DiegoM's Forum Posts

  • Yes, I think this is an excellent candidate for a suggestion that has very strong chances of actually being implemented. Mainly because it is very easy.

    Shortcuts for changing between animation would also be quite easy to implement, but I am not sure what should they be? Any suggestions?

  • As brainwavecreations says, there is a GUI option to crop all the frames in an animation.

    There is also a keyboard shortcut to do the same ALT + C + SHIFT.

    Currently there is no keyboard shortcut to change between animations.

    Edit: I think the only reason for the absence of the option to crop all the animations in the sprite is that it wasn't an option in Construct 2, so I never even thought about adding it.

  • When you add a child to an instance, Construct does all the calculations needed so the child keeps it's original transformation before attaching.

    Effectively what that means is that upon adding a child, it get's no visible changes. Only changes made to the parent after attaching will affect the child.

    If you mirror the parent after adding the child you will see a change.

  • Set the script's Purpose property to "import for events". you can find it in the Properties bar when you click on the script on the Project bar.

    The object you want to use is called jwt_decode.

  • Here is a sample project overlaying a canvas on top of Construct's main canvas.

    https://www.dropbox.com/s/6lvbkhuq0uoupy3/CanvasOverlay.c3p?dl=0

    There were a few additional things you needed to do so the canvas would show.

    Filling the canvas

    The script that creates the new canvas also fills it with some color so you can see it, it is transparent by default.

    Giving the canvas an ID

    The script also gives the new canvas an ID so it can be targeted with a CSS selector

    Applying some styles

    A stylesheet is added using the Browser plugin. The stylesheet is in the Files folder of the project.

    The styles are very simple but are needed so the canvas is positioned somewhere visible. The main canvas takes up the whole screen and by default new content is appended below existing content so the new canvas was initially off screen.

    The styles I used for this bare bones example just force the canvas to stick to the top right, but you can change that.

  • fedca

    Hopefully in the near future I can get around to working a little bit more in the feature. Out of the features you mentions I left scrubbing out of the initial release because it was not immediately obvious how to implement it and I preferred to get something out to gauge interest and get feedback.

  • hcatarrunas

    Sorry for not responding earlier, I took last week off.

    Resuming timeline playback should resume audio from the position the timeline's playhead is at. The reason it is not working properly is because I didn't take into account that Set time effectively pauses a timeline and later playback could be resumed from a different position than the last it was paused in.

    I also believe there is no way to goto and play a Tag/keyframe of a timeline? (instead of the two steps asking to go and then asking to play)

    I agree this would be a good addition to the actions available to the Timeline plugin.

    I also tried to manually set the audio tag after navigating the timeline but it didn't seem to work. (basically had no audio/it stopped so maybe something wrong)

    The audio tag property that you can set in the editor is only useful to be able to use the Audio plugin's actions and conditions with audio that is played from a timeline. In this particular case it will make no difference if it is set or not.

    Can you share a project that shows how you are trying to use the feature? That will be useful to iron out these issues.

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  • dazedangels

    If you login to your Adsense account and go into the "Sites" option in the left hand side menu, there should be a list of all your websites. All of the ones that say that are ready to show ads, should be considered whitelisted.

  • Technically this is something you could already do, by setting a tag on a master keyframe and then going into an event sheet and setting up an on keyframe reached trigger you could then start playing an audio file in the corresponding action using the audio plugin.

    The audio track just rolls all of that together and you can also see in the timeline bar the amount of time the audio will be playing in relation to everything else going on in the same timeline.

    At least that is the main use case I was thinking about when I was implementing the feature.

  • r269 introduces audio tracks to be played in timelines. There are a few caveats which are not obvious about them. Here they are:

    1. The Audio plugin needs to be included in the project. Timelines playing audio use it under the hood, but they do not enforce it's existence in the project.
    2. A timeline can not play audio until there has been any meaningful user input. A single click is enough, but if there is no user input, no audio will be played.
    3. For better results, make sure the audio that is going to be played by a timeline is preloaded before the timeline starts playback.
    4. If a timeline is played backwards by using a negative playback rate, audio will not be played. A timeline will only trigger audio playback when playing with a positive playback rate.
    5. Audio tracks are created with the default audio source property track, but it is also possible to add an optional volume property track by right clicking on the track and selecting the Add properties context menu option.

    I think those are all the less obvious details.

  • 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?