CGamez's Recent Forum Activity

  • So you say their time is worth much more (USD 10,000), then you say their time is worth nothing (everything for free)...

    More money means better services for all, that's just a fact. Also most of the addons are for the whole community and not only for one person. So if someone requests a "premium whitelisting" then many others also profit from that.

    In the end it's their decission if they can afford time for such a service. It's just a suggestion from my side.

  • Hey newt,

    I think an average hourly wage is around USD 100 and I don't think it needs 100 hours to whitelist a single addon :) So my USD 100 is based on the fact, that it needs 1 hours in average. And like I said, if it needs more time, it could be also more... But really nobody gets USD 10,000 per hour... Also you wouldn't pay that much for a single addon to whitelist, even if you get million dollar with your app / game.

    Btw. USD 10,000 is much more than a single addon costs to develop, so that makes totally no sense ;)

  • Hey Ashley,

    you already mentioned that you are a small team with limited resources which can cause a long approval time for Build Service Requests.

    There I have a suggestion you maybe can add to your services: Something like a premium request service. Therefor you charge a special amount per whitelist request but then it's definitely done in X days. I think a good number would be around 5 days.

    I suggest this since if you have a big live game and need fast / important updates to a huge community, you also have enough money to pay for a "premium request service". I don't really know how much time (work hours) it needs to whitelist a single addon, but maybe 100 USD per request would be a fair amount. Even if it would be more I would have used this service several times in the past, but also interested for feature requests.

    For example I saw a Build Service Request opened 21 days ago. For "real" publishers this could be very huge problem if you need to react fast (maybe important update or whatever).

    I don't know if something like this is even possible, but if yes, it would be a very great improvement!

    Thanks for your time!

    Best regards.

  • Hey,

    it shouldn't take 3/4 minutes to load a few vars from local storage.

    Maybe post your code, there should be something wrong.

    I also wouldn't recommend to store 30 vars in the storage.

    Use a "Dictionary" and store your vars there. Then save the dictionary in the local storage. Now you only have 1 item to save / load.

    Best regards!

    Edit: You can check out how the local storage works in the C3 manual: construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

  • Taximan:

    Maybe you have the same error I had a few weeks ago (also like 5-10% crashes)...

    To make sure it's not this error, can you please make a screenshot of your tilebackgrounds / sprites you used in your project?

    Then I can maybe help you.

    Edit:

    Or just check your project if you use any tiled-backgrounds (image-size = 1x1 pixel or very small) but size in usage is like 100x100 pixel.

    This will make a lot of phones crash when loading the layout with those tiles included.

  • Thanks!

    Anyone an idea why it didn't work with a second keystore? Or can you only create 1?

  • Just another information:

    I now used the keystore from my first app (which is already published) and now it works...

    Just the question:

    Can I use the same keystore for 2 apps?

    Thanks!

  • Hello,

    I'm trying to export my new game as a signed release apk with the C3 build service. (exporting as a debug apk works fine)

    I've created a keystore using C3.

    But if I use the keystore now (alias = key name, passwords also correct, checked it 3 times...) the buildservice crashes and says something like incorrect keystore...

    I already have a published app and there everything went fine with the C3 keystore generation and C3 signed apk build.

    Here is the full error-log:

    Error: Failed to load signer "signer #1" java.io.IOException: Failed to obtain key with alias "production" from tmp/bb2baa0a-350a-4e32-9edd-ef3e9ce28258. Wrong password? at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:690) at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCerts(ApkSignerTool.java:555) at com.android.apksigner.ApkSignerTool$SignerParams.access$200(ApkSignerTool.java:509) at com.android.apksigner.ApkSignerTool.sign(ApkSignerTool.java:215) at com.android.apksigner.ApkSignerTool.main(ApkSignerTool.java:89) Caused by: java.security.UnrecoverableKeyException: Get Key failed: Given final block not properly padded. Such issues can arise if a bad key is used during decryption. at sun.security.pkcs12.PKCS12KeyStore.engineGetKey(PKCS12KeyStore.java:435) at sun.security.provider.KeyStoreDelegator.engineGetKey(KeyStoreDelegator.java:96) at sun.security.provider.JavaKeyStore$DualFormatJKS.engineGetKey(JavaKeyStore.java:70) at java.security.KeyStore.getKey(KeyStore.java:1023) at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:663) ... 4 more Caused by: javax.crypto.BadPaddingException: Given final block not properly padded. Such issues can arise if a bad key is used during decryption. at com.sun.crypto.provider.CipherCore.unpad(CipherCore.java:975) at com.sun.crypto.provider.CipherCore.fillOutputBuffer(CipherCore.java:1056) at com.sun.crypto.provider.CipherCore.doFinal(CipherCore.java:853) at com.sun.crypto.provider.PKCS12PBECipherCore.implDoFinal(PKCS12PBECipherCore.java:405) at com.sun.crypto.provider.PKCS12PBECipherCore$PBEWithSHA1AndDESede.engineDoFinal(PKCS12PBECipherCore.java:437) at javax.crypto.Cipher.doFinal(Cipher.java:2164) at sun.security.pkcs12.PKCS12KeyStore.engineGetKey(PKCS12KeyStore.java:371) ... 8 more

    Tagged:

  • Hello,

    I have a question to the Mobile Master Ads addon:

    I've added the addon like in the tutorial, trying to use Google-Admob's ad-mediation. I've tried it in my project and also with the sample project you provided but it didn't work for me...

    What I'm using:

    Construct 3 with C3-runtime.

    For my project I used the C3-Build-System for signed-release-apk (Android 5+).

    What I've done:

    I added the MobileMasterAds Addon and provided the following information / settings:

    Debug Mode: Enabled

    Sandbox Mode: Enabled

    (Tried both enabled and both disabled, nothing worked)

    Personalized Ads: Enabled

    Auto Show: Disabled

    Children: Default

    Families: Default

    I changed nothing at "Banner Settings" (I only want to use rewarded Video).

    Android:

    There I put the Reward Video ID from my Admob-Console.

    I left the "banner ID" and "Interstitial ID" empty, since I don't want to use them. I also left the "IOS"-Settings empty.

    Credentials: Here I added my Admob App ID.

    I also didn't do anything in the "Admob SDK" section.

    That's all the settings.

    I've tested them in my project and also in your sample file.

    In your sample file I only changed these settings and nothing more, then exported with C3 to debug-APK. I've opened the app and clicking the prepare / show reward video button did nothing. No text-outputs on the right side, just nothing happened.

    In my project I've added a simple button to "prepare reward video". Then I made an Event "On reward video load" with the action "show reward video". I also added an Event "On reward video load failed" with an action to show me a text-message, but there also nothing happened.

    What do I have to do to only get your sample project working?

    I've read the full documentation but didn't find anything I did wrong...

    Before I've added your Master Ads Addon, I used the default Admob Plugin of Construct 3 and there everything worked fine with the same Credentials.

    Any help would be great. Thank you!

    Edit (some more questions):

    To integrate Facebook-Ads to the mediation you need to integrate Facebook's SDK. Is that done by just adding the Mobile-Master-Ads + Mobile Ads - Facebook Addon? Also for Applovin: To add an App to Applovin you need to integrate their SDK.

  • Hi,

    you can controll them for example with instance-variables. For example if you need to destroy every enemy with "Health == 0" you just make an event where you compare the instance-variable health == 0 and then do an action destroy, which will destroy only the enmies with 0 HP.

    Also you can give your sprite another ID like "enemyID" and then you have access to a special enemy with the "enemyID".

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CGamez

Member since 14 Oct, 2013

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