easyDoesIt's Recent Forum Activity

  • I am using the MobileAdvert in my app. I have the Test mode on and using my own AdverIDs, not the Google test ones.

    My problem is I am having a crash, not consistently but infrequently (maybe 1 in 5 times) before or after the Ad is played. I have tried deleting MobleAdvert and I couldn't get it to crash again.

    However, despite the ads playing, I am noticing on the 'configuration failed' event I am getting the error 'invalid response from server: Failed to read publishers account configuration; try again later'. I only wish Google provided better error feedback!

    I have setup the app in Google AdMob and am confident I have the Android Application ID, Publisher ID, and Advert IDs for rewards and interstitial all in the right place and correct.

    So my question is, if the app is not yet published or in test mode could this cause the configuration problem? can this cause a crash?

    The other thing I want to rule out is a memory issue when the ad is starting/finishing before changing to another layout. Is there a way to check this, usb debugging doesn't seem to give this type of feedback?

    Tagged:

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  • There's a couple of ways to achieve this

    1. after you press the equip button layers with the equip info are made visible. You can have a global boolean that toggles when this happens which in turns stop all other parts of the game while equipping. You could also set the time scale to 0. Read a little more here. https://www.construct.net/en/forum/construct-3/how-do-i-8/pause-entire-game-129374
    2. save the state of your level, go to another layout where you equip. When you return you load the state again. This all depends how much work you need to do to save the state as is.
  • Thankyou!

  • Thanks dop2000.

    Please try this link

    https://drive.google.com/file/d/1XBDdlpGhlymG5ww3R73dP722nx8FUjkj/view?usp=sharing

    this is what happens when i put blue on top of red

  • if you are referring to admob, you can set the rating inside Admob. Go to 'Blocking Controls' on the main page after logging in.

  • Hard to work out the problem without seeing the capx. Try recreate in a simple capx and repost.

  • I'm sure I am missing something simple but when I set a sprite with the platform behavior to ignore a solid with tag "ui" it still lands on it.

    See below. if I drag the blue sprite on top of the red. After letting go the blue box will sit on top of the red one. The blue is set to exclude the red tag?

    I want the blue sprite to fall through the red.

    capx link

    https://drive.google.com/file/d/1XBDdlpGhlymG5ww3R73dP722nx8FUjkj/view?usp=sharing

  • Thanks for the comments.

    In the end I put in a new event that triggered on when tween is finished. This fixed it however....

    I was surprised in my original script the local variable was being overwritten by the second time the sprite was being pressed. It would suggest the local variable is static but isnt.... maybe I am missing something.

    e.g.

    1.

    press sprite 1

    'storePoints' becomes 0

    2.

    after 0.5 secs (it takes 2 secs to rotate 90 degrees)

    press sprite 2

    'storePoints' becomes 90

    3.

    after 2 secs from start

    sprite 1 is fully rotated

    sprite 1 'sprite1.points' is changed to 90, not 0 as originally stored.

    4.

    after 2.5 secs from start

    sprite 2 is fully rotated

    sprite 2 'sprite2.points' is changed to 90

    I would have expected 'sprite1.points' to be 0, not 90.

  • Thanks for the comments.

    In the end I put in a new event that triggered on when tween is finished.

    However I was surprised in my original script the local variable was being overwritten by the second time the sprite was being pressed.... maybe I am missing something.

    e.g.

    1.

    press sprite 1

    'storePoints' becomes 0

    2.

    after 0.5 secs (it takes 2 secs to rotate 90 degrees)

    press sprite 2

    'storePoints' becomes 90

    3.

    after 2 secs from start

    sprite 1 is fully rotated

    sprite 1 'sprite1.points' is changed to 90, not 0 as originally stored.

    4.

    after 2.5 secs from start

    sprite 2 is fully rotated

    sprite 2 'sprite2.points' is changed to 90

    I would have expected 'sprite1.points' to be 0, not 90.

  • It's just an example. In reality I am storing the value of the sprites instance variable in a local variable, rotating the sprite, once rotated it is deleted and then a new sprite is created. At that point I want to put the variable value back into the instance variable.

    So the reason I am not storing the value in the instance variable is I am deleting the sprite so I need to store it temporarily while that happens.

  • Hi,

    I have made a CAPX of a larger example inside a game to demonstrate a problem.

    If I touch one of the sprites, the sprites instance variable is stored in a local variable, it tweens (rotating) in 2 seconds, and waiting till it is finished, it is stored back in the sprite instance variable with no change. This works how I want it to.

    However if I touch all 3, 1 after the other, the local variable will take on the value of the last touched event and all 3 sprites will end up with the same instance variable value.

    I had always thought local variables were independently set depending on when the event was run. This doesn't seem the case. So whats the best way to store the value and retrieve after each event has finished.

    Hope I am explaining that well.

    capx.

    drive.google.com/file/d/1NZNCqAZ86YSF0hUVsmhkJRYLujkgOQvX/view

  • If anyone else has this problem in the future, I ended up putting another invisible object where it was located. So if touching invisible object it will rotate and always return back to its starting point, if its not overlapping invisible object, it will drag as normal and all actions that follow during drag.

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easyDoesIt

Member since 3 Feb, 2018

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