MrClifford's Recent Forum Activity

  • Yeah it's a pain. What you need to do is make an "age gate" for the player to confirm their age on first start up. Then you'll need to have a settings button to show user consent dialog box if the user is in EEA. After that you'll need to resubmit to Google and attach some screen shots and describe how you are allowing the user to process ads etc

    Here I am basing ads based on age then EEA button in settings

    Here is some of the age gate, user must input their age on first start up. This then gets saved to a variable. Another variable gets saved so the age gate won't show again. Then if a user is under 13, non personalized ads is set. If over 13, user dialog consent box comes up

  • On Admob, click Privacy and Messaging on the menu. Click GDPR settings button, you can then change personalized or non personalized ads.

    If you want to keep personalized ads you'll need to add an age gate in your game that'll trigger once on the very first start up.

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  • Wondering if there's a way to fill the URL from an instance or global variable in the Go to URL expression?

    Obviously trying to pull the variable in the address field does not work

    Edit: Was being thick and didn't add the mouse click event. Works fine

  • Not sure if you can unzip in C3, never tried. But, if you unzip the file on your device then add the assets you require manually, you can rename them etc in C3. Much easier to work with your own custom file names rather than bang_01, bang_02, bang_03 etc

  • Just tested on my mobile - works absolutely fine, no lag. Google Pixel 6.

    The problem with mobile is there are so many different types with an array on different hardware. Newer phones will run most C3 projects absolutely fine, older devices with dated hardware will struggle, even on simple games.

    You could try adding a low resolution button, click to alter graphics to a lesser quality and/or disable behaviours/effects to help reduce memory usage on lower end devices.

    Here is an example from my game - by disabling a few bullet behaviours for the fog, shadows and weather effects, some high resource levels go from 40 FPS to 60 FPS on my remdi note 9. On my pixel 6, no need to click the button as it all runs fine.

  • Another great way to help save on resources if your using a lot of sprites is to compress all your images.

    100mb of images can easily turn into 40-50mb just by compressing them on a site like tinypng for example

  • What's the CPU looking like in the debug? Some behaviours like bullet are very taxing on resources, if a you have a large layout with many behaviours/animations running you can try disabling these while they are not in LoS.

    All depends what your games actually doing, try to free up as much processing power as possible.

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  • Depending on how your placing UI and/or game elements, try using either Scale Inner or Scale Outer full screen mode. This can be found on the project properties bar.

    You'll also need to extend your background outside of the viewport. For example, if you are using Scale Outer with a 16:9 aspect ratio, you'll get black bars on both sides on devices that run a larger aspect ratio. Stretching your background outside of the layout will solve this.

    And to remove navigation bar or status bar, there is an option on export to hide this.

  • Hi guys,

    Using a text input area to allow numbers only. Currently using str(clamp(int(Self.Text), 0, 1000)) to set the min/max number from 0-1000. Just wondering how i can add a rounding equation to if a user inputs 273 it will change to 270, or 988 it'll round to 990.

    Cheers

  • You may need to configure the dialog box in Admob itself. You can now manage preferences and custom styling, if it's not configured, it may prevent it from showing.

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MrClifford

Member since 21 May, 2012

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