Anonnymitet's Forum Posts

  • I totally understand both sides of this. However these 3rd party plugins we have thanks to this being possible is what makes construct 3 an option for serious projects. Just knowing that if I run into a limitation of C3 I can still probably find help solving it thanks to some 3rd party magic. This have happened multiple times, so without this reassurance I would almost not dare to start a bigger project in C3 to be honest.

    I work at a big game studio and we work in Unity as the game engine. Once a project is started, we pretty much lock that development in to that version of Unity.

    We also use 3rd party plugins which our current version of Unity supports. And as long as we are fully aware of this risking to break before we start to use the plugin it is up to us to decide if we should use it or not, knowing it might break in the future.

    And later down the line we might update Unity for reasons and realize a plugin we used isn't supported anymore.

    What do we do then? We fix it, either the plugin itself or replace it with another solution. Sure, it can be a pain, but we knew it could happen and we still made the decision to use it.

    What we would never do though, is to blame Unity or any other game engine we used. It is entirely our own fault. I feel like anyone that is experienced enough to install plugins should understand this as long as there was a warning about it.

    I mean there are so many things a beginner developer could do wrong in their projects that will turn out to completely break their projects down the line. It is just a matter of learning what risks to take and not take based on project scope.

    So I think the easiest and best solution would be to CLEARLY warn users when installing these plugins. You as a user should understand that Construct is not responsible if this plugin breaks in the future.

    Just my 2 cents about this discussion.

  • I just installed the latest desktop version and the latest nwjs but it just crashed so I went back to the old version. However now C3 won't start at all. First I got a message that I've been using a newer version of NWJS or something. So I deleted what I had in appData for nwjs but it didn't help and now nothing happens when I try to run C3. I have tried everything but can't get it to work again. Tried downloading the latest version but doesn't work either anymore.

    Any idea what I can do to go back to the old version again?

  • lucid Thank you for that quick fix! :)

  • Ok I see, will the fix be implemented in the C2 plugin as well and is there any eta for it?

    Thanks for looking into it :)

  • Is this issue on C2 as well? Because I tried my old spriter projects now on my iOS devices with the latest iOS installed and all spriter objects seem to be working fine. Or is this issue just for cordova builds?

  • fredriksthlm I found the issue! I used functions to call the "loadAD" and "showAD" and for some reason it didn't trigger the instant game actions.

    And yes the call name was correct.

    So when I instead skipped the function calls and instead placed the actions in the events it worked.

    Don't know what the issue might be that caused it not to work when using functions.

    Anyway, thanks for your help!

  • I've done that and my Audience Network-status says: "ad request has been recieved" but I have not seen any ads in the game.

    Just to make sure, I only need the instant games plugin in C3 right? Not a facebook plugin as well?

  • Ok, got it. I have the app added there but not sure if I added it before or after setting up the ad spaces. Do you think it matters?

  • Ok, I have setup the ads as ad placements for instant games so no idea why it asks me to choose format then.

    The part about the data sources is unknown for me. I can see in my manager account settings that there is a section for "Data sources" but there is no subcategory for apps. Just "pixels" and other stuff.

  • Haha, I did start over. And now I have setup everything again and the status atm is "Successful ad delivery".

    But it keeps telling me to choose a format. But I don't understand what that is. The ad is setup and I can't choose any format anywhere?

  • The ad placement is under review now as I thought I had to send it in to work and it will be declined I guess. And yes I have the payment account submitted and I'm using the ad ID and not the app ID.

    Maybe I have to delete the apop and start over :P

  • fredriksthlm Ok then I have no idea what the issue can be. I can not make the audience network icon turn green and there are no other settings I can change except setting up the ads like I've done. It's like the FB-manager can't recognize that the SDK is in my app and that is what makes me think that the plugin isn't working.

    I have worked with construct for years and haven't had such issues with implementing ads on any other platform but man facebook really has to improve the workflow of their platform. Very frustrating to work with x)

    Do you think I have to do anything from my business manager account?

    I really appreciate the help :)

  • No that is the problem the audience network symbol is not green. So I guess I have to send it in for review in the monetize manager so they can approve the game for ads? That seems to be a whole seperate review than the actual app review you do before publishing. Can that be right?

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  • The IDs are correct and I'm using the C2 runtime but I think I've messed up. I guess I have to send it in for review under the audience network first?

    I thought it wasn't needed to test ads but it probably is right? :P

  • Then I have no idea why I can't get it to work. I have a simple test app with these events:

    on start of layout > load ad

    -on load ad success > show ad & set text to "showing ad"

    And it doesn't work. Whatever I do the "on load ad success" doesn't trigger.