Chadori's Recent Forum Activity

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  • Construct Master Collection :

    The Construct Master Collection is an enterprise level dedicated addon package mainly created to extend the features of Construct 3 with features you can't get with just the built-in Construct 3 addons.

    The collection contains the sub-collections which categorizes the plugins.

    These are :

    1. PlayFab Master Collection
    2. Mobile Master Collection
    3. Game Master Collection
    4. Firebase Master Collection [Bonus]
    5. Web Master Collection
    6. Mobile IronSource Collection
    7. AppLovin MAX Collection

    PlayFab Master Collection :

    The plugin collection that enables cloud to local and local to cloud features. The addons achieve these features through accounts either hosted by the game server or playfab server, social accounts, device or cryptographic identifications.

    The features include user data, game data, company data which is shared across all games, news feature, leaderboards, group data, bind account feature, authentication, recovery, gdpr compliance, guild features, character features, banning features, account management, player management, data management, friends list and manager, virtual currencies, real currencies, iap and validation, cdn, cloud script analytics and etc.

    1. Account Info
    2. Account Manager
    3. Analytics
    4. PlayFab API
    5. CDN
    6. Cloud Script
    7. Friend Manager
    8. Leaderboards
    9. Player Manager
    10. Publisher
    11. Title Manager
    12. User Data
    13. Virtual Currencies
    14. Real Currencies
    15. Authentication
    16. Sync Manager
    17. Photon Realtime
    18. Photon Chat
    19. Advertising

    Mobile Master Collection :

    The plugin collection that enables native mobile features mainly for Android and IOS but some plugins may support more platforms.

    The collection is constantly ever innovating and is also well supported.

    These include Enterprise level addons for all ranges of mobile game development, even for general applications. Features include, social authentications, analytics, facebook integration, google integration, friends integration, monetization, device information, power management, performance management, mobile dialog, mobile toast, mobile browser, mobile review, mobile rating, local notifications, push notifications and etc.

    1. Mobile IAP (Pro) [New! Subscriptions & Server and Local Validation]
    2. Mobile Billing [New! Subscriptions & Server Validation]
    3. Mobile Pay
    4. Mobile Master IAP [Subscriptions & Server Validation]
    5. Mobile Notification
    6. Mobile Browser
    7. Mobile Facebook
    8. Mobile Google Sign-In
    9. Mobile Info
    10. Mobile Review
    11. Mobile Sleep
    12. Mobile Toast
    13. Mobile Dialog
    14. Mobile Badge
    15. Mobile Pushwoosh
    16. Mobile Build Master
    17. Mobile Multidex
    18. Mobile Background
    19. Mobile Notch
    20. Mobile Enhance
    21. Mobile Apple Sign-In
    22. Mobile OneSignal
    23. Mobile Network
    24. Mobile AppsFlyer
    25. Mobile Firebase Analytics
    26. Mobile Firebase Remote Config
    27. Mobile Cloud Save
    28. Mobile Vibrate
    29. Mobile Orientation
    30. Mobile Health

    Google Admob Collection

    1. Google Admob
    2. AdColony Ads
    3. AppLovin Ads
    4. Chartboost Ads
    5. Fyber Ads
    6. i-mobile Ads
    7. InMobi Ads
    8. ironSource Ads
    9. Maio Ads Ads
    10. Meta Audience Network (Facebook Ads)
    11. myTarget Ads
    12. nend Ads
    13. Pangle Ads (Tiktok Ads)
    14. Tapjoy Ads
    15. Unity Ads
    16. Verizon Ads (Yahoo Ads)
    17. Vungle Ads

    Mobile Advert Compliance

    1. Mobile Consent
    2. Mobile IDFA
    3. Mobile Advert Families Programs

    Mobile Ads Collection (Deprecated)

    1. Mobile Master Ads
    2. Mobile Facebook Ads
    3. Mobile Unity Ads
    4. Mobile Facebook x Unity Ads
    5. Mobile InMobi Ads
    6. Mobile MobFox Ads
    7. Mobile Background
    8. Mobile Vungle Ads
    9. Mobile Chartboost Ads
    10. Mobile AppLovin Ads

    Mobile IronSource Collection :

    The Mobile IronSource Collection is a set of Construct 3 addons that implements IronSource advertisements with complete ad-network mediation for both Android and iOS.

    It provides banner, interstitial, rewarded video and offerwall advertisements from different provider platforms, including Google Admob, Unity Ads, Facebook, etc.

    1. Mobile IronSource Ads
    2. Mobile IronSource Ads (Debug)
    3. Google Admob Ads
    4. Facebook Ads (Meta Audience Network)
    5. Unity Ads
    6. AdColony Ads
    7. Amazon Ads
    8. AppLovin Ads
    9. Chartboost Ads
    10. Fyber Ads
    11. HyprMX Ads
    12. InMobi Ads
    13. Maio Ads
    14. MIntegral Ads
    15. Tapjoy Ads
    16. Vungle Ads
    17. Tiktok Ads (Pangle Ads)
    18. Tiktok Ads (Pangle Ads) (China)
    19. Smaato Ads
    20. Snap Ads
    21. myTarget Ads
    22. Tencent Ads
    23. SuperAwesome Ads
    24. Yahoo Ads

    Mobile Advert Compliance

    1. Mobile Consent
    2. Mobile IDFA
    3. Mobile Advert Families Programs

    Game Master Collection :

    The plugin collection that extends Construct 2 and Construct 3's features into achieving additional essential features.

    1. Bounded Drag and Drop
    2. Self Function
    3. AI Behavior
    4. Process
    5. Clock
    6. GFX
    7. AI
    8. Global
    9. Set
    10. Engine
    11. Tick

    Firebase Master Collection :

    The plugin collection that upgraded the Firebase plugins originally created by RexRainbow into Construct 3.

