igortyhon's Forum Posts

  • ...

    2. Using the latest LTS version my project says it was saved with a more recent version (420?) so it cant be opened.

    ...

    The latest stable version (r449-2) still allows opening SDK plugins version 1. Therefore, it is unclear why this is the case.

    then open it in the version you need.(r420)

    editor.construct.net/r420

  • Fortunately, with Linux, everything is simpler than with Mac. You can put Mint or Ubuntu on a USB flash drive, run it from there, and check the build yourself. You don't need to install anything. After checking, you can restart your PC and your Windows will be back.

    You can put the build here; there are guys with Steam decks and Linux here.

  • Oh, you were lazy and didn't make a build for Linux. That's shooting yourself in the foot, you're reducing your own player base.

    Linux users are used to solving such minor problems and easily get around them.

    The problem is that your game will not be recommended to Steam Deck users, and that's a large number of players.

    It's a marketing problem for the developer.

    This is not a problem for the player.

    I understand that during release you are already tired and probably sick of constantly testing the game. But these steps are so necessary so that not only your friends play your game!

  • Hi, I just downloaded the game and will provide feedback on the gameplay later.

    Now, regarding the Steam page. Please do not steal your own wishlists and installations; add as many languages as possible to the game settings. You only have English, and you are stealing your own audience.

    I understand that doing this well takes time and money, but there is a life hack that can help you.

    At this stage, you add many languages to the Steam page, and the translations in the demo itself are done using AI. For players, you make a post explaining that the translation was done by a robot because you are a lone indie developer, and you ask them to correct mistakes in their native language. Usually, there are active players who can send you a list of errors in their language.

    If you've spent 10 months of your life creating it, add another week to increase your chances of reaching a larger audience.

    I'm going to play the demo!

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  • Thank you for your help.

    I looked but it always with one touch that moves, not two touch at the same time and I feel kinda lost in all those tutorials as they want to achieve very different things from what I what.

    Here, the distance between touches is used for zooming. There are other examples where the coordinates of two touches are available. Knowing the coordinates, you can use the distance.

    editor.construct.net

    howtoconstructdemos.com/zoom-a-sprite-or-entire-screen-with-pinch-touch-gesture

  • You can see how to determine distance in the standard examples in Construct 3 and on this website.

    howtoconstructdemos.com/category/c3

  • 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.

  • 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.

  • Something happened to this object (VisualPlayer2).

    Delete it and create a new one.

  • 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.

  • 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.

  • 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