Chadori's Forum Posts

  • > > I use Admob and understand that the advertising ID maybe depends on the required DGPR settings. What should I do?

    >

    > You do not need the GDPR requirements you are thinking of for Google Play's Designed for Families Programs, specifically the Advertising Id. Furthermore, if you are using the Mobile Advert object, it's automatically incompliant because the consent dialog is hardcoded.

    >

    > I'm not sure if you can get away using the Mobile Advert as long as you do not launch the consent dialog. Although, considering it is Google, I wouldn't risk it. In spite of that, you still need a plugin to remove those ids specified, like this plugin does: constructcollection.com/documentations/mobile/mobile-advert-families-programs

    Ohh, okay.. and what do you think about these actions? Perhaps they can help?

    Those are only for COPPA, which are one of the requisites.

  • I use Admob and understand that the advertising ID maybe depends on the required DGPR settings. What should I do?

    You do not need the GDPR requirements you are thinking of for Google Play's Designed for Families Programs, specifically the Advertising Id. Furthermore, if you are using the Mobile Advert object, it's automatically incompliant because the consent dialog is hardcoded.

    I'm not sure if you can get away using the Mobile Advert as long as you do not launch the consent dialog. Although, considering it is Google, I wouldn't risk it. In spite of that, you still need a plugin to remove those ids specified, like this plugin does: constructcollection.com/documentations/mobile/mobile-advert-families-programs

  • You need every trace of tracking in projects in the Google Play's Design Apps for Families Programs removed, also you need a plugin like this to remove those listed identifiers: constructcollection.com/documentations/mobile/mobile-advert-families-programs

  • Construct 3 is just too broken, too slow and too inefficient to even compete with competitive engines out there.

    1. Too many engine bugs, and we only have one or two developers maintaining it.
    2. Lack of so many features an engine should have.
    3. Plugins and behaviors are made to look attractive, not functional.
    4. Even the simplest of issues do not get fixed, it's either lack of interest or lack of skill.
    5. The developers aren't game developers!
    6. The event sheet is a dead-end design.
    7. The engine is so restrictive.
    8. Most plugin developers hate the Plugin SDK.
    9. The engine isn't extensive, the Plugin SDK is only predefined.
    10. The event sheet being a dead-end design and the Plugin SDK being too limited looks to be a reason scripting was introduced.
    11. Scripting is too limited.
    12. So many bugs in scripting since barely no one uses it.
    13. The users are expected to investigate engine bugs, but are not allowed to fix it themselves.
    14. The community cannot extend built-in plugins/behaviors.
    15. The Construct Team invested more in hiding their code rather than fixing or improving their engine.
    16. If a plugin or behavior is limited or broken, you are on your own.
    17. The Construct Team won't divulge their code or even allow the community to fix their code on their stead.
    18. Performance benchmarks are for web games, not mobile or desktop.
    19. Performance on desktop is alright.
    20. Performance on mobile is horrible, makes desktop performance look like a huge feat.
    21. The Steam plugin is literally only 2 actions.
    22. The Construct Team expects us to write C++ to expand the Steam plugin ourselves.
    23. The Construct 3 expects the community to do all the work while being super restrictive.
    24. We are expected to write native code to extend Construct 3 features for browser-level performance.
    25. The Construct 3 Build Service is too restrictive.
    26. Even if it means fixing crucial issues.
    27. Whitelisting takes 2 weeks to 2 months.
    28. The Construct Team likes to support and experiment on future features we will need in 5 years, but forget features we need now.
    29. The Construct Team also seem to use the engine to experiment on Web Technology rather than for game development.
    30. The Construct Team likes to create experimental features until they get bored and abandon it unfinished or incomplete.
    31. There is no roadmap.
    32. New features, fixes or updates are usually already finalized prior to release.
    33. The Multiplayer plugin is broken for nearly a decade.
    34. The Construct Team talked about improving Multiplayer when the lead developer was excited about it, but eventually left it again without fixing any. Just adding features for his experimental 'game', which is subsequently abandoned, like the others.
    35. The Pathfinding behavior makes you think it's enough to make an RTS game, until you try.
    36. There's a reason why Ashley only tried to make Command in Construct in JavaScript.
    37. The engine doesn't support collaboration.
    38. The animations editor is too simple.
    39. The engine still expects us to do frame-by-frame animations.
    40. The engine still uses puzzle functions. (Worse than Construct 2)
    41. Tilemaps are still static and simple.
    42. Tiles are still static and simple.
    43. Spritesheeting
    44. Memory management
    45. The engine still has no UI features.
    46. The engine's introduction to HTML Elements as UI replacement is so awkward.
    47. The Platform behavior can easily get bugs and regression and we cannot control or extend it.
    48. Expect 3rd party to make them, yet treat them horribly.
    49. Small community due to reasons above.
    50. Lack of plugin developers due to reasons above.
    51. Lack of 3rd party services support; the Construct Team doesn't care about publishing, you're on your own.
    52. Lack of offline support.
    53. No desktop version.
  • Monetization Collection

