CGamez's Recent Forum Activity

  • Hey,

    you should mainly focus on the Google-Reviews since these are the reviews from your players. Just one thing: Maybe it's better to release new games in "Open Beta" (Early Access) to get private feedback so you can improve the game before actual release. Also you then have the opportunity to apply for Google-Plays Early-Access feature which could give you tons of organic users (for free).

    Also since your game is already published, check out Google's Indie-Corner program. There you can also apply for and get a lot of free users!

    Good luck with your game!

  • Hi everyone, sorry for the delays with the upcoming new addons. We're still currently working on a new website for the collection to better document the new addons and their tutorials. Afterwards, we should be able to finish and release the new addons.

    Also, I would like to announce that we will be removing the website chat payment service and its discount promo, effective September 03, 2021. However, we will still keep the support channel active.

    Thanks for the update! Is there any chance to get the Mobile Billing update earlier since it's a requirement to publish new games on Google Play.

  • Ashley or Nepeo is there any possibility to recieve the server auth code for Google Play games services with your GooglePlay addon?

    I guess it's not possible with the current Addon. You can close this.

    Thanks.

  • Hey,

    1000x500px is still huge but if that's only 1 background you can also keep it. For resizing just check on a high end device if it's still looking acceptable. If you use pixel-art I guess you can use a lot smaller images.

  • Ok, maybe the answer to this will be a obvious "YES", but does the fact that like 70% of my game "engine" (i.e. the battle system) is in just 1 event sheet? Or it doesn't matter?

    It shouldn't be a problem at all (only that it maybe is a bit laggy in the editor)... How many events does your biggest eventsheet have? (mine is around 900 events)

    For memory usage you should only focus on images. Events wouldn't reduce / increase that.

  • I had a lot of ui designed in like 1 big image... splitting this to all single elements reduced the memory usage a lot, since big images take more memory in ram. Also then I could reuse a lot of those images on other parts in the game. Also I had some big (1200x700px) black-transparent "popup-bgs" which I resized to 50x50px tiles. So best practice here is to check your biggest images if they are really necessary or if you can split them and reuse parts of it (tilemaps maybe).

    construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

    A lot of small images / tiles is a lot better than having only a few big images / tiles.

  • I had a game with 700 MB memory usage with 10k+ installs on Google Play and had crashes on all phones with less than 2 GB RAM. Of course new phones easily can handle this, but if you publish a game you should make sure that it's working on every device you are targeting. So a device you are targeting should have at least 3 times of your games memory usage and more.

    Luckily I managed to reduce the memory usage to 140 MB with some resizing of images and since then I had 0 crashes from that. Easiest way is to remove / split your biggest images. But it depends a lot to the project how you can decrease memory usage the easiest way.

  • Hey,

    here some tips: In the "Project bar" go right click on the project name, then "tools" -> "view project statistics". There check this sentence: "Estimated peak memory usage is..." For mobile games you should try to keep it around 150 MB or less. I don't recommend to go above that because then you will have especially older / cheaper phones / tablets which can't handle the memory usage.

    If that's not the point in your case, here is another problem with images I had: Please check if you have any tiled-backgrounds which are very small (1x1px) and scaled up to fit the whole background or anything like that. This will let the game crash on specific phones / tablets (this has nothing to do with how good the phones are, but this error appeared only on some phones and there every time...).

    Also check if you have any tiled-backgrounds which are completly transparent (so no image is shown, it's just a transparent file). This will also cause these crashes.

  • Hey,

    thanks for the help! I know that it's possible to get this token with the C3's GooglePlay Addon but I forgot how... Maybe it's possible with the "googleplay.asjson" or something like this.

    Maybe Ashley you can confirm that and also maybe add this to the manual.

    Thanks!

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  • Hey,

    just one question: After GooglePlay sign in (from C3's GooglePlay Addon), how do I get information like auth-token etc. to do a server authentication? Didn't found anything in the manual.

    Thanks for the help!

    Tagged:

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  • Hello,

    I'm using the default C3 Browser addon to override the "mobile back button" on android:

    "On mobile back button pressed -> CallMyFunctionAndNotCloseTheApp"

    This works fine, but only if I first minimized my app with the phone's "menue button". After that I can press the phone's "back button" and it calls my function like it should.

    But if I open the app and press the phone's "back button" before minimizing with "menue button", the "back button" closes the app.

    How can I prevent this?

    Thanks for help!

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CGamez

Member since 14 Oct, 2013

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