Playtronic's Recent Forum Activity

  • This happened to me. I've had 8 months with this limitation being applied repeatedly. So I sent an extrajudicial notice to Google's office in my country, according to local laws, Google can't work here without support, after 1 month Google's lawyers responded with a list of recommendations I would need to do to regularize my Admob account, many things didn't apply to my case, but some things I had to change in my games and I never had problems again.

    RESPONSE FROM GOOGLE ATTORNEYS:

    (This text has been translated from Portuguese to English, maybe something doesn't make sense in other languages)

    "Thank you for the contact.

    In consideration of your notification received, we clarify that violations of the

    Google AdMob policies regarding disallowed interstitial ads and

    disallowed implementation of bounty ads

    As for interstitial ads, it is not allowed to insert this type of ad at the

    load or exit the app, as interstitials should only be placed between pages of

    app content.

    Ads should not be placed in apps running in second

    plan on the device or outside the app environment.

    It is important to note that disallowed implementations of interstitial ads include the

    no ad insertion after each user action, including, without limitation, clicks, actions

    to slide, etc.

    Interstitial ad immediately after another

    interstitial ad was displayed to the user and closed by the user.

    For more information and

    guidance on this topic, go to support.google.com/admob/answer/6066980 and

    support.google.com/admanager/answer/6309309.

    As for reward (awarded) ads, we inform you that non-rewarded ads

    (interstitial ads) cannot be placed in prized inventories. no ad

    interstitial must appear as a reward ad, as interstitials do not

    are designed to be placed in reward inventories (during a flow

    of reward).

    To correct the violation, the publisher must ensure that no interstitial ads

    appears right after a rewarded ad closes. More information can be

    located at support.google.com/admob/answer/7372450 and

    support.google.com/admob/answer/7313578.

    Having made these clarifications and to assist with the solution of the reported problems,

    We recommend that you access the App Policy Center and take the following steps: (i) correct the

    policy violations/update your app on the Play Store or App Store and (ii) submit a

    appeal through the App Policy Center.

    When filing a dispute, please describe the changes made to comply with the policies of the

    program or explain why you think a violation may not apply to the

    concrete case.

    Once the challenge is submitted, the application will be reviewed and the result of the review will be

    will be notified separately.

    Please note that if apps violate Google's policies

    Play and infringing apps are removed from the Google Play Store, serving

    ads on AdMob will be disabled.

    Once the Google Play Policy Team

    reinstate the apps, the AdMob policy violation flag will be removed

    automatically.

    Finally, we inform you that Google offers, in its Help Center, all the information and

    support for the topics dealt with in this notification. In this sense, we recommend that

    see support.google.com/admob/answer/6201362 and

    youtube.com/watch

    We remain at your service.

    Sincerely,

    Google Team"

  • Hi!

    I would like my game exported to Android to have the option to stream to a Smart TV, would it be possible to do this using Construct 3? Or is there any external tool I can use so my game can be shown on TV?

  • The technical way is to use Android's App Licensing feature to protect paid applications. However, this is complicated and involves a lot of technical knowledge, you either implement this through Android Studio, Cordova or through a Cordova Plugin. This involves native coding and optionally a validation server, advanced for Construct 3 users, you have to plan in advance if this is worth investing time into.

    The easiest workaround is to change your application from a paid application model to an in-app billing model. This means to provide a free/demo version first, then letting them pay the full version of the game in the application rather than from the Play Store.

    However, even in-app billing models also have its own share of difficulties as well. You also need to have a validation server as well to be full-proof, though this is easier to do now because of available features.

    I hope that helps.

    After thinking long and hard, I came up with a relatively simple idea.

    I can use the IAP Purshase plugin to do this check.

    This plugin DOES NOT connect with Google if the app is not installed by the Play Store, so I thought of registering any product for sale in the app, this plugin will try to check the available products and will not succeed if it is not installed by the Play Store , this error will indicate that the app was not purchased and I can deny access.

