Simple Games's Forum Posts

  • In this event you only prepare the ad, but don't show it "show: false" do you have "Show banner advert" action somewhere?

  • The built-in PlatformInfo plugin has conditions and expressions to recognize the platform. "Request fullscreen" only works when player interacts with the screen, so you can add something like this:

    + Touch: On any touch start

    ----+ PlatformInfo: Is on Android

    -----> Browser: Request fullscreen

  • It will also work in preview/browser if you do it right

  • You can save current date and time in LocalStorage every 10 seconds. Then, on start of game - get current date, subtract the LocalStorage value and calculate player's profit. To get time/date - you can use the built-in "Date" plugin, or use expression "unixtime" which returns time passed in milliseconds since JAN 01 1970.

    Hmm, maybe "on tap" works differently on mobile, idk, I never use it, maybe try "on touched". And if you're testing on iOS - fullscreen doesn't work there in a browser.

    This is what happens now: the game checks that "fullscreen" boolean is false and sets "fullscreen" to true. Then it immediately checks second set of conditions and since "fullscreen" is now true - it cancels fullscreen.

    So instead of having 2 separate events, you should make it into one "on tap" with subevents: "is fullscreen: do this", "else: do that"

  • Ashley Maybe you can't fix the new splash screen, but you could revert to the old version, right?

  • I fixed this by commenting out cordovaInterface.pluginManager.postMessage("setupSplashScreen", splashScreen);

    in CordovaActivity.java in Android Studio project. It fixes the ANRs and Slow cold starts by disabling the new Splash screen that has been introduced in r303. But then you have a few seconds of black screen instead of the splash. So until this is fixed, the best option is to keep using r302 or earlier version of Construct, this way you won't be getting the ANRs and will keep the splash screen.

  • I don't think using the treasure UID is an option, since I believe that can change from one game play to the next.

    If you are creating treasures dynamically during gameplay, then UIDs will be inconsistent. But if you create and keep all treasures in the editor - the UIDs won't change.

    Yup. Judging from previous experiences - it will likely be down until Monday.

  • fredriksthlm I do use billing, but r303 uses older version 3.0.3, yet I didn't see any difference in ANR rate between r303 and r307. I've released a version with splash screen disabled yesterday with r314, and there are 0 ANRs so far. It's still a bit early to draw conclusions, but usually there would have been ANRs by now (judging from my previous updates)

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  • igortyhon did you test with the same Construct version but different billing libraries? If you did, and you noticed the difference - it could be the cause. But if you tested in different C3 versions - them having different billing libraries could've just been a coincidence.

  • Unfortunately, the fix suggested by fredriksthlm didn't change anything for me.

    I found out that ANRs started with release r303 (and every release after that) and it probably has nothing to do with the updated Advert Mobile plugin, because it was only updated in r306.

    Right now I'm checking my other theory - whether this is caused by changes with Splash screen (Scirra changed splash screen plugin in r303). I've built my game in r314, disabled the new splash screen and released this version today. In the next couple of days I'll see if this solves the problem.

  • Then it probably comes from edge bleeding. That explains why it looks normal in editor and looks wrong in preview. If you go to project properties - Sampling and select "Nearest" - it would probably solve this particular issue, but would also change how your game looks overall. Other than that, maybe try changing the size of this object in Animation editor. When I need a solid-color rectangle - I create a 10x10 sprite and resize this object to whatever size I need in the game, and I never had this issue.