fredriksthlm's Forum Posts

  • Isn't this just what GetURL and then GetBase64 will achieve..?

  • I've verfied this myself. the activity doesn't have any content to start on.

    Amend your config.xml file with the following

    <content src="index.html"></content>

    you can add it after <author>

    (if this is amended after the cordova project is built, and added to the xml file within 'app' then it should be <content src="index.html" /> )

    Ashley this is easiest to quickly verify in Android Studio, where you also see the java error code and that it refers to the xml parser where the starting url can't be fetched.

  • ah ok, fine with fullscreen then.

    regarding the splashscreen I will continue to just remove it from my projects. I know others always adjust the code instead.

    I know you are well aware of the bug, and also well aware that the cordova team doesn't do anything about it, and that it exist a fork with the bug fixed. :)

  • Thanks for updating to Cordova10 Ashley, I can see you removed the whitelist plugin accordingly. Seems fine.

    I've a question regarding the fullscreen plugin. You include this plugin when we choose "Hide status bar" on the export. Asfaik this plugin is totally obsolete for Android 5+. Since cordova now don't even allow builds older than android 5.1 I cannot see any benefit of this plugin? (Setting fullscreen=true, now achieve the same as this plugin asfaik.

    (I always build without this plugin and cannot see any issue..)

    Do you have any deeper insight?

    npmjs.com/package/cordova-plugin-fullscreen

    Would it be possible to add an option (project property tickbox) to include/exclude the splashscreen plugin? This plugin causes a lot of issues (it contains a well known bug that disables the back-button functionality for instance). For small projects this plugin don't make any sense either since those loads very quickly (and the black screen which was a huge issue long time ago is not an issue any longer for projects which is not very heavy to load)

  • There are some news on how to put ump in construct 3?

    ump is part of MobileAdvert now.

  • madewithconstruct.com

    This is a list you can check in, all made with Construct. Many of them are console games, and many on Steam.

  • There is no console to my knowledge that supports HTML5 games out of the box. (Maybe Wii)

    But there are porting companies that port C3 projects to Nintendo Switch, XBOX One and SeriesX, Playstation 4 and 5, PS Vita etc etc.

    But to release to Steam you should be able to manage yourself, so PC and Mac is "easy".

    There are several really good games on Steam made by C2/C3.

  • here is the full sprite sheet from the (Genesis version of the) game:

    spriters-resource.com/resources/sheets/32/34972.png

    When you are drawing your own sprites, i hope you draw some cool cheering babes as well!

  • For those who are interested I can verify that it works fine to build C3 builds with the brand new Android Cordova 10(.0.1)

    I needed to upgrade my gradle, and you need to remove the whitelist plugin from the project (since that is now built into the core files as I've understood it.)

    The release notes:

    Version 10.0.0

    cordova.apache.org/announcements/2021/07/20/cordova-android-10.0.0.html

    Version 10.0.1

    cordova.apache.org/announcements/2021/07/30/cordova-android-10.0.1.html

    I used

    Android Cordova 10.0.1

    AS Arctic Fox 2020.3.1

    Gradle 7.1.1

    Android Gradle 4.2.2

    Build tools 30.0.3

  • Just a tip.. Glokar is for controls (but really cool!).

    But you have atemplate in C3 called Vertical space shooter, which I would guess is the exact thing you want...

  • Is this in Android or iOS? I have noticed a few things that don't work quite right in iOS. The first is that in iOS 14 or greater, DebugGeography will not work in a real device. I wrote a little bit about that on my update notes for r258 at the end of the first post in the topic.

    The other thing I noticed is that in iOS, if the device says is outside the EEA, the consent status will still be required if the ATT dialog hasn't been shown yet, and I think that is the User Messaging Platform SDK saying that, so I don't think that will be sorted any time soon.

    DiegoM

    It is regardless of platform. (I'm fully aware how ATT/IDFA/UMP works, which is not related to this).

    Just try this very simple example. This should state "NOT REQUIRED" and "NOT EEA", when spoof is "Outside EU". Which it doesn't do. It states "REQUIRED" and "EEA".

    I just built a signed apk for this project and loaded in my android phone...

  • DiegoM

    Thanks for the r258 bug fixes. For me all events concerning the statuses (and ads) are now working fine. So those bugs can ba classified as fixed. I've got iOS and Android apps uploaded to stores and got approved, with the latest plugin. I know also one other user who has verified this to me. So all good.

    Personally I still can't get the "spoof location" to work. I'm not sure how this DebugGeography should be implemented, I guess withing the RequestInfoUpdate call (?). But regardless if I set spoof location to "Outside the EU" in the plugin properties, the plugin still validates the condition "Is in EEA or unknown" to be true. Also the ConsentStatus is still REQUIRED. So the spoof location is not working properly in my tests at least. This is just a debug/test thing, so not needed for production apps. But if you decide to include it in your plugin I guess it should work :)

    Before going to Stable I would also advice you to update to the latest version, since there has been some improvements (at least for iOS concerning SKAdNetworks for example) within the latest updates.

  • fredriksthlm

    I test this on the simulator and on a device. So far they behave the same.

    I just realized that the IDFA explainer message is never shown. That is ok if you are in the EEA, but I just tried to spoof the location as outside the EEA and it still didn't show it.

    Right now I don't have too many ideas as to what might be wrong, i'll have to keep looking at it.

    Since we get the ATT prompt before the IDFA explainer is called, we will not get the IDFA explainer shown when that is called later since we already have Allow for ATT by then, and then you will not get the UMP window. I think you need to first correct the workflow in your plugin.

    (Also verify that the IDFA message is created and activated, this is not the same as the Consent message).

    Also the spoof location doesn't work at all. the "in EEA or unknown" is true regardless of spoof (if you are in eea but spoof to US). and also the consent validation doesn't listen to the spoof thinghy

  • DiegoM

    I have now verfied the ConsentStatus bug.

    in r256 the consentstatus was not updated correctly "internally", but the actual consent was saved "externally".

    in r257 the consentstatus is updated correctly internally in the plugin. but you will get the UMP window every time you open it, with consentstatus UNKNOWN. So it seems it did not save the consent correctly(?)

    I can build the same project in 256 and 257 to verify the different behaviour. You should be able to reproduce it easily. It is the same for both Android and iOS. (If you already saved consent with a 256build, you might not get the issue in the 257 build, since it stored a cookie already. So uninstall and clean the device between every test)

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  • > Since in some circumstancus you are not allowed by Google by any means to show it (if the app exist in a featured program for users without ads for example)

    That makes sense. You would need to make a special build of your game for that case, wouldn't you?

    The old plugin had the options to show the consent dialog for EU only, Always and Never. EU only is what it does now, which is the smart behavior where it figures out if it needs to show it or not. I don't think Always is needed anymore though, why would you want to force the consent dialog if you don't need to?

    So I think that just a toggle to choose whether to show it on start up or not is all that is needed.

    No, it is the same build unfortunately. That's why some apps can't have it on "Always show". But to have a toggle with Show / Not show , is fine. (where "Show" is only for EU)

    Then I can show it manually with the Show Consent event for the ones that should get it.