Nepeo's Recent Forum Activity

  • androidpro well... I kinda listed it in the post. Those 7 steps are what the plugin does, so you don't need to implement them. But it's useful to be aware of them.

    As a developer you need to:

    1. change your ad technology provider list from default to custom and select a maximum of 12 providers
    2. add a button to your game ( either in settings or the start page ) to show the user consent dialog ( action on the mobile advert plugin )
    3. add you publisher ID and privacy policy URL to your project ( properties of the mobile advert plugin )
    4. decide if you going to offer a paid ad free version of your game

    The second one is important; while the user consent dialog is already shown to the user on first run you are required to allow your users to withdraw or modify their consent at a later date

    I will update the manual with the required information when I can.

  • I'm afraid at the moment we don't have an event for when the native dialogs are shown, only an error if they fail.

    I could add one in, but it would be from when we call "show" on the native method not when it's actually shown. So I'm not sure what sort of delay we're talking about.

    An alternative is that I might be able to add one for when the dialog is closed. I'm thinking that it doesn't matter if the animation is running when the user can't see it, I expect the webview is paused anyway. So as long as it goes away when the user returns the game, all is well.

  • Hey everyone, got an update for you on this.

    I'm sorry for the delay, this has required a bit more work than I expected. We should be publishing a beta release today that includes the user consent dialog. Unfortunately this is only for Android at the moment, I did want to also have an iOS version out today but I've been having trouble getting the iOS SDK to compile.

    As the iOS component is part of the cordova plugin ( construct-mobile-advert ) I can publish new revisions of that outside of the C3 release cycle. Hopefully I will be able to get a working iOS version up over the next few days.

    I feel like I should warn everyone that adverts are now more involved. In Construct you will now have to specify your application ID, publisher ID ( available on your admob settings page and looks like "pub-012134127862" ) as well as the URL to your applications privacy policy. Furthermore you will need to change your ad technology provider list from default to custom and select a maximum of 12 providers ( this is a limitation of the Google consent dialog ).

    Either on your games start page or settings page you need to add a button to display the user consent dialog, as it is a requirement that you allow your users to change or withdraw their consent.

    You can find more information on the following pages:

    Selecting ad technology providers

    Google Mobile Ads Android SDK: Requesting user consent

    When you app is launching the mobile advert plugin will do the following:

    1. Check user consent status

    2. If status is either "PERSONALISED" or "NON_PERSONALISED" enable ads and stop

    3. Check if user is in the EEA

    4. If the user is not in the EEA enable personalised ads and stop

    5. Show the user consent dialog

    6. If the user selects personalised or non personalised enable ads and stop

    7. Otherwise keep ads disabled

  • Yes I'll add an extra action for that.

    I've extended the "configure" method to do the check if the user is outside the EU or has given consent. Then if the user hasn't given consent the form will be displayed.

    Although I've realised we're not scheduled to do a release today, and this will require an update to the editor...

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  • We're looking in a good state so far, I've got most of an Android implementation working. However, the consent SDK they have provided is lacking a few obvious features; like an "no thanks" option and localisation. But then this consent API has only been available 4 days.

    Their dialog itself is rendered using html, so I've uploaded it here if anyone wants a look.

    The "buy ad free" option is toggle-able in code

  • GDPR seems to be causing chaos across the world right now...

    So I'm a bit late on the start line here, just been reading up on the situation after seeing this thread. I've seen some suggestion online that using non-personalised ads is "good enough" but the admob documentation still says that you need consent, and older ad units are personalised anyway.

    Google have now published a separate toolkit for managing user consent in app, which I am in the process of adding to the mobile advert plugin. But I'm not sure what the legal requirement is for older versions of apps are. I mean what happens if a user doesn't update?

    I will try to get a fix live today but I'm away for the next 3 days ( bank holiday ) so this isn't exactly great timing.

  • Hi KENYONB good to see that it's all working, your game's a good laugh too!

    The loading times seemed kinda variable, sometimes it wasn't too bad, other times it took about 15 seconds or something to load the achievements list. Leaderboards seemed to be faster, not really sure why. We're not doing anything complicated in the plugin, it just calls through to the native API that Google provide. So any areas which are could be slow are in Google's hands, so I can't do much about it.

    I vaguely recall reading a post online from a developer that said after they had reached a certain number of users it began to work a lot faster. Given the amount of content I had to read online while working out how the API works I could have imagined it, and it's only hearsay at best. But it wouldn't surprise me if apps that are still in testing, have only recently been released or have low user numbers might use a slow path on the Google servers. Although saying that, I just tried to open the Google Play Games App on my phone and it must have taken nearly 2 minutes... This is on a Pixel 2 XL, which is supposed to be the flagship for Android software.

    My best advice is to give it a couple of weeks and see if the speed improves. In the mean time I was thinking if you made the buttons react to being pressed it might imply better that it's Google Play being slow, not the game.

    The google standard animation for this sort of thing are changing the size ( and shadow if you have one ) of a button to make it look like it's rising from the screen. Another is ripples coming away from the button, but I'm not sure how easy they would be to do in construct.

    One more thing that might interest you, not sure if you know yet or not. About a week ago I fixed a bug that was preventing the Google Play popups from appearing over your game. The ones that show you "Achievement unlocked" or "Welcome back". The latest version of the plugin should include that fix.

  • Hi there Unconnected we had a little bug in the r101 build that was preventing the create keystore dialog from working. We published a new release today with a fix for it so you should be able to try it out now!

  • Perfectly legit question, so don't worry about sounding noobish

    C3 plugins can specify that they require cordova plugins. For instance the inbuilt Google Play plugin includes the construct-play-games cordova plugin.

    When you export as cordova project it will add the "construct-play-games" plugin to the "config.xml" file. If your not familiar with that it's the main project file for cordova projects, so it holds all the project settings.

    When you export as an Android studio project, a debug APK, a release APK or a signed APK the build service checks the projects cordova plugins against a list of known safe ones and includes them into the build.

    If your adding cordova plugins to the config.xml file manually before uploading to phonegap build or similar then we don't currently support that. Although we have been considering adding an option for including additional cordova plugins in your build.

    If your interested to adding cordova plugins to a C3 plugin checkout AddCordovaPluginReference on the specifying dependencies manual page.

  • Yeah I totally get why you want seeded random. I've been working on a personal project ( webGL & JS ) where I needed coherent noise for infinite world generation, and have been planning to write a C3 plugin based on my experience.

    As far as I'm aware, we don't have any build in expressions to offer seeded random numbers. But it shouldn't be too hard to create a small plugin with MST or similar as an expression.

  • You might want to check out the websocket plug. It allows C3 to communicate bidirectionally with any websocket compliant server. Websockets are slower than the peer to peer Multiplayer plugin, so they are not normally suited to realtime multiplayer games. They should be more than fast enough for turn based games though!

    A number of libraries are available for Node.js that add websocket capabilities; such as:

    I don't know much about photon, but I had a quick look around their site and it requires a client library to work. There's one for Construct 2, but it doesn't look like one has been released for Construct 3 yet.

  • What sort of randomness do you need? Do you just a seeded random number or perlin style coherent noise?

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Nepeo

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