otomecha's Forum Posts

  • Hello guys!

    For those with android live games on PS...

    I had a game on the store that was updated sept last year, last month I finally pushed an update, but I noticed the ANRs went up. They are since then above the bad behaviour treshold :(

    Unfortunately this dragged my ranking down dramatically after a month and I'm desperatedly looking for a solution. I haven't added any external plugin.

    As you see the top Native method - android.os.MessageQueue.nativePollOnce are impacting a lot of users.

    I've seen other topics open talking about the "Splash Screen" topic. But I'm not sure what was the solution they found if any :(

    Thank you for your time!

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  • Hello!

    I have a small doubt reagarding googleplay usage.

    I have a set this actions for googleplay.

    But I don't have achievements, or anything like that. At somepoint I added it because I thought it was needed for the mobileIAP to sync. But I'm not sure this is actually true.

  • There will be updates.

    Here are the discussions.

    https://www.construct.net/en/forum/construct-3/general-discussion-7/discontinuation-support-177127

    https://www.construct.net/en/forum/construct-3/general-discussion-7/outdated-android-billing-177148

    https://www.construct.net/en/forum/construct-3/general-discussion-7/play-billing-library-version-177219

    Thank you for the heads up!

  • Hey!

    I updated my game and I got this warning from GooglePlay... Is it gonna be updated? :o

    Thank you

  • Hello!

    Testing my game I've noticed from time to time it takes a lot of time for it to load (in android) I don't know if anybody else had a similar issue. I tested it in the same phone, same background apps, etc. So 1 out of 5 times it got stuck in a very long loading time.

    I've recorded a video:

    Subscribe to Construct videos now

    I've noticed some people complaining about the game 'never loading' in some reviews and I have some ANR's that I suspect comes from here. Any insight of what it could be?

    Things I've tried:

    +Disabling preload sounds

    +Disabling the simple minifying

    +All the loader styles (which are mostly useless, since they dissapear in like 0.5 seconds)

    +Adding a custom loader

    It may be that I have too many gfx, but then this should happen always, but it happens randomly under the same conditions (same battery, no apps in the bg...)

  • Instead of Set JSON.Current key to 1 try this:

    Set "." to 1

    This worked! Thank you!

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  • Hello!

    I am trying to loop through all the keys inside a JSON but It's not working :/ So I'm probably missing something...

    My Json looks like this:

    "Items": { "UnlockHouse": 1, "Spring":{ "29": "0", "30": "0", "31": "0", "32": "0", "33": "1", "34": "0" }, (... this continues)

    I want to achieve this:

    "Items": { "UnlockHouse": 1, "Spring":{ "29": "1", "30": "1", "31": "1", "32": "1", "33": "1", "34": "1" }, (... this continues)

    And I was trying something like this:

    This basically does nothing :/

    Thank you for your help!

  • "Gacha" is an array. You need to loop through it in reverse order and remove values one by one.

    > + System: On start of layout
    -> JSON: Set path to "Gacha"
    ----+ System: For "n" from JSON.ArraySize(".")-1 to 0
    --------+ System: JSON.Get("." & LoopIndex) is between 29 and 34 
    ---------> JSON: Remove 1 values at "." starting LoopIndex
    
    

    It works perfectly thanks!

  • Hello!

    Recently, I have migrated my entire project to a JSON data structure and I am having problems figuring out how to remove values from it without knowing the index.

    The array looks like this (when full), but is also dynamic (it can be less of them)

    "Gacha": [29,30,31,32,33,34,35,36,37,38,39,40],

    Could be like this at some point, or even empty.

    "Gacha": [29,30,31,32,37,38],

    What I need is to check if values from 29 to 34 exist and if they do, delete them.

    Same for range from 36 to 40.

    The parameters for JSON to remove point to index, so I'm not sure how to get the index of the values...

    Thank you for your help!

    Tagged:

  • Where do you have that "is empty" check? It should be performed AFTER the array is loaded from AJAX or Local Storage.

    I'm guessing the check is done before the data is loaded from LS.

    You need to change how you load the data. I assume you want to try loading from LS first, and if LS data doesn't exist, then load the default data from the project file.

    Empty check is on start layout.

    For the data that you commented I had no issue loading as it is.

    (update)

    I took it outside as a separate condition and it works! (I wanted it to check this just when I load the layout, since I hide it in a diff way if it becomes empty while you are in the screen)

    Thank you!

  • Hello!

    I'm trying to check if my array is empty, but it's not working and I'm not sure why.

    So I load my array here. This works.

    Then I do this to check, I would like some buttons to get destroyed when it's actually empty.

    Here's an image where you can see the array is empty on the width, but the buttons are still there.

    I've also tried with this, but the result is the same :(

    Anybody know what am I doing wrong? Thank you!

    Tagged:

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  • If you use ecpm floors it is fully normal that you don't get an ad every time you request one. If the user for some reason don't get any ad served (to high floor or any other reason), the app immidiately try to request one again, and again.. This can go into an infinite loop where the app make hundreds of ad requests in a very short period of time.

    This will also decrease your match rate.

    I believe Admob will probably block serving of ads to these users totally since the get swarmed with never ending requests.

    Thank you for your response! Any idea on a better implementation :/ ?

  • Hello!

    I'm having issues with the eCPMs (same country composition, similar DAU and downloads) since my last update (android). For one side I placed new ad IDs, that take some days to get adjusted, but on the other side I changed the way I called them from the game, and I've read that doing too many 'calls' without showing may affect eCPM negatively. I'm seeing too many requests in the admob graphs, so this may be actually the issue.

    I'd like to share how I'm doing it know to see if you guys think this may be a bad approach so I can iterate the system for the next update that is coming.

    Approach nº1:

    I had a medium floor rewarded interstitial and a low floor one. So I tried the "on [medium] failed to load, load [low]. I made a post for this because this didn't work and it may be a bug.

    Approach nº2:

    I created 2 ad units (medium floor rewarded interstitial) and (low floor) rewarded. I made a layout called Ads.

    I added it as an aditional layouts to my other layouts. On the main screen I called the actions on the on the "start" layout.

    On my map layout (where I need them) I call them this way, layout Ads is also included.

    In one of the locations layouts "house" I have a part locked where I also use them.

    My idea with this was always having an Ad ready, because in the past, some people couldn't get the ad when they needed, and also to simulate the waterfall. I priorize the mid floor and show the low if it's not loaded (fail wasn't worked :/)

    The requests are crazy high... so this may not be a good solution after all...

    All help and ideas is wellcomed and appreciated! Thank you!