LukeW's Recent Forum Activity

  • The BIGGEST key to any games success is marketing. And I don't just mean buying ads on Google. By that I mean getting the word out and in the proper channels. For example. Albion Online just went free to play. If you look at the Steam charts prior to f2p it had around 400-600 players. Two days after going f2p it had 10,000 players. Their marketing team blasted out press releases to all of the major game review sites prior to going f2p and many of them picked up on that story. As a result, Google News grabbed those stories and showed those news articles to people who are interested in gaming (like me). As a result, I saw it and I decided to go play (and subscribe for a month). There are gobs of ways to market your game for free. Journalists who write stories about gaming love it when their job is made easy by press releases. It means they don't have to go digging for a story.

    Yep, this is the one that keeps me up at night. So many games getting put out there without any marketing strategy and then just getting lost.

    I'm currently applying for a government grant for exactly this reason. When I spoke to the person who organises the grants, they stated that it's a recognised issue among the peopel they support where developers know how to make good games, but are clueless with marketing as they're two very separate areas. Ideally, the grant money will allow me to hire a marketing person.

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  • Ah, OK, not a major concern then. LukeW - if you still think this is important please repost a suggestion specific to the AdMob plugin, your previous suggestion read like a general engine feature.

    Okay, done. Hopefully this time it's a bit clearer.

    construct3.ideas.aha.io/ideas/C3-I-854

    Cheers

  • We don't have a condition for it yet, but we could add one. Stick a request on the feature tracker and so we can track the interest. It may have to be async due to the way we interact with the SDK.

    Hi Nepeo, I added the request as you suggested and it got declined with the following response:

    The consent dialog is not always needed (it's only if you store/transmit personal information, which the runtime does not do by default). Additionally it's not easy to tell client-side if the user is in the EU or not; you basically need a geolocation service which can be done by a remote server based on the IP address. This solution is already possible and can't be built in to the engine as it depends on other services.

    So can we get some clarification regarding your previous post where you stated:

    As a developer you need to:

    1. ...
    2. add a button to your game ( either in settings or the start page ) to show the user consent dialog ( action on the mobile advert plugin )

    as there seems to be conflicting statements here? Is this step still required?

    Thanks in advance

  • yep, seeing this too.

  • Not going to bother submitting a bug report over this as 1) it's a pretty minor thing and 2) it's too hard to predict when it happens and I doubt a sample project would help. But randomly, the loader style on my project switches back to the Construct logo (I have it set to the progress bar only).

    Now, like I said, it's not a major deal, but I was wondering if anyone else has found this quirk? Happens to me about once every day or so, but it seems really unpredictable. Like, it happened just then while I'm working on a new enemy. I have one event sheet and one layout open and that's it. One minute I'm seeing the progress bar, went and changed a couple of animations and move some set animation events around, then I go to test and get the default logo. Sure enough, I check the project settings and it's reverted back to Construct logo loader. I didn't even have project settings on the screen this time!

    So yeah, anyone else get this?

  • Thanks Nepeo for the reply, I'll just stick to the recommended 12 listings.

    As a developer you need to:

    1. change your ad technology provider list from default to custom and select a maximum of 12 providers
    2. add a button to your game ( either in settings or the start page ) to show the user consent dialog ( action on the mobile advert plugin )
    3. add you publisher ID and privacy policy URL to your project ( properties of the mobile advert plugin )
    4. decide if you going to offer a paid ad free version of your game

    The second one is important; while the user consent dialog is already shown to the user on first run you are required to allow your users to withdraw or modify their consent at a later date

    Sorry to keep hammering you on this.

    I added the button like suggested, that runs fine when I spoof my location to be in EU and all that. However, outside of the EU, that button does nothing.

    Ideally, I would like to just be able to hide it if the player isn't in the EU, but I can't find an event condition that would let me do this. Is there an event hiding somewhere that lets the program check if the user is in the EU? I've looked in mobileAdvert, Geolocation and system event conditions with no luck. Likewise, been through the manual.

    Any help or suggestions on this would be appreciated as I hate just having a button there that does nothing.

    Cheers

  • I feel like I should warn everyone that adverts are now more involved. In Construct you will now have to specify your application ID, publisher ID ( available on your admob settings page and looks like "pub-012134127862" ) as well as the URL to your applications privacy policy. Furthermore you will need to change your ad technology provider list from default to custom and select a maximum of 12 providers ( this is a limitation of the Google consent dialog ).

    Sorry to resurrect an old thread Nepeo, but is this still applicable? I'm seeing mixed reports from different sources.

    And if so, is it better just to keep the provider limited to Google?

    Cheers

  • oh, alright then :D

    I've turned off 'use loader layout' for the moment to see what difference that makes.

    Cheers

  • hey dop2000,

    Thanks for the advice. I'll update the loader layout to make it check that it's complete before moving on. I feel like I may have misinterpreted exactly how loader layers actually work.

    Also, thanks for the link. As I read through I saw this:

    'Loader layouts are only ever shown the very first time the game is being downloaded from the web. Since Construct 2 games save to disk so they can work offline, the next time the user plays the game it will load instantly.'

    which sounds to me like it might be related to my initial problem, assuming this applies to C3 as well.

  • Cheers

  • So I've had this happen to my game a few times, as reported by a couple of users and just then now when I was testing a new apk.

    On first time launch, the game hangs at the loader screen. It will start loading, so part of the progress bar fills, but then stops moving. A restart of the program seems to fix it and then the problem doesn't reoccur.

    Wandering if anyone else has encountered this? I wonder what causes it.

    I don't think I'd be able to reproduce it in a separate cp3 file, so don't know that filing a bug report would be any use.

    This was on stable build with the c3 runtime on Android.

  • Alright, I got it all working. For any one looking for help in the future, I found the post here by jagoman to be more helpful than anything else online. construct.net/en/forum/construct-3/how-do-i-8/mobile-iap-133253

LukeW's avatar

LukeW

Member since 26 Mar, 2017

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