igortyhon's Recent Forum Activity

  • 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

  • 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.

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  • 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.

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igortyhon

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Last online 29 Sep, 2026

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