Bootfit's Forum Posts

  • Just thinking - do we need to also add the JavaScript plugin to make this work?

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  • Iain at Scirra has very kindly knocked together a native social sharing plugin (https://www.construct.net/gb/make-games/addons/129/social-sharing) after I was having plugin clashes when building via Phonegap Build.

    Not sure how this works though. I've installed the plugin and have added:

    Touch > On touched Button > SocialSharingPlugin > Share Subject: “Subject here” Text: “Text here &Highscore&” URL: “http://www.url.com”

    And nothing seems to happen once built.

    Any ideas?

  • What’s everyone planning for the introduction of the new European GDPR laws on May 28th regarding having to request permission to store and retain personal information and serve banner adverts? Apparently without the express permission of the end user games or other apps cannot serve banner adverts plus the game (or creator) must securely store the user data and securely dispose of individual user data if requested to do so.

    Essentially this new law seems to apply to every developer who owns an app. Developers may need to supply consent functionality for the end user to opt in to, plus store and manage that data that they neither want nor benefit from - and let’s be honest, which user wants to opt in to having adverts in their games? There’s a lot up in the air regarding this at the moment but the general consensus seems to be that if after the 28th May your app(s) don’t comply with this law then you’re contravening EU law. Don’t think that it concerns you because you’re based or live outside of the EU? Wrong - if a European accesses your app outside of the EU they’re still protected by EU law and so you can’t simply switch your app off for EU users (why would you want to anyway?).

    The simplest solution is to switch off your ads completely and opt for a payed app model. This however will see those relying on banner ads for income’s profits plummet. It may also see the profits of Google’s admob service plummet too - Google have been very sketchy on how they plan to handle this, they’ve made some noises regarding a revised SDK to help developers but as of yet there’s been nothing concrete, which is odd as they seem to lose billions if their claims that they pay devs billions via Admob each year are to be believed. Big losses could also happen for larger dev houses such as Ketcapp and Voodoo who stuff all of their hypercasual apps with banner ads.

    Anyone got any thoughts on this?

  • Hello all - is there a resource to download simple sprite fonts?

    Also - is there a tutorial online to show how to replace the standard sprite font with new sprite fonts?

    cheers all

  • I’m thinking of building my next app with a pixelated look. I’ll be building in 4K portrait mode with a resolution of 2160 x 3840.

    What ratio of number of pixel squares will I need to simulate a single pixel?

    Thanks all

  • I’m having an issue with it also.

    Occasionally it logs in and posts my high score to the leaderboard, but more often than not it gives me the ‘connecting to Google Play’ pop-up, then a spinning wheel and then nothing. Other times it connects fine. There doesn’t seem to be any pattern.

    I’m also having a problem with the Google Play plugin clashing with the Ultimate Ads plugin (bought from the store) - I’ve raised this issue with Scirra on the bug forum and am waiting for them to look into it.

  • I show an interstitial every 10 deaths.

    I have a counter that adds 1 each death. Then when the counter reaches 9 I load an interstitial and when it reaches 10 I display the interstitial and reset the counter back to 0 and the process starts again.

  • Hello folks, just resurrecting an old thread of mine.

    I currently have an app that saves high score to local storage.

    If I upload the app as Version 1.0 and user downloads it and get a high score of 100, and then I make a couple of amends and reupload it as Version 1.5 and the user updates the app, will their high score be reset to 0 or will it remain at 100?

    I know it will be reset if they delete the app then redownload it, but what if the app is just updated? Will they lose their high score?

  • Just done some testing and it seems the Google Play plugin knocks out the UA plugin on my build.

    Export for android and build via Phonegap and the ads don’t appear.

    Then export for Android and comment out the Google Play plugin in the config.xml and build via Phonegap and the ads appear.

  • Just done some testing and it seems the Google Play plugin knocks out the UA plugin on my build.

    Export for android and build via Phonegap and the ads don’t appear.

    Then export for Android and comment out the Google Play plugin in the config.xml and build via Phonegap and the ads appear.

  • I've been using this plugin for the past few months on my iOS and Android dev apps - both worked fine, but the Android version has just stopped showing ads in the last couple of days - do you know if there's a clash between the r97 and r98 updates?

  • Yeah - there were a couple of warning triangles that alerted me of issues that needed resolving.

    I completed all the issues and tried to publish an internal test. Nothing. Still wouldn't connect to my phone.

    hen got an email about 6.30 last night telling me my game had been published - panicked as i thought this might mean it was published live on the Play Store - checked and it wasn't there. Phew. But checked the game on my phone and the leaderboard was now connecting(!) - seems there's a time delay between publishing it even internally and it propagating through.

    Still not completley sure about how I've managed to get it to connect, only that it does now.

    There are things in the App Signing tabs called Upload Certificates and App Signing certificates - not sure if i need these or what they're for - I signed my app on my Mac before build etc.

  • Yeah - there were a couple of warning triangles that alerted me of issues that needed resolving.

    I completed all the issues and tried to publish an internal test. Nothing. Still wouldn't connect to my phone.

    hen got an email about 6.30 last night telling me my game had been published - panicked as i thought this might mean it was published live on the Play Store - checked and it wasn't there. Phew. But checked the game on my phone and the leaderboard was now connecting(!) - seems there's a time delay between publishing it even internally and it propagating through.

    Still not completley sure about how I've managed to get it to connect, only that it does now.

    There are things in the App Signing tabs called Upload Certificates and App Signing certificates - not sure if i need these or what they're for - I signed my app on my Mac before build etc.

  • I use the Ultimate Ads plugin to display Admob ads (currently displaying test ads) for both iOS and Android platforms.

    In the past they both build fine and display ads perfectly.

    However, in the last 72 hours the Android version has stopped displaying ads - I’ve rebuilt it several times but the ads are only displaying on iOS.

    Anybody else having this problem?

  • OK - I've created an Alpha release and added my test email as my tester account that's tied to my test phone.

    On the Review and Rollout screen the Start Rollout to Alpha button is greyed out - so something is missing.

    Any ideas?