CF78's Forum Posts

  • +1 to what Ashley said. This is NOT a Construct issue. Also, report it to facebook.

  • Gamemaker does export to Switch, for 800$ per year. I mean, we´re talking about 8 years C3 subscription money.

    True but, try launching a game on switch ( or any console ) with Construct... xbox aside

    This is why. Regardless of price to export or even a 'hefty' subscription price - the fact that you can target consoles is a huge plus. Tried GM - wasn't pleased to have to learn a proprietary language, and so I left it by the wayside. Don't get me wrong, I love Construct 2/3 and I use it as much as I can to make games, etc. but, having the ability to deploy outside of steam, PC/MAC, and the web is a major advantage for most devs trying to make returns on their games.

    I am being optimistically hopeful here... I hope that the HTML5 market is mature enough to be taken seriously enough to become a norm on console. Would love to see the consoles become HTML5 game compatible without having to use a limited built in browser. Like perhaps built in NWjs - specifically for running HTML5 type games.

  • Any update yet?

    Thank you.

    None yet. The moment I get answers I will post here.

  • Yeah, If I understand this correctly, we are talking about web/HTML5 exports using ( for example ) adsense or ads for games and if so this is definitely where Construct fails. Then there are issues with Google itself limiting where and how you can show adsense.

    Gone are the days where you can just place adsense around game window. Most games are played full screen these days on desktop and especially on mobiles. We really could use an option to display adsense ( or go with CPM Star ) within games, before game starts, end of game and so on.

    Actually - This is more in regards to leveraging Construct to create Playable Ads to be served on google, facebook, applovin, etc..

    These ad networks all have specific requirements when publishing playable HTML5 ads.

    The two main methods of deploying playables is inline single file or a zip package. Other ad networks similar in requirements to Facebook and Google, work fine. It's understandable that the two giants have stricter requirements, but they also provide the least amount of tools to test - Their previews work, but ads fails when actually live or when trying to upload.

    Facebook - requires base 64 data inline - ie; a single index.html file 2MB limit

    currently broken on FB end for blacklisting ads : C3 creates a script Blob:URL - facebook falsely blocks it. Oddly enough similar engines do same thing and work fine.

    Google - requires 20 file max zip 1MB limit (standard html5 export)

    C2 runtime works - C3 does not. Seems to be .json issue and similar script Blob:URL

    I was recently in a FB pitch meeting about new advertising products : They are planning on moving to the .zip format route. Should be out in a few weeks. Hopefully this resolves issues - but it could also remain the same. I have an open discussion with FB engineers about the false blacklisting - their system seems to think outside URL requests are being made - which isn't the case.

    I don't want to name playable companies publicly, lets just say Playable Co. 1 - has their own proprietary game engine - which was working fine on facebook. Recently, they started to experience issues as well - black screen or unresponsive and hangs on load. So it's an issue outside of C3.

    In any event - Any information, whether for ad creation or displaying ads, will potentially aid in a better understanding or a resolution of some sort.

  • Hey all!

    I've been spending a fair amount of time exporting and testing playables across multiple ad networks. I wanted to share some of the discoveries and issues here so that others may find some answers, and/or share their findings. Seems in general, the playable community as whole is nonexistent and as a result there is very little information on how to develop & deploy. I would like to change that. :)

    Like most development projects - there isn't always a clear cut approach. Many times you have to try and fail multiple times before getting things to work. Please don't go creating bug reports or pinging Ashley with "this doesn't work" - They already exist. Rather report here your findings - Hopefully this will aid in finding out what works, what doesn't, and what could be an actual bug.

    I'll populate further with more useful info (how to's) as time passes. Just wanted to get a discussion going to build off of.

    Here is a list of some of the main ad networks I have deployed on and some of the issues faced.

    Construct 3 Runtime

    Google UAC / Google Ads : Doesn't seem to play well with .json files.

    Facebook : Blank screen - falsely blacklisted due to Blob: URL / false positive / open discussion with FB engineers at the moment. Waiting on answers.

    IronSource : single file index.html export works.

    AppLovin : single file index.html export works.

