jagoman's Forum Posts

  • Temp solution: Set project settings to WebGL 1.0

    See this thread

    construct.net/forum/construct-3/general-discussion-7/force-webgl1-135173/page-4

  • This was resolved months ago. Latest version has no issues.

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  • algorart

    It's probably the UID of each of the text fields.

    It's a bit messy, as I didnt create lots of individual text fields, but rather just instances of the same text fields.

  • aashcool07

    Great to hear it helped

    Sorry haven't looked into 'connected players' data

  • nlon

    Intent: Choose any, it doesn't matter (Facebook haven't decided what to do with that parameter yet)

    Image: Ensure whichever image you choose is on the project layout. The button won't work if it isn't (and no error message given)

    Data field: Mine is empty too

  • Sorry to hear that. FYI My C3 game was approved last week from an export about 30 days ago.

    They are incredibly slow to respond, but if everything is working fine for you on multiple devices, I would just reexport and submit again.

  • Yep, working fine.

    I have it set up similar to this:

    If you group event blocks, then just make sure the "on video complete" is not in a event group that is disabled.

  • After 25 days of waiting for a review, Facebook finally approves.

  • >

    > Of course I added the Instant Games plugin. I can export to Android, iOS and Instant games from a single C3 project file. Are you seriously saying you duplicate your projects just for an Instant Games export?

    >

    Yes I actually do!

    I saw you get your "bug" fixed in r101.

    Yeah, Ashley fixed my "Bug" pretty quickly ... as usual. THANK YOU!

    My game loads perfectly fine, and extremely fast on Instant Games.

    FYI with the same C3 Project my export sizes atm are:

    Android - 5.7mb

    iOS - 18mb

    FIG - 2mb

    ...so not worried about Instant Game load times at all!

  • Are you guys serious?

    You add Instant Games plugin to a mobile app, and it behaves odd, and then you file it as a bug!? Instant Games should only be used for instant games, which is obvious.! do not just add stuff randomly to your creations.. also instant games has it's own loader, if used properly as an instant game!...

    And also note that it is not allowed to use user information that is not provided by the Instant Games SDK, along with Instant games. also you are not allowed to share app id, or use any other ad system when using their SDK.

    Of course I added the Instant Games plugin. I can export to Android, iOS and Instant games from a single C3 project file. Are you seriously saying you duplicate your projects just for an Instant Games export?

    And I show the different Ads based on the platform its being played on, so everything works fluidly. And obviously load different leaderboards, and disable In-App purchases for Instant Games... and a few other amendments.

    C3 is more than flexible enough to handle it all

  • Yep, removing the Instant Games Plugin dropped the black screen load time from 5-6 seconds to 2 seconds (for android and iphone). Thanks

    Bug posted: https://github.com/Scirra/Construct-3-bugs/issues/1583

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  • Same, I opened another thread before to see if anyone had the same issue.

    Anyway, Ill try removing the FB plugin and see any difference, as I have it too

  • I've noticed the same issue.

    The black screen delay is present in both Android and iOS builds. (The black screen before the "Construct 3 Splash")

    My builds are also not very large (Android APK: 5.7mb, iOS is 18mb).

    Furthermore, for iOS the "LaunchImage" is shown for a split second, before, the 5-6 seconds of black screen, then the "Construct 3 Splash". So changing the launch image didn't solve the issue.

  • I call / load the Interstitial Ad multiple times.

    I try to load the Interstitual Ad (without displaying) before I know when I need to show it, then I trigger the 'show ad' when I need to, so that there is no lag in loading the ad.

    That's the reason they've added the separate 'show ad' action.

    So yes, load it again, after you've triggered the 'show ad'.