    If the plugin receives information about the products registered for sale, then the game was purchased correctly and I can grant access without requiring any additional purchase.

    Theoretically functional, I will test today and tell you if it worked.

  • I developed a game using Construct 3 and published it on Google Play for sale. However, some asshole got the APK file and republished it for free on another app store.

    I'd like to know if anyone has any suggestions on how I can prevent my game from working if it's not purchased from Google Play, using only the tools available in Construct 3.

    If anyone has any ideas, let me know, please!

  • I have some old project that I've been updating constantly, in previous versions of Construct 3 I can build normally, but in version R286 it doesn't work. Doing a lot of research and trying, I found that if I removed the VIDEO plugin, I would be able to export to APK. I created a project with just this plugin, without any other elements and it didn't work. I tested it in Chrome and Edge and the problem persists. Has anyone else noticed this bug?

  • I've been trying for 2 days to build an APK file, but all APKs have different sizes and don't work.

    My project is 35mb, but apk files have different sizes, some are 2mb, some are 37mb.

    See this screenshot:

    Has anyone else noticed this problem?

  • > I'm trying to send a signed APK to Google Play Console, but they don't accept the APK, it says there is an error with the signature, but it's the same signature I always sent. Has this happened to anyone else?

    >

    > I used R255 and R257 to export my game.

    >

    > Error: You have uploaded an APK with an invalid signature. Apksigner error: ERROR (APK Signature Scheme v2 signer #0): APK integrity check failed. CHUNKED_SHA256 digest mismatch. Expected: <9251813ff2d75bf750f4a438e5b74cee2dea5242768566f26c3cd82b977f34c7>, current: <54d9f17ae171412705ef2a5ad4472a25da245b7cccd3c5baff2f7b0dd1d850dd>

    Hi, it happened to me with the R255, Google Play support advised me to send a new signature, after sending I waited 2 days for approval. Now I use the R256 and I have no problems.

    Google Support guided me to do a procedure to check if my signature was the same as the signature registered on the server, I checked and the signature was correct. I suspected the problem was with the package, so I did a lot of builds until one worked and Google accepted my update. I concluded that the problem is the compilation process on the server. This is annoying because I have to compile many times before one works.

  • I'm trying to send a signed APK to Google Play Console, but they don't accept the APK, it says there is an error with the signature, but it's the same signature I always sent. Has this happened to anyone else?

    I used R255 and R257 to export my game.

    Error: You have uploaded an APK with an invalid signature. Apksigner error: ERROR (APK Signature Scheme v2 signer #0): APK integrity check failed. CHUNKED_SHA256 digest mismatch. Expected: <9251813ff2d75bf750f4a438e5b74cee2dea5242768566f26c3cd82b977f34c7>, current: <54d9f17ae171412705ef2a5ad4472a25da245b7cccd3c5baff2f7b0dd1d850dd>

  • I just did a debug APK build and it worked fine. So I can't see that anything's wrong with the build server here.

    Ashley, I noticed that small projects are being exported correctly, were you able to test with a project of 40mb or more?

  • I'm trying to export my project to APK, but during transfer, the process fails.

    My project is about 40mb, I tried to export other projects with this size and I couldn't do it either.

    So I exported a small project with less than 10mb and it worked, is anyone having the same problem?

    Construct 3 version: R255 and R256

    Tagged:

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  • See this thread for Mobile Advert changes in r254.

    Hi, Ashley

    In this tutorial, most of the settings needed are only for IOS and EU regulation.

    My project is only available for Android and is restricted to South America.

    In the attached sample project, was there any configuration missing for the ad to work? Is my project wrong? If I configured everything correctly, why don't the ads load?

  • Ads are not shown because the plugin for some reason "blocks" ads from being shown if the consent status is unknown. Just set the status to personalized using the action set user personalization and ads will load and show. It is not the correct way but this is how the plugin works right now...

    Thanks for your tip, I tried this but nothing has changed, the problem persists. I'm worried that this could seriously harm my work :(

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Playtronic

Member since 21 Apr, 2016

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