igortyhon's Forum Posts

  • Hello.

    Try opening your project in and exporting in incognito browser mode.

    If the error disappears, then you need to clear the cache in your working browser.

    You can also toggle these settings as in the screenshot. This forces the engine to change sprite maps.

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  • 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.

  • 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.

  • I've posted a simple example for 3 save slots.

    github.com/igortyhon/c3example-SaveGame-to-local-storage

  • There are many ways to implement this.

    I like to use the following approach.

    I store all the necessary data in a dictionary, which can then be stored in local storage, on a server, or even in a file.

    Here are a couple of examples.

    howtoconstructdemos.com/saving-and-loading-system-with-multiple-save-slots

    construct.net/en/forum/construct-3/how-do-i-8/integration-local-storage-186899

  • There is actually no work with JSON, we just use it as an intermediate data format.

    Everything looks good, the only thing you should pay attention to is that some actions take time, I marked them in green. And always check in the inspector what is written to the storage.

  • Hi. This is not relevant to the case but may simplify development. Why are you storing each individual line of the dictionary in its own local storage cell, maybe it would be easier to store the entire dictionary at once?

    Using other platforms for synchronization saved such as cloud or own servers, I came to the conclusion that it is better to use one json in which the dictionary or array is stored.

  • And did you configure everything in Google's game services themselves? Everything should be configured there as well.

  • Hello.

    Try opening the version you need using this link in incognito mode.

    Or clear your browser cache from Construct 3 and only then open the version you need using the link.

    editor.construct.net/r317

    The thing is, when you open a newer version of the engine, it may leave functions in the cache that are not yet available in your old version.

  • I took screenshots of the main authorization settings.

    Please note that I marked in blue where to get the fingerprint for the key.

    I marked in green which key data needs to be entered into Construct 3 for authorization. After assembly, it will only work on smartphones. And if you take the fingerprint of an already signed application, then you need to download the already signed APK for testing, which Google will distribute through its market. It can be downloaded in your personal account in the “All App Bundles” section.

    I marked it in yellow.

  • I recently added achievements from Google Play and login to the game.

    Didn't encounter any significant problems.

    The only inconvenience is that the authorization key is created for Android, and you have to test it on a smartphone; web testing doesn't work.

    I know that for web testing services, you can create a separate key for the web, and I did that a long time ago, but this time I was too lazy to do it. I don't understand what could have gone wrong for you, because in the Construct 3 project, you only need to add one event to request login.

    To create a key, you need to use the fingerprint of an already signed application, which is very easy to copy in the developer's account, where there is an “application integrity” menu.

    There are no problems with plugin version incompatibility either; version 2 services work fine.

  • Hi everyone, just wondering if it is possible use Construct 3 to control/work with a Raspberry Pi Pico?

    Specifically, I would want my Construct App to tell the Pico when to light up an LED, based on the programming in Construct 3.

    I'm considering using Construct 3 to handle code and imagery for a physical pinball machine. I know I could program the logic for the game in Construct, I know I can control LED's using the Pico, just wondering if I can get Construct to communicate with the Pico.

    Any suggestions or thoughts welcome, have a lovely weekend!

    http://192.168.1.100/?led=on
    

    Construct 3 can send POST requests using the built-in Ajax plugin. And through them, send a command. I think you know how to process these POST requests if you chose Raspberry Pi.

    If you just need to turn on an LED or switch on a relay, I think even ESP32 or Arduino would suffice.

    If you don't know how, artificial intelligence will help you; it is quite knowledgeable about these gadgets.

  • This was also reported here, but by the time it checked it was working for me. Is it working now?

    Build finished! Thank you.

  • Ashley, Tom

    Yes, there is a problem with the build server.

    It's good that it's a working day, I think they'll fix it.

    Error: Checking Java JDK and Android SDK versions
    ANDROID_HOME=~~/androidSDK (recommended setting)
    ANDROID_SDK_ROOT=undefined (DEPRECATED)
    Using Android SDK: ~~/androidSDK
    ....
    
  • It works fine.

    Look for what's wrong, check the forum questions, there are definitely newer topics there, because I answered some of them myself.