GeorgeZaharia's Forum Posts

  • hey there guys, i kept looking at this issue with playable ads it seems they have unlocked more than 2mb now

    For Zip Files
    A playable ad in a zip file format is currently supported on all placements on iOS and Android.
    Zip archive should contain an index.html file located at the root, for example:
    
    ./index.html
    Note: Resources may be placed anywhere in the directory structure, as long as they are referenced relative to index.html. For example, the following file:
    ./assets/splash.png
    must be references as:
    <image src="assets/splash.png"/>
    Any html files and JavaScript files in the zip archive should have the same constraints, although FbPlayableAd.onCTAClick() only needs to be called in one place.
    The total size of uploaded files may not exceed 5MB.
    The number of files inside the bundle may not exceed 100.
    The size of index.html file should not exceed 2MB.
    

    it seems they support playable ads zip files that have 5mb and a bundle of maximum of 100 files inside it (but only limits the playable ads being visible on ios and android devices only, that means no desktop playable ads).

    hope it helps here is the link

    specifications for playable ads facebook

    now the issue i see is... how do we export using C3 playable ads as a zip? cause if we export the regular c3 project as html im guessing it won't have the

    FbPlayableAd.onCTAClick()
    

    Ashley is there a way of not having the images as base64 string in current playable ads feature?

    im curious about it myself also, i don't really need the html5 ads i can find works around this, but i think would help the community that rely on this feature to get commissions which would be awesome.

    based on their specification page it seems the playable ads work the same as instant games zip files or direct 1 file with limitations of course but ... having 5 mb file range ... now sort of fixes that 2mb file problem.

    if the playable ad is not using any custom plugin the current export option should export under 2mb files.

    1mrpaul1 can i ask, how many custom plugins are you using in your playable ads? cause a minigame should be doable with just default event sheet and images using C3 if you follow those rules you should get a very small or atleast around 2mb playable ad.

  • 1mrpaul1 here is a quote from instant games FAQ

    instant games FAQ for devs

    as i said in my 1st post, the solution is to have the "loader" be under 1 mb or loading in 5 seconds or less but the content inside can be 200mb that means, you can have a pre-loading screen and then fetch inside it the project u really want to load, from a different hosting location. similar to a iframe or a download manager.

    the simplest solution would be for client version protocol automatic update...

    meaning you upload the same game with version 1.0 loads instant since will be empty.

    and then request the latest version 1.1 and the update will happen on client side without you having to modify the instant facebook game hosted client file.

    hope this all thing makes sense and helps you.

  • > it converts rgb format images to cmyk format colors if the image isn't to complex like shadows etc will look

    cmyk colors scheme has more size

    anyway, the code itself costs more than 3 mb plus 500 kb sounds plus 500 kb images

    I hope you know that you got to see the uncompressed size of the html5 file of the playable ad? there is the problem, construct making big code files

    if to upload the game as zip file, we need different game structure

    And anyway, if to handle the limits, there is just blank screen. Facebook is blocking construct games probably

    facebook shouldn't block construct games, as the game export is html5 not .c3p

    in my test i did export as a playable ad tho not as a facebook game. il test it again and come back to u but it seems u are trying to upload a full game now and not just an advertisement.

    however last time i checked instant games on facebook, they where taking in consideration the zip file size and not the size unpacked. maybe they changed that.

    cause on my 2nd test now i did got a 800kb instant game zip file but unpacked is 2.4mb considering that the c3runtime.js is 1.7mb the rest of the game is around 700kb images and code. im guessing in order to create a very small facebook game now, you need to host everything in ur project externally. that is the only solution i can think of.

    (as for the cmyk profile image yes it is larger, but when u have pngs with transparency u actually save size just try running that image through the image recompressor once exported ul see it works it might be something else and not cmyk but that is how i seen the file profile once imported in photoshop as the original file was RGB color and after conversion turned into cmyk but size difference was around 80% less heavy.)

  • when you export the file, try taking the spritesheet you get from the project and run it once or 2 times through the tinypng dot com software. it converts rgb format images to cmyk format colors if the image isn't to complex like shadows etc will look the same and save u some 40-80% file size on that image.

    that can bring ur project down to the size requirements.

    depending on what you are loading you said an advertisment... i would use a iframe and import the image/advertisement from a outside source. that way your project should not contain nothing inside. but just the event sheet.

