CGamez's Forum Posts

  • You could use the "move to" behavior. With the mouse / touch click you get the x and y coordinates of the click and then use "move to" these new coordinates.

  • Hey,

    is there any setting so the fullscreen scaling on mobile doesn't affect the camera area / save area? I'm not sure, but in my last version built with the latest stable everything worked fine, now I have a new version built in beta r307 and the fullscreen now covers the camera area / save area of the phone.

    Thanks!

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  • remove Google Ads and upload the app bundle to the internal testing track, so you can test it without publishing. Just to make sure there is no error with Google Ads. Maybe also do the same with any other Addon you are using, since it's working in the debug apk.

    Best Luck!

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  • You can't really compare Unity with Construct3 because it is used for completly different stuff! We work with both, Unity and Construct. When it comes to 3D projects we currently use Unity because it has way more options. BUT if we do any 2D projects, especially for mobile, we always used Construct3 because it saves months of work! It is way easier and faster to do 2D in Construct3 than in Unity and everyone who has ever worked with Unity knows that!

    To the pricing / free thing:

    Unity only wants money if you want to remove the "Unity-Logo" on start-screen of your project or if you earn more than 100k / year with your project as I remember and it's not revenue based, it's just 1k / year or something like that if you do more than 100k / year.

    I guess Unity is making their money with the big asset-store and also with their ads-network (Unity Ads) and not with their game engine.

    And yes, you can use Unity for free, but if you compare the work for a specific 2D project (like 2 months with C3 and 4 months with Unity), the time you save is worth way more than the fee for the C3 paid plan.

  • Hi,

    the apk is running without any servers, and if you think there is a problem with the build-server just build for cordova and then build with android studio. But I guess it has something to do with your code / project and there we only can help if you give more details.

  • Hey,

    you should mainly focus on the Google-Reviews since these are the reviews from your players. Just one thing: Maybe it's better to release new games in "Open Beta" (Early Access) to get private feedback so you can improve the game before actual release. Also you then have the opportunity to apply for Google-Plays Early-Access feature which could give you tons of organic users (for free).

    Also since your game is already published, check out Google's Indie-Corner program. There you can also apply for and get a lot of free users!

    Good luck with your game!

  • Hi everyone, sorry for the delays with the upcoming new addons. We're still currently working on a new website for the collection to better document the new addons and their tutorials. Afterwards, we should be able to finish and release the new addons.

    Also, I would like to announce that we will be removing the website chat payment service and its discount promo, effective September 03, 2021. However, we will still keep the support channel active.

    Thanks for the update! Is there any chance to get the Mobile Billing update earlier since it's a requirement to publish new games on Google Play.

  • Ashley or Nepeo is there any possibility to recieve the server auth code for Google Play games services with your GooglePlay addon?

    I guess it's not possible with the current Addon. You can close this.

    Thanks.

  • Hey,

    1000x500px is still huge but if that's only 1 background you can also keep it. For resizing just check on a high end device if it's still looking acceptable. If you use pixel-art I guess you can use a lot smaller images.

  • Ok, maybe the answer to this will be a obvious "YES", but does the fact that like 70% of my game "engine" (i.e. the battle system) is in just 1 event sheet? Or it doesn't matter?

    It shouldn't be a problem at all (only that it maybe is a bit laggy in the editor)... How many events does your biggest eventsheet have? (mine is around 900 events)

    For memory usage you should only focus on images. Events wouldn't reduce / increase that.

  • I had a lot of ui designed in like 1 big image... splitting this to all single elements reduced the memory usage a lot, since big images take more memory in ram. Also then I could reuse a lot of those images on other parts in the game. Also I had some big (1200x700px) black-transparent "popup-bgs" which I resized to 50x50px tiles. So best practice here is to check your biggest images if they are really necessary or if you can split them and reuse parts of it (tilemaps maybe).

    construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

    A lot of small images / tiles is a lot better than having only a few big images / tiles.

  • I had a game with 700 MB memory usage with 10k+ installs on Google Play and had crashes on all phones with less than 2 GB RAM. Of course new phones easily can handle this, but if you publish a game you should make sure that it's working on every device you are targeting. So a device you are targeting should have at least 3 times of your games memory usage and more.

    Luckily I managed to reduce the memory usage to 140 MB with some resizing of images and since then I had 0 crashes from that. Easiest way is to remove / split your biggest images. But it depends a lot to the project how you can decrease memory usage the easiest way.