Chadori's Recent Forum Activity

  • Important Announcements!

    Hi everyone,

    Good day to you all.

    Sorry to disturb, but I have two (2) announcements that I think is quite important for those who implement in-app purchases and in-app subscriptions in their mobile applications.

    (1) PlayFab Receipt Validation Reminder

    Just a reminder to those who are using the Mobile Billing plugin for in-application purchases with PlayFab's Server-Side Receipt Validation. Please make sure to fill-in the Service account key in the PlayFab Console > Addons > Google, if you haven't already.

    If you already use in-app subscriptions with the Mobile Billing plugin with PlayFab's Server-Side Receipt Validation, then please ignore this reminder since this was already a prerequisite to integrating subscriptions with PlayFab.

    For those who haven't yet, PlayFab now requires filling the service account key since 2021, no longer only for subscriptions but also for purchases as well, to prevent the potential pending payment fraud which started in the Google Billing Library v3 and still exists in v4 as well.

    Notably, due the payment methods like Pay by cash which are adopted by some countries, like Indonesia and Malaysia.

    (2) Google's Receipt Validation Requirement

    Google now recommends the use of a server-side validator with Google's Server-Side Receipt Validation if you plan to continue implementing In-App Purchases and In-App Subscriptions in your applications. This is your only strongest protection and weapon to fight against payment frauds and abuse. The reason is related to the first announcement above.

    If you don't have one yet, it is fine since you have a lot of options. One of them are the following:

    1. If you use PlayFab, and if you also own the PlayFab Master Collection, you may easily use the Real Currencies plugin to validate purchases and subscriptions for both Android and iOS. The service is free if you have a PlayFab project, and the PlayFab service is also free for your project title's first 100K users, after that the pricing is scalable with pay-as-you-go, meaning pay only what you use.

    Reference: constructcollection.com/documentations/playfab/real-currencies

    2. There is also Fovea Billing, which is also quite easy to use, free for 100 receipts / month. Although, beyond that it is already paid, starting $9 / month for 5,000 receipts. However, it is still quite convenient to use, you only need to paste a validator url, and it validates purchases and subscriptions for both Android and iOS.

    3. If you are quite tech savvy, you may also host your own server to implement the Google's and Apple's server-side receipt validation. You can find this in Google In-App Billing and Apple Store Kit's official documentation.

    That's it, good luck everyone.

  • Hi Biim Games, by holding Alt while clicking Preview or Debug will launch an additional window instance every time, which works similar to your mentioned multiple browser window support in Construct 2.

    This is what I use to reliably and instantly preview or debug multiplayer games, compared to remote preview where the project has to be loaded each time.

  • Release 32.0 - Emergency Patch Release

    Hi everyone, there is a new update, please click here to read the release note and download the update.

    Bug fixes

    1. Mobile Billing
    2. Real Currencies

    This is an emergency patch release for the Mobile Billing plugin. Please update to this new version if you are using the Mobile Billing plugin version from Release 31.

    Thank you!

  • Release 31.0 - Progressive Early Release

    Hi everyone, there is a new update, please click here to read the release note and download the update.

    New plugins

    1. [New] Mobile IDFA - Construct 3 plugin to request tracking authorization and retrieve the advertising id, both the IDFA and AAID, for both Android and iOS.

    New features

    1. Virtual Currencies
    2. Real Currencies
    3. Mobile Billing

    Changes

    1. Virtual Currencies
    2. Real Currencies

    Bug fixes

    1. Mobile Billing

    There is (1) new important plugin in this release, with a lot of other important updates, so please check it out!

    Thank you.

  • Release 30.0 - Emergency Release

    Hi everyone, there is a new update, please click here to read the release note and download the update.

    New plugins

    1. [New] Mobile Facebook plugin to replace the previous one, with new features from the latest Facebook SDKs.
    2. [New] Mobile Facebook for Construct 2.
    3. [New] Mobile Billing for Construct 2.

    Updates

    1. Mobile Billing - Project documentation improvements.
    2. Mobile Billing - Improved server validation projects for PlayFab integration.
    3. Mobile Billing - Fixed a few minor background errors.
    4. Mobile Billing - Fixed a few description errors.

