@adent42 ok thanks for the clarification, I just wanted to make sure Google analytics & tracking were completely removed through the release candidate prior to 1.25.92 when this initial post was posted. There have been some comments that seem conflicting in that matter.
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@freneticz possibly since we had to adjust a lot of stuff for the upgrades. Can you PM me a screenshot of the play store page that tells you about compatibility, that could help us track down any potential issues.
@adent42 Are you still planning to implement the ability to use of both Admob Banner and Interstitial ads in the same app?.. and if so will it be anytime soon?
Dear,
update an app that GameCircle had, with .92 seems to stop working and leaves the app (Android)
Nor does charboost work, if the user selects that he does not give consent
'privateDataConsentForAds', '0'. Only Admob would work, is that correct?
Thanks i wait answer
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@Espino We'll run some more GameCircle tests. For Chartboost that is correct. The currently do not serve ads if consent is 0. Only Admob will work at this time.
Have the "missing assets" bugs been fixed (at least on android)? For example, some of my republished games are missing sounds, and one is just completely broken (frozen loading wheel on main menu...buttons work but will not change to initial scene when play button pressed). Anybody else having these sorts of issues?
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@Triangularity Games haven't had a chance to look into it yet. I'm gonna run "generate" on the games you sent me and try seeing what's missing and whether I can find a cause.
There's something I've been wanting to ask for a while, but you had so much on your plate, so I decided to wait until most of these issues get sorted out...
I'd love to get the BUZZ behavior Working again, especially since the iPhone7 and up have a way more precise and useful buzz system than older devices.
It can really had a nice feel to most games and, beyond an idea, feel is everything
I don't know if it's a big deal to fix or not, but I think it would be a valuable behavior to fix.
Thanks
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@blob huh, we didn't know it was broken? I don't think it should be a big deal, but we have a few other things first. Thanks for letting me know, I'll keep it in mind. If it's not in the list at bugs.gamesalad.com, it might be worth reporting there. I know we haven't done a check of the bugs site in a while, but now that we have some time to work on the engine again, I'll be revisiting the bug/feature list there to help us prioritize soon.
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@blob, so we just tested and buzz seems to work? I'm guessing you want the ability to control buzz strength?
@Adent42 I've been trying to test the loading wheel on iPhoneX. I assume this is something I need to use RC build for?
Whenever I try to load my .app with a build generated for RC it gives me CFBundleException error for the info.plist saying it's missing from the package or something.
I tried the same build and with all the same settings on a standard generated build and it does not have this bundle exception error and works fine, but the loading wheel is definetly not placed right (cut off by bottom right corner just a bit).
edit:
I've looked at the plists in each builds contents, they look the same except for the release Id and GSAppID.
@Adent42 I built and signed my app for iOS using the '.92' version of Creator. When I submit it to the App Store for review, it asked me "Does this app use the Advertising Identifier (IDFA)?"
At first I tried saying 'No' thinking that this was no longer in use, but Apple wouldn't allow this, giving an error saying that my app DOES use this. Okay, so I said 'Yes'.
My game uses AdMob.
At this stage, rather than asking my players to confirm, I have set the game attribute (forgotten the exact name of it off the top of my head) to '0' so that ALL players will not be tracked and will just be served generic ads (later I may add in requesting confirmation from the player and then activate tracked ads if they say 'Yes' but for now I don't want to bother my players at all and would rather have untracked ads).
My game shows an ad when transitioning from the play to the 'Game Over' screen when the player loses the game (and nowhere else).
Then I am asked the following during publishing - which ones should I tick, given the scenario I've described?:
"This app uses the Advertising Identifier to (select all that apply):
1. Serve advertisements within the app
2. Attribute this app installation to a previously served advertisement
3. Attribute an action taken within this app to a previously served advertisement"
I think number 1 definitely.
I think number 2 probably not (that seems to indicate tracking to me).
I think number 3 not, because I don't link the ads to any actions yet (e.g. no 'reward videos' at this stage).
@adent42 said: @blob, so we just tested and buzz seems to work? I'm guessing you want the ability to control buzz strength?
YES.
I'm sorry for being unclear and making you check the behavior for nothing.
Let me clarify, as it is, the buzz behavior isn't very useful, it only does long buzz.
, one may find it useful for game over behaviors but not much else.
This is why no-one is asking about it.
If we were able to control the length of the buzz ( controlling the strength is not possible) it'd suddenly have many more usage, like game actions and feedback, items and buttons. I bet everyone would start using it then.
Also,there's the haptic feedback system, which is, as you know, an entirely different beast, that would be even more useful, as it gives multi dimensional vibrations.
e.g. hole.io (#1 game right now) any time things fall in the hole there's haptic feedback and it brings a certain value to gameplay.
