Tim_A's Forum Posts

  • Thank you for replying.. but that doesn't really help me as i'm stuck with the actual process...

    What icons sizes should I include, and how do I implement them?

    I've used Android Icon Kitchen to make a series of images in different sizes:

    108, 162, 216, 324 & 432. These come as foreground and background images.

    I've added them all to the icons folder and assigned 'adaptive foreground' and 'adaptive background' accordingly.

    What size do I need for the splash loader (which is currently zoomed in and blurry).

    I can't quite believe there isn't a better tutorial showing the steps rather than just 'use adaptive icons' statements?

    Thanks again.

  • Okay to further my point... 108dp isn't the same as 108x108px.

    Does anyone have a guide as to how to make appropriate sized icons in something like photoshop?

    I can't believe this is the hardest part of making the entire game lol

    What is everyone else doing/using?

  • Okay so I make 2 images at 108x108 (then select as adaptive foreground and adaptive background) with the safe-zone at 72x72.

    Do I delete the rest of the app icons and just have those two files in there? Will it auto-detect these over the rest of them?

    My icon really is a 'full-icon' with a bg and logo in the center... does that matter or do I need to delete the bg and just have the logo?

    Thanks again

  • I'm in the process of launching my Android game... but during closed testing the app icon isn't functioning correctly.

    I understand the 'icons' folder, and have added icons at all the various sizes suggested (using the same files just changing the image).

    When I test the app, I have a circular app button on my Android phone, but with a square app icon within it (and white padding filling in the rest of the unused circle).

    I've looked into the documentation and into adaptive icons and am a bit lost... there doesn't seem to be any documentation as to how to add all icon sizes/shapes in C3?

    Any help would be much appreciated as i'm so close to launching!

  • I have a couple of questions regarding running ads and wondered if anyone could help:

    1. My project is a series of mini-games. At present the homepage/menu loads a Smart-Portrait-Bottom ad and sets it to non-visible.

    Each layout is an individual minigame. Should I just set a 'Show Current Banner Ad' on each layout (which currently works). Or should I be creating/showing a new ad for each mini-game?

    My issue is essentially i'm running the same ad even when you switch games. Would I get more exposure if I created a new one each time?

    2. I've noticed when the Smart footer ad changes content, there is a noticeable framerate drop (in Android Debug APK). Is there a way to avoid this?

    Thanks for any guidance.

  • Thank you.

    I was wondering whether setting up a table of data may be the answer...

    Now I just have to research how to do that!

    Thanks again.

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  • I need a complete mindset change here as I don't know where to start... hoping someone can guide me in the right direction.

    Basic mechanics i'm fine with, variables etc... but what about scenarios such as:

    If you fish 'X' Lake, with 'X' Bait, at 'X' Depth, at 'X' time of day.... the odds of you catching FishType1 are 'X', FishType2 are 'X', FishType3 are 'X' etc. etc.

    I need to get the fundamental 'fishing engine' sorted before I work further on the game.

    The game will have multiple types of fish, and multiple lakes all with different fish to catch etc.

    Any advice/guidance would be hugely appreciated.

  • I have a multiple level-select menu on the opening layout of my game.

    Most of the levels are available to play, however I want to lock the latest 2 behind 2 rewarded adverts.

    The process so far is:

    1. Click on a locked icon, a popup appears confirming you want to watch an add.

    2. Select 'Yes' and a rewarded add is loaded - 'No' closes the popup

    3. 'On Rewarded Complete' - Hide the popup, and hide the lock icon enabling you to select the chosen level

    It all seems straightforward enough but i'm running into problems when moving onto the next advert, or even cancelling the current video advert.

    When I unlock one level... if I decide to unlock another, the 'Create reward advert' doesn't work first time. I have to click it twice.

    Also... If I cancel a reward advert part way through, the same happens... I can't select it again immediately, only after a couple of clicks.

    Is there a detailed breakdown of the approach that should be taken for multiple reward adverts on one menu please?

    I feel like I need to be 'resetting' something after each advert... whether successful or not?

    Thanks in advance

  • Excellent, thank you both.

    Given how frequently Construct is updated, i'm probably better off focusing on finishing the game and it should be ready in time.

    Great news

  • Thanks for the reply, makes perfect sense.

    As if by magic, i'm now seeing banners appear on my Debug SDK... so it was just a question of waiting a little longer.

  • I've just been setting my project up for test-publishing with ads etc.

    I received an error that I can't export the project if my project begins with a number!

    Given that the title of my project is '6 something something' what are my options?

    If I spell the number out... the GDPR popup title looks weird.

    Also the icon on the Debug APK starts with 'six something something' - presumably I can change the app icon title when I publish it in the Android Store?

    Additionally... i've had to spell the number out in the ID (com.business.app). What exactly is that for?

    Thanks for any advice :)

  • Little confused here...

    I'm looking to add a banner at the footer of my game.

    I've signed up for admob and just had the account approved.

    I've installed the mobilead plugin, added my Android Application ID and put a basic code block in to display an ad.

    I'm not seeing anything in the preview (I notice I can see dummy interstitial ads on someone else's capx file in preview so thought i'd be able to see a dummy banner in preview?)

    I've also exported as Debug APK and transferred the game to my phone manually with still nothing.

    Do I need to wait further since my admob acccount was validated (been an hour).

    Thanks for any advice... this is all very confusing!

  • This is great to hear, thank you.

  • I while ago I was playing with making low-res games for a bit of fun.

    The viewport i'm using is 144 x 240.

    Now i'd like to make the game into a mobile app with banner ads etc. but am concerned about the low-resolution.

    Does the advertising plugin overlay it at the bottom of the screen based on the phone resolution or the viewport resolution?

    I'm concerned my width of 144 isn't enough to support an advert.

    Thanks for any advice... my next question will be how to test-publish :P

  • I'm looking at making a modified space/surfing game based on the classic California Games. There were various versions but one of the most simple was the NES version:

    youtube.com/watch

    I'm having trouble getting my head round the basic player control and momentum.

    When isolated you can see he simply goes up and down. The background wave speeds up as his momentum increases.

    What would be the best way to control the player? Platform behaviour with gravity that enables when he 'jumps' at the top?

    Also how can I speed him up according to the angle of descent, making him turn faster and jump higher accordingly?

    I have a feeling Construct may have something more sophisticated to achieve this effect than was available at the time of the NES.

    If anyone can help me getting my head round the basic approach i'd be very grateful TIA