    1mrpaul1 i just did a test on my end with a 2mb multiplayer game .. and the exported playable ad for facebook is 500kb there is something weird you are doing on your end.

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  • that is basically looking like the core example of C2/C3 photon multiplayer all u need is add custom graphics to it. google search photon construct 3 example. and then tweak it.

  • totally doable yes, C2/C3 can handle all this. they are not that hard, the difficult part is the IAP's the gameplay itself is rather simple but you need a insane amount of graphic work and animations, and a same insane amount of coding.

    but overall is doable.

  • game ideas are unlimited but the core sketch to them that i find best to start development on are the following in my opinion:

    #1 simple mechanics

    #2 fun short gameplay cross the road like very simple and effective ludic loop effect / long captivating gameplay packed with things to do in the game, story line etc.

    #3 must be multiplayer if you want to attract a user base, nobody today plays single player games anymore unless you are doing some massive game. (2d games can be massive as well don't think 3d here)

    #4 simple graphics

    #5 color balanced

    #6 sound pack that matches the game and makes u feel cozy

    if you follow this steps and don't overcomplicate things you can make cool games

    as ideas you can get inspired from real life day by day objects or animals ex:

    coffe, cocktail/juice/ice cream making or ants platformer you are an ant and have to collect bread crumbs to feed the hive. etc example are infinite anything you can think off. the problem most devs have is to keep it simple, everybody has this instinct on packing everything with all sorts of features and before you start you have a To-Do list that takes 5 years and everybody gives up in the end, because everybody wants it done by next week.

  • Hi there, i wanted to say.

    You are off to a good start. i would suggest add more planets, more resources, and eventually what you can do with those resources outside building bases? im guessing enhancing your ship? like better speed mining, damage dealing weapons, chain damage reaction items etc?

    sorry didn't had patience on watching the full 17 minutes hehe ... il watch it again. but i think you where trying to explain the overall interface and gameplay.

    i wish i could play it, to give a real feedback on what is missing or feels off from the gameplay.

    if u can post a windows or html5 version of the alpha where we can play test it would get you better reviews, and better suggestions.

  • very nice, controls for mechanics need a bit more work it's not as fast as i was expecting it to be. but nice game so far.

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    released jam game not too long ago, a typing fighting game!

    this is actually hilarious nice job

  • Have you guys seen updates for the upcoming Construct version? There is an example project that looks almost exactly like that. It is kinda complicated to understand so I would definitely be looking at an alternative (probably Godot) if I decide to make a 3D-like project.

    godot is probably harder than C3 to create a 3d game. is more towards the unity side of complexity you need to code stuff in it to make things happen. (no drag and click event system to code) but is probably better suited at this stage.

  • great stuff r0j0 to bad the physics engine C3 has is still the old C2 had which on recoil wants to go on straight line instead of follow the proper bounce angle.

    10 more years maybe it will be fixed

  • you can fake that effect, by having the items in grid pattern like in the website example, covered by a boundary "sprite object" and make the items scrollable by pinning them to a tile background object that u drag left and right. there was a tutorial on this in the old "tutorial area" of website. not sure if still around. was called something drag scrolling object "mobile"

  • create waypoints.... i have a simple AI example somewhere let me look in my drive. (might be missing some comments and weird stuff, but once u understand the logic behind it u can do this in like 5 minutes or less)

    ai example with pitstop (might be a bit complicated but is a simple waypoint controlled by some manually placed dots in screen.

    you can also use the same principle and create for each car "lines" or "raycasting" and basically when car is to close to the walls it turns away from them. it would give u a more realistic feel for the ai cars, but at the expense of CPU usage.

    here is ai barebones mechanics

    hope it helps. is not the raytracing method u where asking...

  • Thank you for your response. I did your suggestion but the mouse still seems to control my player as well as the shooting (by using left click).

    Can you help?

    Thanks

    maybe remove the mouse following code? if u move character by the keys u don't need the mouse right? why is that code still there? :)

    care to share ur project file? to take a look at it ? or a screenshot of the events that cover the movement of the player?