Playrea's Forum Posts

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  • Thanks, do you know is this a temporary solution? Because to increase performance I don't want to load a new ad on dismiss, as it drops performance of the game, I load new ad when some static layers (an example pop-ups etc.) are visible only.

    UPD: I don't see On dismiss event for AdvertMobile. I've tried On Cancelled and On Completed, but it doesn't help, the issue is still there. (but with On Completed I see 2 rewarded ads without restart)

    Is there any other option that could help?

    Thanks in advance!

  • I've tried r405 and it works fine so far for Android, but for IOS there is a problem: interstitial ads and rewarded ads are loaded/displayed only once. Then you need to restart the app to load a new ads.

    Btw, worked fine with an old AdvertMobile plugin.

    Any solution for this?

  • Thanks for your help. Found a solution - looks like by default "independent mode" is set, so I've forced it to Fixed, now the game in "Low Power Mode" works a bit slowly, but without any issues with collisions and physics

  • Thanks for your suggestion, just tried with "Stepping mode - Framerate independent" but it doesn't help... The problem is still there...

  • Hello,

    I have a problem with my game that uses physics in "Low Power Mode" on IOS.

    When I don't use "Low Power Mode" on IOS it works just perfect even on old iPhones like iPhone 6s, but when "Low Power Mode" is enabled it doesn't work even on the latest iPhone 15 Pro Max. Check the video from iPhone 15 Pro Max -

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    I've optimized events as much as I can, also tried with *dt but it doesn't help

    Note: On android devices even with Battery Saver it works fine.

    Can anyone suggest any solution for this?

    Thanks in advance

  • Well that's a little less confusing though. It's perhaps possible to compress it further? Delete anything that you don't need. Compress the images further to make them smaller. Surely you can shave off 2mb...

    Oh, thanks! Looks like it works in that way, after removing and compressing all possible files I was able to upload :)

  • I just checked something... did you try the playable ad export? Because that only generates a single html file which includes the box2d wasm (as base64) so there wouldn't be a wasm file.

    Yes, I've tried and in this case the error is that the file is big to upload. (it's about 3 MB, but per their requirements they allow up to 5 MB for all files for a zip folder). So again it's confusing)

  • You'd need to contact Google and ask them to allow the .wasm file type. Construct's physics engine is built using WebAssembly (hence the .wasm file) and so if you use physics, you will have a .wasm file exported.

    Thanks, I'll try, however not sure that they will make an exception for me :)

  • Physics is the main point of the game, so I think it's not possible to replace it with other plugins and keep the same experience

  • Thanks for the reply. Yes, I use physics plugin. So it's not possible to create Ads with physics? Sounds weird...

  • Hello!

    I'm trying to create playable HTML5 ADS for Google Ads using Construct 3. But when I try to upload it to Google Ads I get error:

    MyGame.zip - The following file: box2d.wasm is an unsupported type: wasm. You should remove or replace this file, then try again.

    Is there any workaround? Or using Construct 3 is not possible to create playable HTML5 Ads?

    Thanks!

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  • Ok, thanks) In case you will be bored again, just let me know :)

  • Really appreciate your help, I guess some issue on my side as I'm still learning construct for a several months. Is it possible to contact you in some way to get paid consultation?

  • Do I need to download that certificate? Added the correct one but still doesn't work...

    Could you check your insta? :)

    Thanks!