects in 1 Layout which causes around 15-20% CPU-usage on start of Layout (on mobile even more).

    Best regards.

  • Hey,

    I've already bought the master collection.

    Is it possible to get another collection for advertising?

    I would need the chartboost SDK for Construct 3, because if you want to buy ads there you need to integrate it for tracking.

    Also it would be nice to get a step by step tutorial how to fully integrate Google IAP with serverside verification (PHP).

    I would also pay extra for these 2 features, just let me know how much this would cost.

    Best regards!

  • Anyway any device that shipped any time in the past 2 years should have come with sufficiently up-to-date software out of the box to work just fine. So it seems to be old devices that haven't had any software updates - not even app updates - for a few years.

    The problem is, even if there are only 5% of all app-downloads which have the white-screen error, it's very bad for your game. You get a Google-Dev-Score (you can display it somewhere in the dev-console). And if this "crash-score" is that high (yes 5% is very high!), you get a message there and your game won't get recommended in the recommended games sections. And that's the best way to get free users for your app.

    I've update my app now with the current C3 version, hopefully it's fixed now so that there is displayed a message instead of the white-screen.

    Best regards.

  • Point 3 should be fine.

    I've tested it by creating a new huge project and added a "preload-layout" and it reduced the cpu-usage from 25% to 15%.

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  • BadMario:

    Is there any way to easily display the RAM usage? Couldn't find anything.

  • BadMario:

    The whole game is around 30mb size.

    And the weird thing is that we tested it with 2 high end phones (Google Pixel 3 and 4, everything up to date), where we had crashes and some "bad" phones where we didn't have any crashes. But what I can say for sure, the crash appears only when moving to the game-layout (like 100% cpu-usage).

  • Hey,

    thanks for the reply.

    For point 1: Can you please tell me when this update was made? My current game-version is around 4 weeks old and there I used the newest C3 stable.

    For point 3:

    I know the manual and I also tried everything to preload objects / images but it seemed like it changed nothing to the performance.

    What I did:

    I made another Layout infront of the Game-Layout called "Loading2".

    From the "Game-Loading-Layout" you were moved to the "Loading2". There I preloaded some of the objects and after that I moved on to the "Game-Layout".

    This did nothing. The only thing it did is it messed up some sprites so I needed to remove this layout again. But for the performance there was no difference.

    What is about point 2? Are there any plans to focus more on these important features which "real devs" need?

    Best regards.