fredriksthlm's Forum Posts

  • a guide with some techniques for loot boxes, rewards, store, iap, rewarded ads, virtual coins etc, and how to actually make people buy the crap :DD That's the tutorial I need

  • You cannot use Facebook login in an Instant Game. You are not allowed to use any calls from Facebook api either, only IG. You are not allwed to gather any other personal information from any user other than what you get get in the IG. (first name, picture and language basically)

    An Instant Game is not set up as an Android game or iOS game, it is purely an IG, and you should not add anything else to it in the Dashboard.

    You can use PlayFab though, or use your own DB for scores.

  • IG leaderboard only saves highest score, you cannot lower your own leaderboard score..

    And facebook only shows first names, not surnames.

    This has nothing to do with Construct.

  • Same error on apple today 5 June 2020. 2 years is a long time for this problem to persist. Fix this please.

    Which version of Construct and which plugins do you use?

    Since for Admob this should be solved by now

  • The workaround has been like this all the time. You need transparent pixels around the objects. otherwise the filtering will use pixels from other objects..

    For sprites this is easy to fix on your own, and should be standard for all imported graphics already. Also for graphics you create on your own within the engine.

    The problem as I see it, is if you have lot of background images, which cannot use transparent corners, since they should be tiled..

    Maybe the engine should add some transparent pixels between all objects when creating the sheet automatically, enough to cater for all kind of filtering combinations. But this would need a code fix for the engine and editor. Don't know how hard it would be to do

  • You should be able to test out if it's a problem with the way C3 generates sprite sheets.

    1. Export your project as HTML5

    2. Download the zip file

    3. Open the zip file and navigate to the "images" folder

    4. Open the sprite sheet that contains the sprite in question

    5. Observe whether or not there's edge bleeding contained in the sprite sheet

    Let me know what you find.

    The lines can be seen in preview (if they exist) and the spritesheets can be seen directly in the editor.

  • This is a very common issue, I see it often.

    I believe it stems from the spritesheets. If you have background images in your projects they can bleed to the sprites close to them in the sheet. Even if you have transparent borders of your sprites. But backgrounds don't, so they bleeeed

    I don't know how to come around this.

  • I have never used GameCenter. But to authenticate, submit scores and show leaderboard in the same event without any callback don't seem like a good approach. Since the athenticate will not be finshed before posting, and the posting will not be finished before the show.....

    But as said, I don't know the gamecenter best practice.

    You should be able to catch the fails and successes also, so you know when something "happens" and if it fails

  • Any updated tutorials about Photon ?

    How to connect , create room with exact number of players, join room etc...

    There is a lot of documentation and tutorials at the Photon community. Also Photon has two working construct projects you can look at

  • Have you bought the Construct Master Collection? If so, IronSource is part of it.

  • macincloud is "a mac", nothing more nothing less.

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  • I use Macincloud. You get a virtual Mac, with the latest OS and latest Xcode. It cost $1/hour to use. Works fine.

  • Yes, everyone got that.

    It was fixed yesterday by Ashley. See the release notes from yesterday (even though I believe this latest fix is within the plugin, and not in the editor. So just rebuild it and it will be corrected)

  • This should have been fixed in R195, which version are you using?

  • Another holistic question/approach:

    Is there any way where all changes that happen in the layout are updated automatically at every 0.2 seconds.

    Like I wrote earlier, the only changes that could happen are positions of sprite instances, text changes (score) and opacity changes.

    Maybe I am too stuck on the idea that after every action a message has to be reporting everything about the actor that had undergone interaction/change, and there could be a way where all positions, angles etc. is mass processed the whole time?

    That would be a terrible approach. Never ever mass send messages for everything to everyone all the time.

    The best practice for multiplayer games is the opposite, send as few messages as possible.

    Read more on the photon forum or general multiplayer web pages for best practice.

    (Lerp the positions from the position data in the messages instead, after an update.)