    1. Firebase API I (Backwards Compatibility)
    2. Firebase API 3
    3. Authentication
    4. Counter
    5. GeoFire
    6. Item Book
    7. Item Monitor
    8. Item Table
    9. Leaderboards
    10. Query
    11. Rooms
    12. Save Data
    13. Simple Message
    14. Single Login
    15. Token
    16. UserID To ID
    17. Firebase Main

    Web Master Collection :

    The plugin collection that extends Construct 2 and Construct 3's features into achieving extended web features.

    1. Web Facebook
    2. Google Ads (H5 AdSense)
    3. Cookies

    The Construct Master Collection website!

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  • Guys, I have tried to ask too. But, it's kind of Brashmonkey is still too busy with Spriter 2.I don't blame them, it's just their schedule is overwhelming, no need to rush them. We should understand.

    I would recommend using something else for now though, if you can. Because, we might be looking at something late 2019 for stable Spriter 2, not to mention the plugin runtime has to be rewritten, which may take longer, especially with early release bugs.

    Performance-wise, using C3Runtime with frame-by-frame animations could be much more effective than using Spriter in C2Runtime. I tried in my tests and it's not so bad, if you do it right and know the ins and outs. Especially when memory might not be that much of an issue anymore.

    My point is, what's the point of cool animations and animation editor if the performance is still of no quality. It's better to just use frame-by-frame animations if it will be faster anyway. Don't pressure Brashmonkey and just adapt for a while. They are already trying their best, as we can see.

    It's better to adapt than waiting for a year to make a game or release a game. ;-) You won't even remember you need it.

    Cheers!

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  • Vector Business

    there isn't any alternative (and simpler method)?

    anyway Thanks for the answer

    No. Because, re-scaling isn't something straightforward.

    The only logical way to do that is to change the viewport and re-adjust the game accordingly.

    Even if there was a re-scale button on the Construct 3 editor, it would just destroy the game.

    Also, it's hard to pinpoint which to scale.

    Coordinates, parallax, layers, images, collision polygon and sizes would adjust to a weird size.

    Hence, breaking the game.

    It would be unpredictable to do it that way, changing the viewport size and adjusting manually for the new viewport size is the logical way to achieve this.

    There is a tutorial on how to make a one screen design to adapt to other screen resolutions and aspect ratios. That's an example on how developers usually achieve multi-screen support.

    Link : construct.net/en/tutorials/supporting-multiple-screen-sizes-17

    Although, this is for the runtime. And you need to have pre-made your game to support multiple device screen sizes in the first place. Like for Scale Outer and Scale Inner, which are common for mobile, uses the anchor behavior or events to scale to different screen sizes.

    I hope that shed some light on the subject.

    No problem. You're welcome.

  • Vector Business

    I am developing a game for android but it has the aspect radio of 4:3 (the dimension are 1024 x 768)... I want to know how I scale the resolution to 16:9 to play it on any android phone without problem..

    You just change the viewport size. And you have to manually edit each layout, layer and in some cases, events too.

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  • macube

    valerypopoff

    Please look here the example-file:

    https://drive.google.com/open?id=1LnGu43h9vbbMdNz0wqvxh_Wq38YOXtWe

    EDIT: When i remove the Transition-Plugin, the javascript-call works. But with the Transition-Plugin, the javascript-call don't work.

    I had a quick look.

    As I observe, this is the case.

    The 2 plugins when together, the JS Plugin doesn't work. But, whether the Layout Transition is with the JS Plugin or not, the Layout Transition still works.

    The problem with the project seems to be with the JS Plugin expression Function Return Value, because when the error popups, the only method that doesn't work is the return value, but the layout transition still continued.

    I think you need to report this to valerypopoff's thread instead.

    1. The JS plugin is the only one accessing from Construct 3.
    2. The Layout Transition didn't have any problems running.
    3. The error came from the JS plugin.

    I think this is his jurisdiction. You'll likely find the solution in the JS plugin instead.

    It'll be fixed faster in his thread.

    Maybe it has something to do with the Layout Transition's files getting in conflict with the way the JS plugin loads.

    Anyway, I only ported the plugin into Construct 2.3 Runtime and Construct 3 Runtime. I don't think I did change how the plugin works originally.

    It is most likely the solution lies on the JS Plugin, I am confident valerypopoff can fix it for you. Though if ever there is a problem with the Layout Transition plugin I'll be glad to help in what i can.

    Have a nice day.

  • macube

    I have both the JS plugin and Layout Transition in the same project I am using. And it works okay.

    Maybe you tried to load a resource from Construct 3 and missed something. I'm not sure, but can you double check.

  • macube

    I don't know why, but the Javascript-Plugin from valerypopoff don't work with your ported hmmg Layout Transition plugin ! I get always this error:

    > Failed to load resource: net::ERR_FILE_NOT_FOUND

    > blob:https://preview.construct.net/94e084db-b806-4ef5-b85b-09837d6ebbaf:392 ValerypopoffJS plugin: Error in Including 'blob:https://preview.construct.net/c761a041-8cc1-4bd9-ae10-0e24e0e87537' script to the page

    > ---------------------

    > 404

    When i remove the javascript plugin from valerypopoff or your hmmg Layout Transition plugin, then it works without any errors. Why?

    ( Same error on Construct 2 Runtime and Construct 3 Runtime )

    I am currently using the Layout Transition plugin with my own project. And just made some previews.

    It works well on my end.

    Though, that error is familiar, that's when you access sources in Construct 3, which won't work as it is in a blob.

    How about try to debug and look for error clues, or at least provide us some sample project.

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Chadori

Member since 10 Oct, 2014

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