Chadori's Forum Posts

  • Announcement

    Hi everyone, just a heads up, I will be releasing a new advertisement solution soon, which is best suited for indie developers and small businesses.

    I will be posting updates of it in the forums, soon! 😉

  • Release 15.0 - Stability Update

    Stability update for the addons, to update the addons to their latest SDKs, and fix some iOS build issues.

    Check out the website for more information.

    Thank you!

  • Release 14.0 - Stability Update

    Stability update for the addons, to update the addons to their latest SDKs.

    Check out the website for more information.

    Thank you!

  • Hi marcrached, the one you mentioned is currently in maintenance-mode (we are currently writing a replacement), we recommend using our IronSource mediation of Chartboost Ads instead.

    Yes it is using Admob's ad-network mediation, we do not have a standalone version of Chartboost Ads. However, it might be more advantageous to you to use mediation instead. If not, you can always order it, and we can make you one.

  • Hi Vladislav21,

    It's probably best to get your questions asked in the support channels, especially through the website chat since responses there are instantaneous.

    But, since you're here, sure I'll try to answer your questions.

    1. We only offer features through our pricing packages.
    2. The recommended approach into adding ad-networks in an application in order to not cause conflicts is called ad-network mediation. In this case, we use IronSource mediation since it is the most popular one for mobile games. You will need to add the Mobile IronSource addon, then add other ad-network addons included in the Mobile IronSource Collection to add more ad-networks. And don't worry, you can manage each ad-network separately as if you have added each ad-network's SDK, like Unity Ads.
    3. You cannot use the browser to preview the advertisements, you will need to export to Android or iOS. This is because the implementation is not JavaScript, it is native and written in Java and Objective-C, which I have wrote myself and update frequently.
    4. We update the collection every month, ad-networks that aren't updated as frequently is something to worry about, even if it works it will be financially disadvantageous. However, we can guarantee ours is frequently updated. And, if we receive bug reports, we fix them immediately, we even have recently received a bug issue for iOS today and we already are developing a fix, due to constant changes with native dependencies.
    5. We update an average of a month, sometimes sooner with patches and sometimes later with stability.
    6. No, we do not have one. We cannot do such demo without exposing our native files, which is our intellectual property. You can however look at our documentation's showcase page.

    I hope that helps.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi marcrached, yes of course. Kindly click here to make orders.

  • Premium addon development services

    Hi everyone!

    We are happy to announce that we are now launching a new open service for Construct 3 and Construct 2 addon development.

    The Construct Collection offers feature development services for Construct 3 and Construct 2. Premium or Exclusive Construct 3 or Construct 2 addon development services.

  • Hi, you can check out the PlayFab Master Collection if it fits your needs. Already 2 years in its development to work with Construct 3 and Construct 2.

    It handles everything for you, account management, player management and other online backend features.

  • The pros and cons of global vs local applies here.

    Pros

    1. Easy access, especially for libraries.

    Cons

    1. You can easily clutter the global scope.
    2. You can easily make bad practices, in which lead to inefficient code.
    3. Quite messy in the long run.
  • Thanks for explaining. I understand.

    I think the only ones that are impossible for us to replicate efficiently in JavaScript are Line of Sight and Sine.

    The others can be worked around.

    Thank you.

  • Hi Ashley,

    Will the other behaviors like Line of Sight, Timer, Pin, Tween, Sine, Anchor, Rotate, etc. be included in the future?

    I've moved my current project to mostly use the Scripting API to improve performance on mobile, which it fortunately significantly did, it reduced my CPU usage from +-80% to +-30%, which mostly came from being able to control the picking and loops.

    However, I still have some heavy nested events that use behaviors that do not yet have a scripting interface, the ones mentioned above.

    Will those be included in the future?

    Thank you for your time.

  • Hello again Stweve, I apologize for the delay, I was so busy and only got the time to test it.

    It seems that on iOS 14, there is a new way to implement background audio which is no longer supported in the Mobile Background addon, and needs a new way to get implemented.

  • Release 13.1 - Features Update

    New features update for the Mobile IronSource Collection, a continuation update of Release 13.0.

    Check out the website for more information.

    Thank you!

  • Release 13.0 - Major Stable Update

    New stability update with focus in adding new stable features, addon scripting support and fixing some remaining bugs left in Release 12.1.

    Check out the website for more information.

    Thank you!

  • Thank you for clarifying that Ashley.

    Is it possible you can describe the process on how Event Triggers and Functions are handled? I know they are skipped, which is great, but to what extent?

    I've been experimenting on a new optimization technique I've been doing on an existing mobile project, and I've found that moving all utility functions to JavaScript has dropped my mobile CPU usage from +-60% to +-32%, and removed stuttering janks which I've only recently discovered how to specifically solve.

    Now, I only use the event sheet for every ticks and event listeners, which makes the project feel lightweight.

    However, amazingly, I've found that moving functions to a non-included event sheet does the similar performance improvement.

    I previously mistakenly thought the performance issue was the GPU, since the CPU usage is not that high and I've not seen a way to profile the GPU usage, and lowering the fill-rate was improving the experience so it easily disguised the issue.

    Fortunately, it seems it was just the accumulated event count causing the CPU usage, which is understandable given the limited performance capability of mobile CPUs.

    I would appreciate if you could explain here how the event triggers and functions are skipped, so that we can better understand how we can make better use of the event sheet.

    Thank you!