fredriksthlm's Forum Posts

  • I saw that "solution" as well on the AdMob forum.

    Can you verify if this issue only occurs for Xcode 12.1? I saw the guy from Google used 12.0.1 which worked fine. I also used 12.0.1 a few weeks ago and it worked fine as well.

  • GooglePlay, Playfab, Firebase, PHP/Database, locally stored data.. there are many possibilities

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  • put your music files in the sound folder. and set your project to preload sounds

  • Hey all!

    I've recently been working on this little project. It's a light hearted single player rpg where the goal is to become the world champion. Graphics are still a wip but the game play loop is there.

    https://www.construct.net/en/free-online-games/card-game-rpg-demo-19212/play

    Any thoughts? Would love to get some feedback if you have the time.

    I don't really understand RPG card games. for me it seems just like spinning a dice if you get a good card or a shit card. But this game was actually very cool, and I sort of understood a bit hehe.

    One thing that I noticed is that you have both hi res and low res graphics mixed up at the same time, for me this looks a bit odd. better to have low res on everything, it looks more genuine/retro

    But really cool so far!

  • try onesignal, works great

  • From now on we need to set the Request IDFA into our apps to get approved for App store for iOS. I uploaded a build without it, and got rejected twice. (They asked me where they could see it). But then I put it in, and I got approved directly. I still have not really found the best "placement" in the game to show it yet. So for now, I just show it on startup on the menu screen. (You can place the event wherever you want, but you need to show this IDFA before the user see any ad, otherwise the app will be rejected in the review! If you don't show it on "startup" you will maybe need to write a description to the review team on the review notes for them to find it)

    The IDFA will only be shown once to the user, where they can click allow/disallow. Then it will never be shown again, but can be changed in the app settings on the iphone, a setting called "tracking". (The IDFA window is shown in the local phone os language!)

    If the user press Allow in the IDFA window then the consent is passed to Admob and they will serve "localized" content (higher ecpm) ads, if the user press disallow then Admob will serve "unlocalized" content (lower ecpm).

    This setting is not related the the GDPR consent window, which still needs to be verified to EU citizens. So unfortunately those users will now need to get two ugly consent windows which doesn't really give a good impression when starting a new game.. but this is the new rules

  • > Refer to the "Initialization" section of the Mobile Advert manual entry.

    I quite not clear understand about this remark in page that you refer.

    "Request IDFA action will immediately trigger On IDFA request complete with an IDFAStatus of "not-determined".

    Please kindly give us sample event sheet.

    Thank you

    that is for android, and android don't use it.

  • Ashley Which versions of the SDKs for Admob are used in the Mobile Advert plugin? Always the latest one, or a fixed one? (I can see that Android 11 is not supported by any version older than the one released a month ago, 19.4.0)

  • fredriksthlm Thanks for the info! Do you have this setting "Always embed Swift libraries" set to "Yes" in Xcode?

    It is set to "Yes" for standard xcode exports and xcode builds. My full build is 16MB. So your issue is elsewere. (Maybe verify if some of your cordova plugins are updated maybe?)

  • Well that is totally wrong.

    IDFA is a concent window, where the user can decide to be tracked or not. It has nothing to do with showing ads.

  • I uploaded a game to app store yesterday. It has now been rejected two times.

    "Please provide us detailed steps to locate the App Tracking Transparency consent. Specifically, we were still unable to locate the App Tracking Transparency consent even when an ad is triggered."

    I use the standard scirra plugin for Mobile Advert. I use the normal concent setting (EU and Unknown), but have not used the Request IDFA setting.

    Anyone else that uploaded a build recently? What is your settings for the plugin and have you implemented the "Request IDFA" setting?

    The game is exported as xcode project, and built and uploaded with xcode 12.0.1

    Any ideas?

  • I don't know. I took the image from a forum (stack overflow), and I have no mac in front of me now. (I usually use macincloud)

    I have never changed the setting though, so I use the "standard" one.

  • I built an iOS app with xcode yesterday. the app is 16mb all in all. and I use the share plugin, and a lot of other ones. But I suppose you do it differently, if you export as cordova. But just fyi

    in xcode:

    i.stack.imgur.com/ocKH4.png

    (My app got rejected in app store connect though, due to IFDA/ATT issue! But this is another story..)

  • also the C3 plugin exist in the same zip file if you download from Photon. with example projects.

    (But I would buy Chadoris plugins in either case, just to get playfab :) )