igortyhon's Forum Posts

  • Hi, who has such a build error, don't worry, it's the latest version of FireBase plugin conflicts with AdMob.

    When building via cordova, you need to set the version manually (cordova plugin add cordova-plugin-firebase-analytics --variable ANDROID_FIREBASE_BOM_VERSION=“32.4.1”).

    Those who have no extraneous plugins should have no problems.

    _____

    Error: Checking Java JDK and Android SDK versions

    ANDROID_HOME=~~/androidSDK (recommended setting)

    ANDROID_SDK_ROOT=~~/androidSDK (DEPRECATED)

    Using Android SDK: ~~/androidSDK

    /> Task :wrapper

    BUILD SUCCESSFUL in 680ms

    1 actionable task: 1 executed

    Subproject Path: CordovaLib

    Subproject Path: app

    Library expects a BoM package: com.google.firebase:firebase-analytics

    /> Configure project :app

    Adding classpath: com.google.gms:google-services:4.4.0

    /> Task :app:preBuild UP-TO-DATE

    /> Task :app:preDebugBuild UP-TO-DATE

    /> Task :app:mergeDebugNativeDebugMetadata NO-SOURCE

    /> Task :app:generateDebugBuildConfig

    /> Task :CordovaLib:preBuild UP-TO-DATE

    /> Task :app:javaPreCompileDebug

    /> Task :CordovaLib:preDebugBuild UP-TO-DATE

    /> Task :CordovaLib:writeDebugAarMetadata

    /> Task :app:generateDebugResValues

    /> Task :app:checkDebugAarMetadata

    /> Task :app:processDebugGoogleServices

    /> Task :CordovaLib:generateDebugResValues

    /> Task :CordovaLib:generateDebugResources

    /> Task :CordovaLib:packageDebugResources

    /> Task :app:mapDebugSourceSetPaths

    /> Task :app:generateDebugResources

    /> Task :app:packageDebugResources

    /> Task :app:createDebugCompatibleScreenManifests

    /> Task :app:extractDeepLinksDebug

    /> Task :CordovaLib:extractDeepLinksDebug

    /> Task :app:parseDebugLocalResources

    /> Task :CordovaLib:processDebugManifest

    /> Task :CordovaLib:compileDebugLibraryResources

    /> Task :app:mergeDebugResources

    /> Task :app:processDebugMainManifest FAILED

    See https:/~~/manifest-merger for more information about the manifest merger.

    20 actionable tasks: 20 executed

    ~~/AndroidManifest.xml:92:13-59 Error:

    Attribute property#android.adservices.AD_SERVICES_CONFIGkms@resource value=(@~~/gma_ad_services_config) from [com.google.android.gms:play-services-ads-lite:23.2.0] AndroidManifest.xml:92:13-59

    is also present at [com.google.android.gms:play-services-measurement-api:21.5.0] AndroidManifest.xml:32:13-58 value=(@~~/ga_ad_services_config).

    Suggestion: add 'tools:replace="android:resource"' to <property> element at AndroidManifest.xml to override.

    FAILURE: Build failed with an exception.

    * What went wrong:

    Execution failed for task ':app:processDebugMainManifest'.

    /> Manifest merger failed : Attribute property#android.adservices.AD_SERVICES_CONFIGkms@resource value=(@~~/gma_ad_services_config) from [com.google.android.gms:play-services-ads-lite:23.2.0] AndroidManifest.xml:92:13-59

    is also present at [com.google.android.gms:play-services-measurement-api:21.5.0] AndroidManifest.xml:32:13-58 value=(@~~/ga_ad_services_config).

    Suggestion: add 'tools:replace="android:resource"' to <property> element at AndroidManifest.xml to override.

    * Try:

    /> Run with --stacktrace option to get the stack trace.

    /> Run with --info or --debug option to get more log output.

    /> Run with --scan to get full insights.

    /> Get more help at https:/~~/help.gradle.org.

    BUILD FAILED in 1s

    Command failed with exit code 1: ~~/gradlew cdvBuildDebug

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  • It depends on your needs, there are games about simple slimes that when jumping and colliding just lengthen.

    But there's another way. Here's a great example.

    dropbox.com/s/ray56gskqwpiwfy/jello_c3.c3p

  • Hi. You can simulate the behavior of the slime with

    -Animation

    -Width and height control

    -Mesh, see the examples there.

  • Thank you, but I can’t achieve what I need.

    In general, there is a square (sprite, camera) I place the player inside it, so I need the player, when he touches any of the edges, to push this square. How can I do that?

    (by the way, I use construct 2)

    Hi. I wrote above how to do it. But you were persistent and described your task more clearly.

    Here is my simple example.

    If you don't have C3, you can open this example even in the free version and transfer everything to C2.

    File c3p

  • Hi.

    You don't need to hang the scrolling behavior on the player. Create a separate sprite for the camera and move it relative to the player according to your conditions.

    Here are different examples with camera, see how it is implemented there.

    howtoconstructdemos.com/category/camera

  • Hi. Show me your project settings and tell me what plugins you are using.

    Also I don't like the version number of your project, try to use the standard order (0.0.0.0 or 0.0.0).

    And try to disable minification, some external plugins or efects don't support it.

    And another question if you build debugging package apk error too?

  • I don't understand what you need, but if you want to add additional data to the manifest you need to build it yourself, through cordova or android studio.

    construct.net/en/forum/construct-3/general-discussion-7/new-admob-sdk-20-x-deprecated-182891

    Please keep an eye on this thread.

    I think in new releases they will update this sdk.

  • I confirm

    -those packages that I collected through the server Construct3 version p397 use admob (play-services-ads_client=20.6.0).

    -the packages I built through cordova use (play-services-ads_client=22.6.0)

    Google sent a lot of notifications, I'll have to update everything again. I've just finished the update cycle of upgrading to sdk34+

    I don't have time to make games, I'm updating SDK all day long.

  • choose(random(150,210),random(30,330))

  • If you do that, this control will be more customized for the mouse. It will turn out to be a "list", which is already in construct3. This element can be fine-tuned to your style using CSS.

  • Hi. I don't know exactly which example you have that doesn't work, but I've seen requests for something like this before. That's why I created this simple example, I think there will be people who can use it.

    File *c3p

  • hi igortyhon,

    I got same issue with Constant777, but worse boot-time => 7-> 10 sec after loaded!

    Hi. I have google required me to update 5 games to version 34+. I updated all using the Construct r397 stable version and nowhere has such horribly long downloads.

    I don't know what to tell you, I haven't encountered this problem.

    Maybe if you take download logs through Android studio more information will appear. I have a few test devices post the apk and I'll check it out for myself.

  • If you plan a game in fullHD for cell phone browsers, it is better to divide the map into parts. For example, in your case you can make seven sheets as shown on the screens. When you move between sheets the engine unloads sprites from video memory and loads there sprites for the next sheet. In this way even a large game can take up a lot of space on the hard disk but use little video memory.

  • It looks like your game as a browser tab requires too much memory allocation, and Apple devices don't like such careless memory usage.

    In your game many images have a large resolution but after loading they are scaled down to a smaller size.

    See I gave the dragon example.

    Its resolution is 1897*2146 but on the map you scale it down and use the size 736*833. It is better to do this in advance and the memory usage for the browser tab will be reduced by ~70MB. You need to check all sprites.

    Example on the screenshots.