Connecting buzz length and haptic feedback to a behavior does not seems, to me (I might be totally wrong on this ), like a huge ordeal yet a significant and fun return on investment
@AlchimiaStudios said: @Adent42 I've been trying to test the loading wheel on iPhoneX. I assume this is something I need to use RC build for?
Whenever I try to load my .app with a build generated for RC it gives me CFBundleException error for the info.plist saying it's missing from the package or something.
I tried the same build and with all the same settings on a standard generated build and it does not have this bundle exception error and works fine, but the loading wheel is definetly not placed right (cut off by bottom right corner just a bit).
edit:
I've looked at the plists in each builds contents, they look the same except for the release Id and GSAppID.
+1
I am waiting for this too to update my games. @adent42
@freneticz said:
Is something changed for Android so the app is not compatible with tablets anymore?
@adent42 Have you looked into this?
I've just updated one of my games to Android and download figures have plummeted over night, despite me making it available for EU market again.
The game was consistently getting between 1000 - 1500 downloads daily before GDPR. I then removed it from the EU stores whilst waiting for an update and continued getting 700 - 1000 daily downloads. The version I have just published and is available on all stores suddenly dropped to about 200 downloads yesterday.
I fear updating any of my other games as that may be the end to my income!
@adent42 Update regarding dropping download figures with latest version:
I've just looked into this a little more I'm now thinking the drop in download numbers and the new release is a coincidence.
Many of my games on Google Play also saw a big drop in download figures on the same day and don't show any signs of recovery over the weekend, so I'm wondering if this is due to the Stuck Partial Wake issue that @butterbean had flagged up in a previous thread.
Hopefully the update will fix the Stuck Partial Wake problem and see the numbers recover over time!
Hi @DigiChain, yes I believe this is the case as I am also affected.
I think Google has removed all apps with the Stuck Partial Wake issue out of other apps "similar apps/You might Also like" sections as my app seem to be ranking normally in the charts, and that's the only way I can explain the massive drop in downloads.
@Glass Frog That would make sense as my app still appears as expected in searches etc too. Have you updated with the latest version and seen any improvement?
@DigiChain Have you noticed any change with your apps now not showing in other apps "similar apps" section?
I did a quick check and I cant see my apps showing in any related apps but they definitely did a few weeks ago. The massive drop for me was this Thursday/Friday and thats when I believe Google Play usually updated that section.
@Glass Frog Yeah the download drop for me was also on Friday.
I only have one app available in the UK at the moment which I can check (I took the rest off due to GDPR), and that doesn't seem to be showing in "similar apps" sections either. It definitely was previously.
I have a really bad feeling this has nothing to do with the Stuck Partial Wake issue.
It looks like Google Play has changed their "similar apps section" as I have checked lots of different apps on the store and their only showing mainstream apps and basically no smaller indie apps in that section anymore.
Yeah, there's a lot of posts on reddit with developers experiencing the exact same thing and some of those have no issues with any android vitals stats - so perhaps not Stuck Partial Wake related at all.
I've just been looking at some of the "similar app' recommendations and they're all big popular apps, and for the most part not similar at all (different game type, different genres etc).
Hopefully it's a bug in Google's algorithm that'll be fixed soon... or worryingly maybe Google are pushing us small indies aside and focusing on the big hitters!
Comments
@8BitArvin If it worked, you're fine. You need 1.25.92 if you are signing and using ads. If it submit went through, no worries.
@adent42 ok thanks for the clarification, I just wanted to make sure Google analytics & tracking were completely removed through the release candidate prior to 1.25.92 when this initial post was posted. There have been some comments that seem conflicting in that matter.
Website ∞ Twitter ∞ My apps are available on: Apple iOS App Store ∞ Google Play App Store ∞ Amazon App Store
Is something changed for Android so the app is not compatible with tablets anymore?
Homepage: freneticgamez.eu/
https://play.google.com/store/apps/developer?id=FreneticGamez
@freneticz possibly since we had to adjust a lot of stuff for the upgrades. Can you PM me a screenshot of the play store page that tells you about compatibility, that could help us track down any potential issues.
@adent42 Are you still planning to implement the ability to use of both Admob Banner and Interstitial ads in the same app?.. and if so will it be anytime soon?
Dear,
update an app that GameCircle had, with .92 seems to stop working and leaves the app (Android)
Nor does charboost work, if the user selects that he does not give consent
'privateDataConsentForAds', '0'. Only Admob would work, is that correct?
Thanks i wait answer
@Espino We'll run some more GameCircle tests. For Chartboost that is correct. The currently do not serve ads if consent is 0. Only Admob will work at this time.
