eski's Forum Posts

  • I tried to google it and found that I can use javascript to do this aswell but the same, doesn't work when I have exported to an apk file.

    This here works in mobile preview though

    window.location.href = "mailto:address@dmail.com";
    
  • What was the issue?

    I'm doing this as well but I can't even get it to login onto Google Play in my game. The google play logo animation comes on and just disappears with an error.

  • I have a valid testing setup with Google Play, at least everything is greenlit. I have set the Application ID into the Google play plugin.

    I tried this but it won't allow me to put / (slashes) into the URL

    I feel like this information could be outdated, at least where to find all things.

    To do this, in the Developer Console under Game details, find the header that says API CONSOLE PROJECT and follow the link to the API console project for your game. In the API console, select APIs & auth, then Credentials. Notice the Javascript Origins field contains only your final URL; this also needs to contain any preview URLs to be allowed access. Click Edit settings. Under Authorized Javascript Origins, make sure the final URL and the preview URL appear on separate lines.

    mywebsite.com/games/myawesomegame

    preview.construct.net/local

    In the end, when exporting a debug version onto my phone the google play animation starts, trying to login and then just closes. No error message coming from the plugin.

    Am I forgetting something?

    Tagged:

  • Bah.. It works in preview on mobile but not when exported to Android via Cordova.

  • Well that was easy.. Worked like a charm.. :)

  • I my mobile app I have a "Support" button that should open up the default email app in the phone. I feel like this was possible before with a action in the Browser plugin but can't find it now. Would this maybe be possible by executing javascript or any other way?

    Tagged:

  • Yes, seems to work now. Was just scared of it because of the - (not recommended) behind it.. :)

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  • I'm getting strange lines around my sprites. They seem to be at the same place as the collision mask. It's not visible when I open the image editor. I can fix this temporary by going in there and make some pixel adjustment but the next time I open the project it appears again.

    The picture is rather small so might be hard to see but I'm talking about the little red line under the arrow and on the right side. This is happening on multiple sprites that are used as buttons.

    Tagged:

  • Using my own with Test mode enabled.

    I'm having it on default for the time being, at least until i finish alpha testing. Hoping that this will just work as is, if not I will just go back to the previous recommended... 12 selected..

  • Something has change probably. In the custom list i can pick from 902 providers. I have it set to default and it seems to pick random 200 of the list and the ads are being displayed, looks like it's not breaking it. Just using Test ads though, not sure if that matters.

  • "Change your ad technology provider list from default to custom and select a maximum of 12 providers"

    This has been asked before but not sure if this is still relevant. I have it on default settings and when running my game I get a up the consent window. There I get a message saying:

    "Learn how APPNAME and our 199 partners collect and use data"

    What is the reason we should just pick 12? Would it break the display on ads, or is there another reason? Maybe this has just been upped to 200 instead of 12?

  • Actually found that I can change this within AdMob settings to some extent. In the setting for the banner I can put a custom setting of 30-150 sec refresh rate instead of Google optimized which is some magic calculation. But would still like to know if it is possible to force it even faster... :)

  • Wondering what would be the right way to force MobileAdvert to get a new banner advert. Currently I'm creating a banner on startup, waiting 15 sec and creating again. It doesn't seem to work quite right, it will change the ad eventually but it could take a 30 sec or 1 min.

    Maybe this isn't possible due to some inner workings from Google?

    The current workaround is to hide the banner(destroying it) before creating a new one but then there is a empty white space where the ad should be for a little while. Would rather have a new ad appear instead for the old one.

    Has anybody figured this out? I have searched the forum and haven't seen any discussion about this.

    Tagged:

  • When i go to the menu which is another layout i loose everything in the playing layout. I use save there to have every game pieces at the right place

  • I'm using the Save/Load game function in my game. I use it when a player goes from playing the game and into the menu. I will save the state of the game and when the player comes back i just load it again. All works well for except one thing.

    In the menu the player can change settings like turn off sound and reverse controls, with the current system of just saving and loading the settings will go back to saved state so if there are any settings the player changed it will be nulled in the load.

    Is there a way to alter global variables of a saved game after loading or maybe inject it somehow into the load command?