    Construct 2 Runtime

    Google UAC / Google Ads : C2 works with minor mods to index file and removal of unnecessary scripts

    Facebook : Not Available - requires single file index.html

    IronSource : Not Available - requires single file index.html

    AppLovin : Not Available - requires single file index.html

    Feel free to contact me with questions - but I urge you to ask and discuss here.

  • mickeyboy I have an open dialog with Facebook engineers. Will report back when I hear something.

    In the mean time - I have to agree with Ashley on this - Report it to facebook. It is in fact a facebook issue. Check the console for errors and report them to facebook. The more people pointing out an issue - the more likely it will be resolved.

  • That's what I was thinking - A false positive. I pulled the code from the console error and then followed the script that threw the error. I appreciate the effort! I'll bring this up to FB when I speak with the tech team.

    Thanks again, Ashley

  • Thanks Ashley I have a technical call with them today or Monday.

    It is odd that it is only affecting Construct playables. In any event I will report back here when I get some answers.

  • Tested all the way back to when facebook playable ad export was added. R134

    I get the same black screen result.

  • Object.defineProperties(element, {
     'src': {
     get() {
     return originalDescriptors.src.get.call(element)
     },
     set(value) {
     if (proto === HTMLImageElement.prototype || proto === HTMLMediaElement.prototype) {
     if (hasValidProtocolForPlayable(value)) {
     return originalDescriptors.src.set.call(element, value)
     }
     else {
     // If it's not a valid protocol then just set an empty
     // string as a src to avoid unnecessary observer calls
     return originalDescriptors.src.set.call(element, '')
     }
     } else if (proto === HTMLScriptElement.prototype) {
     if (needsToBeBlacklisted(value, scriptElt.type)) {
     scriptElt.type = 'javascript/blocked'
     }
     return originalDescriptors.src.set.call(element, value)
     }
     }
     },
     'type': {
     set(value) {
     if (proto === HTMLScriptElement.prototype) {
     return originalDescriptors.type.set.call(
     element,
     // If a third-party code tries to set the type, but the source is blacklisted then prevent.
     needsToBeBlacklisted(element.src, element.type) ?
     'javascript/blocked' :
     value
     )
     } else {
     return originalDescriptors.src.set.call(element, value)
     }
     }
     }
     });
    

    As Ashley has pointed out this error "scriptElt" is in fact a FB error. That said, (taking a shot in the dark here) it seems C3's JS gets blacklisted for some reason.

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  • Facebook has informed me that it's not on their end. It appears to be a Construct 3 issue. Ashley

    I am doing some thorough testing today on how to potentially resolve this. I'll post any findings here.

    This feels similar to the "blank screen preview" issue a while back.

  • I am now experiencing black screen on live playables.

    Not sure what's going on. Reaching out to FB to see if there is an issue. (waiting on a response)

    It seems to be Construct 3 related, since other playables built with other tools are working fine.

    I'm not seeing errors - just a blank black screen.

  • :/ bummer. Well, keep me posted with your findings, and I will do the same. I expect to hear back from FB today (hopefully) - things have been a bit hectic with GDC going on

  • Although I haven't had any issues with "ScriptElt" as of yet - I do experience a no show of the playable within the ads dashboard of facebook sometimes - but when live, it shows. I sent them an email about the issue yesterday. I was informed that they are aware of some issues on their playables platform. Seems related to the recent outage. From my experience, they are usually rather quick to respond to these types of issues. Especially since playable ads are extremely effective and a huge portion of spend in marketing terms.

    Are you guys using the Facebook Object? - I don't use it and have zero "ScriptElt" errors. I'm curious if that has something to do with it. Try removing it, you don't need it for a FB playable ad. I use the Browser plugin - as I have posted prior with an "execute javascript" action for the exit API. Which works for other ad networks as well.

    A few places to test out your playable to see if it will work:

    Iron source :

    https://demos.ironsrc.com/test-tool/?adUnitLoader=dapi&mode=testing

    Applovin:

    https://p.applov.in/playablePreview?create=1

    These ad networks require the same data URI inlined single html file approach that facebook does - so it's a great way to test them. You will however have to adjust the exit API accordingly to test.

  • I haven't had any issues thus far with FB playable ads going live. I have however seen issues while displaying in the FB advertising dashboard. Which is likely on FBs end.

    I don't use the FB plugin for a CTA - I use the "Browser" plugin and a "Execute Javascript" action