igortyhon's Forum Posts

  • You can check the sprite properties (.ImageHeight) and (.Height) to see how much the width has been increased, and you can do the same with the height. The rest is math.

  • I did an example like this for someone, you can scale the sprite there.

    I think this will show you the way.

    File c3p

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • No problem, write.

    But I will tell you right away if your games have not started to earn, there is no point in implementing mediation, it takes time.

  • As soon as the game starts earning I plug in mediation, so I haven't noticed the problem.

  • I still give permission for crossdomain queries in my php scripts.

  • (Btw, this has been discussed in thousands of posts in the Admob forum (this is not related to Construct in any way). Like this thread: groups.google.com/g/google-admob-ads-sdk/c/InmLIbFm8Xg )

    Thank you for letting us know.

    This is a terrible situation, we are trying to comply with a huge number of requirements that Google has, but it doesn't want to solve developers' problems.

  • Doesn't Apple forbid asking the user to turn off economy mode?

  • That's right.

    If a user opts out, they should get non-personalized ads. You can see in the AdMob dashboard what percentage of consent.

    Maybe AdMob couldn't find non-personalized ads for you.

  • When you start a track the volume level should be taken from the global variable - this will make the volume the same in the whole project.

    If you change the variable, then you must change the volume level of already started tracks.

  • I use levels up to 10k and that's fine. It is very important to enable the behavior of objects that the player sees and disable those that he does not see.

    If the level is longer I think it would be better to scroll the background and spam enemies from the array, so you can create an infinite level.

  • Another cool example!

  • I'll put it out there for you.

    I found this way, it's probably crude. Checked it in the store, it works.

    You need to find the file "GameName-Info.plist" and add variables with the desired languages as on the screenshot.

    I want to remind you that you have to make localization of your game as you like, with the help of plugin or array or dictionary. This method will simply add a list of languages to the Apple Store page and if a player downloads and the game does not have his language inside, it will be a scam.

  • This is a very relevant issue for WEB games, I haven't found a solution and just change the "loading-logo.png"

  • > If you have In debug mode on your PC it shows 90% load, that's a lot for android devices.

    > If you want to be successful on smartphones your goal is to get to 10% in debug mode on PC.

    So I need to disable debug mode? Is this the solution for android?

    You don't have to turn anything off.

    If you want to make games for smartphones, you should have no more than 10% of this figure

  • If you have In debug mode on your PC it shows 90% load, that's a lot for android devices.

    If you want to be successful on smartphones your goal is to get to 10% in debug mode on PC.