igortyhon's Recent Forum Activity

  • How do you track failures on a test device to know which SDK is failing? Do you use Android Studio connected to the test mobile? or how do you do it?

    Hi.

    I first study all the crash reports in google, but it is rarely explicitly stated which sdk. Then I connect all test devices through android studio and watch logs and try to catch the error, mostly errors occur when a weak device or slow internet.

    It also helps to build a new build version without changes and send it for release.

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  • As you can see my error chart for July. The graph calls out that I am slightly below the 0.47% threshold.

    But that's only because I have mediation in play and 17 advertising SDKs and analytics connected.

    In those games with pure AdMob and analytics the indicators are even better.

    I recommend to look at the report on errors, what kind of SDK causes them and try to catch them on your test device and look at the logs.

    I understand you the increase in errors is very unpleasant and affects organic installations, so I always implement a new version gradually and look at the number of errors.

  • Hi I have created some screens with sprites of 107 frames. I was not able to get the freezing during transitions.

    Yes I can see that the memory usage has increased but that's only because there are two different sprites on the second screen.

    It's hard to help if we can't see the problem. What you're describing is very strange.

    The loading screen is a crutch to use when other methods don't work. If you post an example of such a project I think it will be easier to help. You can cross out the graphics or replace them if you are worried about them being stolen.

  • Hi.

    Can you describe in words the algorithm of the enemy's behavior? Or we need to find this game on youtube to study the enemy carefully to help you.

  • If you can't do it, send me your example with inventory and I'll add it.

  • Hi. I tried to understand your question, I'm not sure I did.

    You can do this.

    When spawning an item on the level create a text object and it writes 2 local variables, the first is the type of item for example bread and the second is the quantity for example 10.

    And when the player picks it up and clicks on it you put in the inventory data from these two local variables text object and delete the object itself.

    Maybe that's not what you need or maybe I didn't explain it clearly.

  • Hi. I'm not good at looking for problems, so I created a quick example. I hope it will help you.

    I have modified the block a bit, the ground variants are placed in the animations, so we will have the possibility to add frames of the destruction of this block to each animation.

    File *.c3p

  • Hi, I used to do this in a game, here's a simple example.

    Maybe you'll find it useful.

    File *.c3p

  • igortyhon, Do you know how long you stay saved? or is it just lost using LocalStorage if the player uninstalls the app?

    I have not been interested in this issue, on mobile devices definitely more than a month.

    The problem is that some players have all sorts of cleaners and optimizers and they can sometimes clean the records and players then swear.

    Another common problem is that on the web some players use privacy-oriented browsers and then wonder why nothing is saved.

    But even if you do nothing, the percentage of such cases is small, but they are upset and shout the loudest, so on popular games I re-dub the save to the cloud.

  • - Unfortunately it is true, if at the beginning of work with Construct3 you have no internet connection you may be sent to the free mode. And even if you have a connection and during the work the internet is lost, you will have problems with previewing.

    - Unfortunately, the company is too afraid of piracy. But pirates have long ago learned how to get around it and so only ordinary users suffer.

    - Honest result can be considered when only a build on the server or an update requires access to the network.

  • My choice is local storage only.

    If the game is profitable I integrate it additionally saving in the cloud through third-party services that players who have been playing for a long time did not lose progress and did not lower the rating with these complaints.

    All this work with files (eg json) and file system relatively stable work only on PCs and my main market is cell phones.

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igortyhon

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Last online 24 Dec, 2024

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