Playrea's Forum Posts

  • As far as I can tell, the languages displayed in App Store Connect (and in an app's store listing) aren't related to any localization settings inside an app - they just allow you to have store pages and app metadata in different languages.

    I have localized pages for 20 languages and they are displayed good on AppStore but in Languages is still just one language English and I don't understand how can I add more

  • I mean this one on the AppStore game page

    Whatever I've tried my game is English only even if it has localization

  • Or it's not possible with Construct 3? Still looking for a solution

  • I've implemented several languages in my game but when I upload my build to AppStore I see only "Languages: English"

    How can I add more languages here?

    Note: I've added assets and metadata in appstoreconnect and screenshots and texts are displayed correctly, however in languages it still shows English only.

    Thanks in advance!

  • > Is there any easy way to do this? As width and height of screens could be very different from tablet to tablet

    >

    > Thanks!

    In this case, it is better to use these expressions

    > PlatformInfo.CanvasDeviceHeight/PlatformInfo.CanvasDeviceWidth
    

    to determine the screen resolution on which you want the banner to be displayed, and only display it there.

    I use these expressions to adapt the game interface to tablets and smartphones.

    Perfect! Thanks again :)

  • Is there any easy way to do this? As width and height of screens could be very different from tablet to tablet

    Thanks!

    Tagged:

  • >

    > Thanks, I'll try. However last time I had problems with IDFA + consent on AppStore. First IDFA is displayed, then Consent, the Apple Support want to display them in another order for some reasons

    You'll have to code it.

    When I published my first apps, I followed all the rules.

    - First, the window where I explain why I'm collecting data (to improve the game) is a design window. This recommended window is optional.

    - Then GDPR.

    - Next comes ATT.

    But in my latest app, I followed your advice, simply enabling the checkbox in the plugin. I trusted the correctness of the AdMob SDK itself. The only thing I did was remove the identifier for Android in the plugin settings, leaving it only for iOS. I didn't even test it, but it quickly passed moderation.

    That's why I gave this advice.

    Great, planning to submit the new game soon according to your suggestion. Let's see :)

    Thanks!

  • Leave the checkbox (show on startup) checked in the plugin settings and remove everything you do in the code.

    In this case, the AdMob SDK will determine whether the player should be shown the consent window; this is a problem for Google's SDK itself. You can then check your AdMob account to see how many people have given their consent or refused.

    There is no need to complicate things where it is not necessary.

    Thanks, I'll try. However last time I had problems with IDFA + consent on AppStore. First IDFA is displayed, then Consent, the Apple Support want to display them in another order for some reasons

  • The problem that user consent dialog is displayed every time when the game is closed and re-launched again.

    I had "Show on start up" checked, so I've tried to found a workaround using "Show user consent dialog" action but looks like it doesn't show consent dialog at all.

    Is there any working solution that will check if the user accepted it already don't show it every launch?

    Thanks in advance!

  • We just had a couple of hours outage on the build server, but it should be working again now. Apologies for the inconvenience.

    Works fine now! Thanks :)

  • Every time I try to build a version for android I get this. The game has no third party plugins. Also tried the old versions of my game and there the same error. Is this a temporary issue on the server side?

    Error: Checking Java JDK and Android SDK versions

    ANDROID_HOME=~~/androidSDK (recommended setting)

    ANDROID_SDK_ROOT=undefined (DEPRECATED)

    Using Android SDK: ~~/androidSDK

    Running as unit: run-re0626723ce374754a12326d09d6cadb1.scope; invocation ID: 79828ef1bc1846c9aba62c9101ee454c

    (node:363180) [DEP0060] DeprecationWarning: The `util._extend` API is deprecated. Please use Object.assign() instead.

    (Use `node --trace-deprecation ...` to show where the warning was created)

    FAILURE: Build failed with an exception.

    * What went wrong:

    Gradle could not start your build.

    Could not initialize native services.

    Failed to load native library 'libnative-platform.so' for Linux amd64.

    * Try:

    Run with --stacktrace option to get the stack trace.

    Run with --info or --debug option to get more log output.

    Run with --scan to get full insights.

    Get more help at https:/~~/help.gradle.org.

    Command failed with exit code 1: gradle -p ~~/tools wrapper --gradle-version 8.13

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  • Thanks, do you know is this a temporary solution? Because to increase performance I don't want to load a new ad on dismiss, as it drops performance of the game, I load new ad when some static layers (an example pop-ups etc.) are visible only.

    UPD: I don't see On dismiss event for AdvertMobile. I've tried On Cancelled and On Completed, but it doesn't help, the issue is still there. (but with On Completed I see 2 rewarded ads without restart)

    Is there any other option that could help?

    Thanks in advance!

  • I've tried r405 and it works fine so far for Android, but for IOS there is a problem: interstitial ads and rewarded ads are loaded/displayed only once. Then you need to restart the app to load a new ads.

    Btw, worked fine with an old AdvertMobile plugin.

    Any solution for this?

  • Thanks for your help. Found a solution - looks like by default "independent mode" is set, so I've forced it to Fixed, now the game in "Low Power Mode" works a bit slowly, but without any issues with collisions and physics

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