Nepeo's Recent Forum Activity

  • It's quite easy to pass the value into the encoder, the dialog is already capable of encoding files to given bitrate but lacks the UI components for the values to be changed. Allowing different bitrates does require some rethinking of how the dialog works though. I'm tempted to say we just give users all the settings and add some advisory labels. Might be that people want to include low quality voice clips, in which case 6-8 Kbps is fine.

  • They don't have to, it's shown automatically when the SDK is configured by the user ( if required ).

    The common use case of it would be if the developer should add a "show consent dialog" button to their settings screen so that users can update their preference. You could probably get away with not checking, but the dialog won't show itself if the user is not in the EEA.

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  • Well I decided to give it a whirl, some of the test tracks we have for the encoder/decoder are uncompressed studio recordings from a musician friend of mine. They are going to be about as clean as you can get in terms of a recording. My headphones aren't monitors(studio grade) but are more than good enough for this.

    Comparing the raw audio vs the compressed they seem nearly identical, after several listens the only thing I noted was that the guitar and brass wasn't quite as bright. Increasing the target bitrate to 128Kbps removed any noticeable difference, and increased the track size by 1MB ( 3.3MB to 4.3MB ) original track was 45MB. Testing at 512Mbps gave no noticeable difference between it and 128Kbps and increased the size to 15MB.

  • It's exposed in the Admob SDK in the Java/Obj.C code, but we don't expose it to developers no. I believe that's what the feature was intended to request ( specifically in this context ).

  • I think there may have been some crossed wires Ashley likely responded to your feature request but he doesn't directly work with the Admob SDK.

    According to Admob it is a legal requirement if you are releasing a game in the EEA ( European Economic Area ) with adverts to ask consent from the user for displaying personalised ads. Even if you are not collecting data yourself. This is because the ad framework would collect personally identifiable information from the user via your application. Once the user has given consent they must be allowed to revoke that consent at any time. Hence you should have a button within your application to show the consent dialog at some point after you have initially shown it.

    The consent SDK does include a method called "isRequestLocationInEeaOrUnknown" which would allow you to know if you should show the button. It doesn't require geolocation data.

    Further information can be read at Admob EU consent

  • It's encoded with a variable bit rate and a target of 96Kbps. Compression level of 10, with 10 being the highest quality and slowest to encode. These are the default encoding settings for libopus with ffmpeg ( which is what the audio encoder uses internally ). There are various tools for checking the quality of an audio file, such as ffmpeg, which you could use to find out more about a particular file.

    Opus is generally considered one of the higher quality audio codecs. You can see a table comparing relative performance of Opus at different bitrates on this page.

    We certainly haven't had any complaints about the quality of the audio encoding or the size of audio files that I'm aware of. If we wanted to provide users with the option of reduced size or increased quality we probably could. Although we would have to modify how the audio encoder dialog worked, and likely make it more complicated. Create a feature request if this is something you'd like to see.

  • Legally ( but not technically ) you can only run macos in a VM if the host environment is running on Apple hardware, according to the EULA. EULAs are fairly soft but I would recommend staying on Apple's good side if your hoping to make money through their platform. Apple software is a shining example of a walled ecosystem...

    IIrc you can create a debug .ipa that only work on specific devices, not sure anymore if you get the actual file or have to deploy it via a beta-channel in the store.

    I thought you could only run it on a physical device if you had signed it? Certainly xcode wont let you build to device without a code signing identity.

  • Mmm yeah the dialog doesn't work if your outside the EU, I actually have a bug filed with them to allow it to be shown anywhere (as per user request) but they haven't responded yet.

    We don't have a condition for it yet, but we could add one. Stick a request on the feature tracker and so we can track the interest. It may have to be async due to the way we interact with the SDK.

    If I'm honest I don't know where they get the "is in EU" information from. We certainly don't request the location data permission from the device. Maybe they figure it out on the server side from network information?

  • Apple won't let you install unsigned applications onto an iOS device, and you need a developer account to sign an application. Which as WackyToaster said costs ~$100 a year.

    You also need a mac with xcode on to create applications, it can't be done on Windows or Linux. xcode is technically free, and you can build and run an unsigned application in the simulator without a developer account. But you cannot create an IPA.

    You might be able to find a 3rd party service that will do it, but you will have to pay I'm sure.

  • If you look at the debugger most of the time is spent in draw calls, presumably updating the tilemap buffers. 1.6 million quads is a lot to be shuffling around, and it'll be quite easy to use all your CPU time up. You may find it much faster to just update everything at once, or increase the area you generate per iteration. Although the obvious answer is to just reduce the tilemap size so your shuffling less data.

    Take a look at "procedural terrain generation" demo ( under advanced examples on the start page ) and you will see the terrain is generated in small chunks. Chunks are created lazily, and the tilemap content is switched around as the user moves by swapping chunk information in and out of a dictionary. This greatly reduces the size of your scene and the number of tiles that exist at any time. The downside of this approach is more complex generation code that relies on knowledge of neighbouring tiles is difficult ( neighbouring tiles might not be loaded ). The project has been optimised to keep a smooth framerate while reloading tilemap data and performing terrain generation, so the tiles may be larger than you would like. There's some things you can do to increase performance and allow for smaller tiles but may increase complexity and have other tradeoffs, such as:

    - using multiple tilemaps and moving them around ( updating less tiles per reload ).

    - limiting the horizontal or vertical size ( chunking can become 1 dimensional ).

    - using a transition to move between zones ( this allows you to use more of the loaded area, reduce the reload frequency and hide reload jank, but makes your game less seamless ).

    After saying all that... At the moment your only really drawing pixels, so as dop2000 says it would be faster to use the drawing canvas and pixel manipulation, but it has other downsides though.

    Another thought is that if your worried about generation time you can always generate the world ahead of time and pack it into your game as project files. Using procedural generation to create dozens of worlds, choosing the nicest and doing some editing is a pretty good technique for creating large spaces quickly. You can even create multiple ones and just randomly pick one at the start of the game.

  • Last I checked the limit was still 12, it was quite awhile a go but maintenance of the User consent SDK has been very lacking on Admobs part. No one on their is even looking at the bug tracker as far as I'm aware, so I would be surprised if anything had changed.

    I'd advise just to give it a go. There might be financial advantages to allowing adverts from other networks, but I don't have the experience to let you know. Other users might be able to tell you, or just a google search, there's probably people talking about it online.

  • Getting close to release :/

    Looks like your making great progress LukeW you can do it!!

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Nepeo

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