    Hi everyone, the Monetization Collection for web and mobile monetization has been released. I will continuously work on adding more plugins here as well.

    It is a sub-package of the full package, Construct Master Collection, released with selected basic monetization packages for your Construct 3 and Construct 2.

    Mobile IAP (Pro)

    1. Mobile IAP (Pro)

    Google Admob Collection

    1. Google Admob
    2. AdColony Ads
    3. AppLovin Ads
    4. Chartboost Ads
    5. Fyber Ads
    6. i-mobile Ads
    7. InMobi Ads
    8. ironSource Ads
    9. Maio Ads
    10. Meta Audience Network (Facebook Ads)
    11. myTarget Ads
    12. nend Ads
    13. Pangle Ads (TikTok)
    14. Tapjoy Ads
    15. Unity Ads
    16. Verizon Ads
    17. Vungle Ads
    18. Mobile Consent
    19. Mobile Advert Families Programs

    Web Monetization Collection

    1. Google Ads

    Features list

    Construct 3

    1. Mobile IAP (Pro)
    2. In-app purchases
    3. In-app billing
    4. In-app subscriptions
    5. Server validation
    6. In-app billing
    7. In-app purchases
    8. In-app subscriptions
    9. Local validation
    10. In-app billing
    11. In-app purchases
    12. In-app subscriptions (local validation is experimental)
    13. Google Admob Collection
    14. Google Admob
    15. Ad-network mediation plugins
    16. Meta Audience Network
    17. AdColony Ads
    18. AppLovin Ads
    19. Chartboost Ads
    20. Fyber Ads
    21. i-mobile Ads
    22. inMobi Ads
    23. ironSource Ads
    24. maio Ads
    25. myTarget Ads
    26. nend Ads
    27. Pangle Ads (Tiktok Ads)
    28. Tapjoy Ads
    29. Unity Ads
    30. Verizon Ads
    31. Vungle Ads
    32. Feature plugins
    33. Mobile Consent
    34. Consent dialog
    35. IDFA
    36. Mobile Advert Families Programs
    37. Google Play Designed Apps for Families Program
    38. Google Ads (Web and Web Mobile)
    39. Preroll Ads
    40. Interstitial Ads
    41. Rewarded Ads

    Construct 2

    1. Mobile IAP (Pro)
    2. In-app purchases
    3. In-app billing
    4. In-app subscriptions
    5. Server validation
    6. In-app billing
    7. In-app purchases
    8. In-app subscriptions
    9. Local validation
    10. In-app billing
    11. In-app purchases
    12. In-app subscriptions (local validation is experimental)
    13. Google Admob Collection
    14. Google Admob
    15. Consent dialog
    16. IDFA
    17. Information
    18. This is a basic version of the Construct 3 version's Google Admob Collection.

    Store listing

    1. Official Store
    2. Construct Store

    Thank you.

  • Hi ERAgames777, for premium or exclusive plugins, we have the orders page. Although, it can be heavy for an individual to support a big API such as that, I believe Yandex has different libraries for each platform.

    I think we need a voting system first to hear demand from every supporter.

