DiegoM's Recent Forum Activity

  • As far as I know, getting whitelisted is the only requirement. In my own testing that was the only thing I needed to do. I wasn't too clear in whether the process is fully automated or if there is some form of manual reviewing going on though.

    I don't know if you strictly need to have existing traffic, but I think it weights in the review process, that is what I meant in the first post when I mention you need a "real" website. I am not sure what would happen in the case of submitting a brand new website that looks nice but has little to no exposure.

    As for iframes, I tried this out myself to be sure what was going to happen. I did this by placing my whitelisted website in an iframe in another website I made which is not whitelisted.

    The results where, interesting...

    Initially it didn't work, as expected because the website iframing the original content was not whitelisted. But I found out that if I navigated in the iframe to other parts of the contained website, then ads started to work in it. I mentioned this to people at Google and they told me that shouldn't have worked. So I am thinking that at one point or another they will fix it.

  • As of r269 we are trying out a new advertising technology, Google's Ad Placement API.

    Currently it is only possible to show ads in mobile exports. This new feature allows to show ads in web exports, so it opens up a new venue for monetization.

    The current implementation is rolled up together with the mobile ads in the Mobile Adverts plugin, this is because the API's are very similar, the idea being that the same project can show ads whether it is exported for mobile or web.

    The most important thing to remember is that web ads will not just work on any website. You will need to get the website that is going to host your game to be whitelisted. This means that ideally you should control this website, to be able to update it.

    First let's go over the things you will need to set up before any of this works.

    Adsense

    1. Sign up for an Adsense account.
    2. You will need a website which is whitelisted to show ads.
    3. Fill in this form to indicate interest in using the Ad Placement API.

    How do I whitelist my website?

    1. Visit the Sites options in the left hand side menu of your Adsense account.
    2. Find the Add site button and click it to start adding your website.
    3. Follow the steps.
    4. You will need to modify the root of your website by adding a small script to it.
    5. Request a review.

    After sometime, hopefully your website will be approved and your game will be able to show ads.

    Plugin setup

    The plugin properties have changed a little bit to accommodate for the new changes. There are two groups Mobile export and Web export, these are just cosmetic and highlight to which kind of export the properties are related to.

    The Publisher ID property makes a return after being removed in a previous release. Now it only affects web adverts, so if you are just using the plugin for mobile, you don't need to add it.

    If you need it, it can be found in the left hand side menu of your Adsense account in "Account" -> "Account information"

    Differences between Mobile and Web

    Ad units

    If you only want to show web ads, it is not necessary to provide ad units in your actions, the field can be left blank. If you are planning to use the same project for web and mobile though, you will still need to provide them.

    Supported ads

    This new API only supports two types of ads: Interstitial ads and Rewarded ads. Banner ads are not supported, trying to show them in a web export will have no effect.

    About Rewarded Ads

    There is a slight difference between rewarded ads in mobile and rewarded ads in web that should be considered.

    In mobile when the ad is viewed you can use the RewardType and RewardValue expression to get information about the reward and this information is set in your Admob account through the ad unit.

    In a web export, because you don't use ad units, the rewarded ads will always return the value "Reward" for the RewardType expression and the value of "1" for the RewardValue expression.

    For this reason it is recommended to use the Platform Info plugin to decide what to do after a rewarded ad is viewed, depending on what platform the game is running on.

    GDPR related actions, conditions and expressions

    Currently there is no support for consent gathering in a web export, so the Show user consent dialog action does nothing. This might change in the future.

    ConsentStatus and IDFAStatus expressions will always return "UNKNOWN" and "not-determined" respectively.

    The condition is in EEA or unknown will always evaluate to "true".

    Set max advert content rating, Tag for child directed treatment, Tag for under age of consent and Request IDFA actions are not supported in a web export.

    Ad blockers

    Be aware that web adverts are treated just as any other advertising technology in web, so it will be blocked by ad blockers. Remember to configure your ad blocker to ommit preview.construct.net to see the test ads when developing in Construct and localhost if your are working on your own website.

    This is all still in beta

    This is not only true on our side at Scirra, but also on Google's side. What I am trying to say is that things might change in the future.

    That should cover everything for now, let us know how this works out for you!

  • Have you checked out the AJAX Plugin?

    Particularly the Post to URL action.

  • I just updated both plugins to the latest versions.

    admob-plus-cordova to version 1.25.0 and cordova-plugin-consent to version 2.2.0.

    The change will be available in the next beta release.

    I find it impossible to tell if that will help in any way thought.

  • Maybe you set a layer to be global by mistake?

  • I think the only way to make initial replays enticing is to add more content to each map. Like having small unique objectives, challenges, rewards or narrative bits that only happen the first few times you play a map.

    Otherwise it's asking the player to grind from the start, which some people enjoy. Most players will tend to try all the different things first and only when all options have been explored, settle on grinding.

  • Opacity tweening doesn't go through that part of the code.

    Either you are forgetting about something, or... there is an issue causing the code execution to go that way by mistake.

    Can you post your project so I can take a look?

  • That has to do with color interpolation, either from a tween or a timeline. That should help narrow it down.

    If you are able to reproduce the crash consistently, please file a bug report.

  • Currently it is not possible to modify a timeline at runtime.

  • Instead of showing the text right away, you can try pushing values into an array when a message is shown.

    Then at the end of the event sheet, you loop through the array showing all the messages neatly stacked, you would need multiple text instances to do this and a little calculation to figure out the position of each text instance.

    If you want to keep everything in the same text instance, you can loop the array and combine all the messages.

    Don't forget to clear the array after showing all the messages!

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  • tarek2

    I found two problems, the first one is that those files are malformed JSON.

    	"frame-durations": [1, 2, 3, 4, ...]
    

    That is not valid JSON, I wrote it that way in the first post to imply that the array can have any number of elements. I'll update that to make sure it works in case someone else just copies and pastes it. You can see if there are any errors if you bring up the console, but I will add a more friendly error message in the next beta release.

    I also found a bug that was causing the "sort" and "order" properties of a configuration file higher up the folder structure to not be picked up by deeper folders. At the moment "sort" and "order" only work as expected if the configuration file is in the same folder as the files it is meant to affect. A fix for that will be on the next beta.

    Hopefully the next beta will be more useful than this one.

  • dop2000

    I have been wondering where I should draw the line for this feature. This was developed in response to a suggestion (which I can not find) and the original idea was to provide a more convenient way to import entire animations, that should have been it.

    Your suggestion will likely be the last thing I will implement for this feature. The only problem is that it's a little more involved than the last two things I added (and I still managed to completely botch that!)

    I really don't know when I will work on it, so I can't give any estimates. I do want to implement it because it seems like a good addition before shelving the whole thing, that is as much as I can say.

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DiegoM

Member since 24 Apr, 2015

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