Chadori's Recent Forum Activity

  • Quick Announcement

    Hi everyone,

    I've recently tested r285.3 stable after the new Cordova plugins' versions were updated in the whitelisting, and it seems the Construct Team quickly applied the fix to the C3 Build Service for the feature that we needed in order to update framework versions from the plugin-side.

    Everything seems to work now, even in the stable version. There is no longer the need to wait for the next beta, Construct 3 r290, in regards to the Mobile IronSource Collection.

    However, if there is still an issue that I've missed, please do let me know.

    Thank you.

  • Release 34 - Important Update

    Hi everyone, there is a new important update, please click here to read the release note and download the update.

    Thank you.

  • The technical way is to use Android's App Licensing feature to protect paid applications. However, this is complicated and involves a lot of technical knowledge, you either implement this through Android Studio, Cordova or through a Cordova Plugin. This involves native coding and optionally a validation server, advanced for Construct 3 users, you have to plan in advance if this is worth investing time into.

    The easiest workaround is to change your application from a paid application model to an in-app billing model. This means to provide a free/demo version first, then letting them pay the full version of the game in the application rather than from the Play Store.

    However, even in-app billing models also have its own share of difficulties as well. You also need to have a validation server as well to be full-proof, though this is easier to do now because of available features.

    I hope that helps.

  • Also I'm not really clear why this is specifically needed for C3 - don't the original plugins already add those tags? Why is this different in C3?

    Regarding this question, the tag I mentioned is only for the config.xml of the Cordova Project itself, which Construct 3 generates automatically in the Construct 3 Build Service.

    However, for the new Firebase Cordova plugins, the authors expected the users to add those tags when they write their Cordova Projects prior to cordova prepare. Therefore, for us to add those tags in a Construct 3 project, we would have to manually edit the config.xml every time. Hence, the reason for forking the Cordova plugins to append the hooks script.

    In any case, your recommendation works fine as well, I'll just make a tiny Cordova plugin that implements the hooks script, independently.

    Thank you.

  • If those are the only two files you need, can't you just make a tiny cordova plugin that adds those tags?

    Woah, you're absolutely right! I just realized that now.

    Thank you!

  • Release 33 - General Update

    Hi everyone, there is a new update, please click here to read the release note and download the update.

    Thank you.

  • Hi Ashley,

    Good day!

    Would it be alright to request to have an option to add resource files (<resource-file src="" target src="" />) in Cordova exports? Whether through the Addon SDK with plugins, or directly through an option for Cordova exports.

    Or, at least for the mobile exports to recognize the google services files.

    This is to be able to use Cordova plugins for Firebase that are publicly available in npmjs without having to fork them, because currently we have to add hooks scripts to be able to insert google services files.

    Sample resource config:

    <platform name="android">
     ...
     <resource-file src="google-services.json" target="app/google-services.json" />
    </platform>
    ...
    <platform name="ios">
     ...
     <resource-file src="GoogleService-Info.plist" />
    </platform>
    

    For reference: github.com/Scirra/Construct-3-bugs/issues/5538

    Hoping for your kind consideration.

    Thank you.

    Tagged:

  • No, end of story.

    You shouldn't, I've already received enough emails from people looking for alternatives to Google Admob after getting banned, to make it concerning. And, it is no surprise why they get banned, when they do exactly what you are thinking of doing.

    Unless you plan to never have anything to do with Google Admob again, or plan to find an alternative to Google Admob, then I recommend reading their policies and restrictions. Because a Google Admob ban is lifetime, unless you appeal, which is not a walk in the park.

    It is your responsibility to learn this, even though Construct 3 or any plugin makes it easy for you to implement.

    If you do otherwise, then better read here because you will soon need it.

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  • Hi everyone, sorry for stalling this, unfortunately it seems I was mistaken and I don't think this is as in-demand as I've thought.

    The Mobile IronSource Collection seems to be doing quite well already in terms of ad-revenue, and the IronSource SDK and its ad-network mediation SDK updates are quite stable for us now. Therefore, there is really little to no reason in making this yet.

    I'm currently focusing on other features that are truly lacking in the collection, especially for web and desktop, including their own monetization.

    Also, multiplayer/networking and documentations still need a lot more work, so I will have to focus more on those for a while.

    I'll get back to this once I finish the important ones first.

    I hope you understand, thank you!

  • Important Announcements!

    Hi everyone,

    Good day to you all.

    Sorry to disturb, but I have two (2) announcements that I think is quite important for those who implement in-app purchases and in-app subscriptions in their mobile applications.

    (1) PlayFab Receipt Validation Reminder

    Just a reminder to those who are using the Mobile Billing plugin for in-application purchases with PlayFab's Server-Side Receipt Validation. Please make sure to fill-in the Service account key in the PlayFab Console > Addons > Google, if you haven't already.

    If you already use in-app subscriptions with the Mobile Billing plugin with PlayFab's Server-Side Receipt Validation, then please ignore this reminder since this was already a prerequisite to integrating subscriptions with PlayFab.

    For those who haven't yet, PlayFab now requires filling the service account key since 2021, no longer only for subscriptions but also for purchases as well, to prevent the potential pending payment fraud which started in the Google Billing Library v3 and still exists in v4 as well.

    Notably, due the payment methods like Pay by cash which are adopted by some countries, like Indonesia and Malaysia.

    (2) Google's Receipt Validation Requirement

    Google now recommends the use of a server-side validator with Google's Server-Side Receipt Validation if you plan to continue implementing In-App Purchases and In-App Subscriptions in your applications. This is your only strongest protection and weapon to fight against payment frauds and abuse. The reason is related to the first announcement above.

    If you don't have one yet, it is fine since you have a lot of options. One of them are the following:

    1. If you use PlayFab, and if you also own the PlayFab Master Collection, you may easily use the Real Currencies plugin to validate purchases and subscriptions for both Android and iOS. The service is free if you have a PlayFab project, and the PlayFab service is also free for your project title's first 100K users, after that the pricing is scalable with pay-as-you-go, meaning pay only what you use.

    Reference: constructcollection.com/construct-playfab-realcurrencies

    2. There is also Fovea Billing, which is also quite easy to use, free for 100 receipts / month. Although, beyond that it is already paid, starting $9 / month for 5,000 receipts. However, it is still quite convenient to use, you only need to paste a validator url, and it validates purchases and subscriptions for both Android and iOS.

    3. If you are quite tech savvy, you may also host your own server to implement the Google's and Apple's server-side receipt validation. You can find this in Google In-App Billing and Apple Store Kit's official documentation.

    That's it, good luck everyone.

  • Hi Biim Games, by holding Alt while clicking Preview or Debug will launch an additional window instance every time, which works similar to your mentioned multiple browser window support in Construct 2.

    This is what I use to reliably and instantly preview or debug multiplayer games, compared to remote preview where the project has to be loaded each time.

  • Release 32.0 - Emergency Patch Release

    Hi everyone, there is a new update, please click here to read the release note and download the update.

    Bug fixes

    1. Mobile Billing
    2. Real Currencies

    This is an emergency patch release for the Mobile Billing plugin. Please update to this new version if you are using the Mobile Billing plugin version from Release 31.

    Thank you!

Chadori's avatar

Chadori

Member since 10 Oct, 2014

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