    There are (3) three new plugins in this release with a lot of important updates, so please check it out!

    Thank you.

  • Hi selmi007, I'm amazed by the timing.

    There is a new Mobile Facebook plugin for both Construct 3 and Construct 2, with new features including Facebook Audience Network tracking. I literally just recently released a new update, the update should fix that issue you are having.

    There are other new plugins as well, improvements and bug fixes, make sure to update all of your plugins.

    I have not finished making the official release note, but some should be able to download Release 30 now.

    Let me know if you still get issues.

  • Release 29.0 - Emergency Release

    Hi everyone, there is a new update, please click here to read the release note and download the update.

    New plugins

    1. Google Ads (AdSense)
    2. PlayFab Advertising

    Udpates

    1. Mobile IronSource Collection

    Changes

    1. Mobile Billing
    2. PlayFab API

    There are (2) two new addons in this release and an important update for the Mobile IronSource Collection, so please check it out!

    Thank you.

  • Hi Cascade Games, the deviation in performance might be caused by the Android System Webview updates, which happens every few days.

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  • Hi selmi007, a replacement addon is already in-progress and near of finishing, there have been some additional last minute requests others want included, but it should be released very soon.

  • Release 18.2.1

    Hi everyone, just a quick emergency patch for the Mobile Notification addon to support older Construct 3 versions, please click here to read the release note and download the update.

    Thank you.

  • Release 18.2

    Hi everyone, there is a new update, please click here to read the release note and download the update.

    There are a lot of changes in this release, so please check it out!

  • Hi Artpunk, thank you for sharing your experience! I appreciate that.

    Regarding your question, I am using my current project to test stability. I currently cannot base on benchmarks because I currently do not have a proof of concept that can precisely target and measure instability, nor has anyone made one yet that I know of, unfortunately.

    It was just by some luck that a few days ago, before I paused working on a project, the last thing I did was measure instability, and I do this just right after commiting changes. During my pause of development, a new Android System Webview was released, which I was not aware but my device got automatically updated with it, then when I got back to development and rerun the tests I have noticed improvements that I was doubtful at first since I did not do anything, but sooner realized it was due to a System Webview update. I have to note that I was already using r260 and my test device was a Samsung Galaxy Note 10.

    My way of measuring instability is through inspect duration, avg. intensity of stuttering by fps, duration of stuttering, and the number of times it happens during the inspection duration. For practical reasons, my tests are only made specifically for my project and doesn't really target the issue, this is just the usual method I use to confirm if my workarounds to stuttering work. Although, the more performance improves the less of those factors matter.

    To make my explanation shorter, my previous lowest fps was 57fps, and a stutter lasts around 100ms, having a consistency of 1~2 times every 300 seconds. But now, I rarely get stutters, only occasional, and the lowest fps can vary from 59fps to 58fps, which now only lasts around less than 50ms. That is a very significant improvement for me considering I did not do anything.

    Also layout switching has become more responsive for me, layouts suddenly switched faster than before. My measurement for this is from when a layout change starts and how long it takes the layout to normalize to 60fps. Previously, switching a layout takes ~500 ms to normalize to 60 fps, while now it only takes around ~200ms.

    I do have to note that performance on Chrome for Android is still significantly better than even this new performance improvement on the system webview that I see.

    Regarding r247, yes that is right, I am aware of that too, and that performance improvement was certainly more apparent. If we compare that improvement to this is one, this would just be a minor improvement.

    I hope that helped clear things up.

    Regarding Android System Webview Canary, Is it possible you can try the production release of System Webview for Android instead?

    Because from my tests Canary is slower than the production release (System Webview for Android) and development release (System Webview for Android (Dev)). I have tested those webviews after seeing the performance improvement hoping Canary would be much faster. But unfortunately Canary's performance was slower on my tests.

    Thank you again, Artpunk.

    And, if you guys experience better performance, worse performance, or the same performance, please tell us if you have the time.

    Thank you.

Chadori's avatar

Chadori

Member since 10 Oct, 2014

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