  • Release 45 - Stability Maintenance

    Hi everyone, there is a new stability maintenance update for the Construct Master Collection, please click here to read the release note and download the update.

    New plugins

    1. AppLovin MAX Collection (Funded)
    2. Mobile Health (Funded)

    Upgrades

    1. Mobile IAP (Pro)

    Updates

    1. Google Admob (Lite) for Construct 2
    2. Process
    3. Firebase Analytics
    4. Firebase Remote Config
    5. Mobile Network
    6. Photon Realtime
    7. Mobile Pay
    8. Mobile Billing -> Mobile IAP (Pro)

    Thank you.

    Migration of items from Construct Store

    The sub-collection items have been migrated from the Construct Store to our Official Store. If you would like to link your item to our store, please click to contact support. Thank you!

  • Chadori how about this problem?

    could not find included file '/Pods-GameName.debug.xcconfig'

    Click the link below to visit the page with steps to fix.

    https://github.com/Scirra/Construct-bugs/issues/6934#:~:text=Steps%20to%20fix,now%20be%20successful%3A

    Here are the steps:

    1. Open the terminal
    2. cd to directory of the Xcode workspace folder.
    3. Type in pod install
    4. Relaunch Xcode and reopen the workspace, then click the play button. The build will now be successful.
  • Yeah, I have issues with it as well, it never really worked properly for me, like ever.

    I honestly think an auto-offline mode can easily become inconsistent, like recently when the server went out, people had different breakage symptoms, probably from having different files/data missing.

    Apps like Spotify deal with this differently, allowing you to go offline mode using a switch as well. Just like Construct 3, Spotify has an auto-offline feature, and it is as inconsistent as the Construct 3 editor, however they mitigated the inconsistencies with a manual offline switch.

    It would probably easier for the Construct Team to test if offline mode absolutely works or not by having this switch added since everyone will have the same outcome.

  • I've used this before but only for fun, lol. In serious use cases, it shouldn't cause any issues during runtime and should work like any other character.

    My only potential issue for not using this is because of the writing and searching process, and that's all. I search emojis on Google and it takes more time writing emojis since I use a desktop keyboard (even with Windows emoji), which I think is a different case if I used a smartphone's virtual keyboard. Writing 🔫 takes more steps than typing weapon, you see.

    Furthermore, since it's a picture that 'could' show differently depending on the device or platform, there's a chance it's a different emoji than what you could've expected, for example: inconsistencies in used emojis. It could lead to an organization issue.

    Nevertheless, I see the benefits of this, especially with guides. Emojis shouldn't cause any issues with JavaScript and other languages, hence Construct 3 shouldn't either, even advanced minification shouldn't have any issues with this.

  • DiamonDcher You probably need Mobile Facebook for that since you are targeting native Android or iOS.

    constructcollection.com/documentations/mobile/mobile-facebook

    For the Mobile Facebook plugin, the class name is com.your_company.your_app.CordovaApp.

  • Hi,

    Would it be possible to assign Cordova plugin installation priority? Some Cordova plugins need to be run first or last, for example config edits that conflict with Construct 3's own Cordova plugins or even others. And, forking them is out of the question due to the plugin review guidelines, and also practicality.

    Something like this would suffice:

    1. first
    2. normal
    3. last
  • From Xcode, go to the Build Settings tab, change SWIFT_VERSION (search if you cannot find it) to 4.2.

  • Release 44 - Stability Maintenance

    Hi everyone, there is a new stability maintenance update for the Construct Master Collection, please click here to read the release note and download the update.

    This is the final release before the next batch of new plugins.

    Thank you.

  • Try Construct 3

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  • There are no rules preventing anyone creating addons that replicate built-in features.

    With Ashley's blessing, I've reinstated, redesigned and updated the Mobile Notch plugin, which will be available in the next release.

    I've made it as close as possible to the Platform Info object for easy migration. And I can confirm it solves the notch detection issue on the Webview or Cordova, by adding an option to use the native API instead of the Web API.

    More info in the documentation page linked below.

    https://www.constructcollection.com/documentations/mobile/mobile-notch