Have the "missing assets" bugs been fixed (at least on android)? For example, some of my republished games are missing sounds, and one is just completely broken (frozen loading wheel on main menu...buttons work but will not change to initial scene when play button pressed). Anybody else having these sorts of issues?
triangularitygames.com
@Triangularity Games haven't had a chance to look into it yet. I'm gonna run "generate" on the games you sent me and try seeing what's missing and whether I can find a cause.
@adent42
Thanks for your hard work!
There's something I've been wanting to ask for a while, but you had so much on your plate, so I decided to wait until most of these issues get sorted out...
I'd love to get the BUZZ behavior Working again, especially since the iPhone7 and up have a way more precise and useful buzz system than older devices.
It can really had a nice feel to most games and, beyond an idea, feel is everything
I don't know if it's a big deal to fix or not, but I think it would be a valuable behavior to fix.
Thanks
@blob huh, we didn't know it was broken? I don't think it should be a big deal, but we have a few other things first. Thanks for letting me know, I'll keep it in mind. If it's not in the list at bugs.gamesalad.com, it might be worth reporting there. I know we haven't done a check of the bugs site in a while, but now that we have some time to work on the engine again, I'll be revisiting the bug/feature list there to help us prioritize soon.
@blob, so we just tested and buzz seems to work? I'm guessing you want the ability to control buzz strength?
@Adent42 I've been trying to test the loading wheel on iPhoneX. I assume this is something I need to use RC build for?
Whenever I try to load my .app with a build generated for RC it gives me CFBundleException error for the info.plist saying it's missing from the package or something.
I tried the same build and with all the same settings on a standard generated build and it does not have this bundle exception error and works fine, but the loading wheel is definetly not placed right (cut off by bottom right corner just a bit).
edit:
I've looked at the plists in each builds contents, they look the same except for the release Id and GSAppID.
Follow us: Twitter - Website
@Adent42 I built and signed my app for iOS using the '.92' version of Creator. When I submit it to the App Store for review, it asked me "Does this app use the Advertising Identifier (IDFA)?"
At first I tried saying 'No' thinking that this was no longer in use, but Apple wouldn't allow this, giving an error saying that my app DOES use this. Okay, so I said 'Yes'.
My game uses AdMob.
At this stage, rather than asking my players to confirm, I have set the game attribute (forgotten the exact name of it off the top of my head) to '0' so that ALL players will not be tracked and will just be served generic ads (later I may add in requesting confirmation from the player and then activate tracked ads if they say 'Yes' but for now I don't want to bother my players at all and would rather have untracked ads).
My game shows an ad when transitioning from the play to the 'Game Over' screen when the player loses the game (and nowhere else).
Then I am asked the following during publishing - which ones should I tick, given the scenario I've described?:
"This app uses the Advertising Identifier to (select all that apply):
1. Serve advertisements within the app
2. Attribute this app installation to a previously served advertisement
3. Attribute an action taken within this app to a previously served advertisement"
I think number 1 definitely.
I think number 2 probably not (that seems to indicate tracking to me).
I think number 3 not, because I don't link the ads to any actions yet (e.g. no 'reward videos' at this stage).
Please help clarify for me - thanks!
YES.
I'm sorry for being unclear and making you check the behavior for nothing.
Let me clarify, as it is, the buzz behavior isn't very useful, it only does long buzz.
, one may find it useful for game over behaviors but not much else.
This is why no-one is asking about it.
If we were able to control the length of the buzz ( controlling the strength is not possible) it'd suddenly have many more usage, like game actions and feedback, items and buttons. I bet everyone would start using it then.
Also,there's the haptic feedback system, which is, as you know, an entirely different beast, that would be even more useful, as it gives multi dimensional vibrations.
e.g. hole.io (#1 game right now) any time things fall in the hole there's haptic feedback and it brings a certain value to gameplay.
Connecting buzz length and haptic feedback to a behavior does not seems, to me (I might be totally wrong on this ), like a huge ordeal yet a significant and fun return on investment
+1
I am waiting for this too to update my games. @adent42
Check out my games on the App Store!
Wordgraphy / Polycolor / 20 Seconds / Minimal Maze
Hi @adent42 I can't generate with RC: ERROR ITMS-90207 "Invalid Bundle. The bundle at "xxxxxx.app" does not contain a bundle executable"
The fix in the loading wheel position are included in the RC?
Thanks
All, RC for iOS be broke because of how I built it. I'll try to get something out by tomorrow (working on some other stuff today).
June 12 you said there was no RC. Now I'm confused. Did the RC become 1.25.92 and now you are saying don't use it?
@adent42 Have you looked into this?
I've just updated one of my games to Android and download figures have plummeted over night, despite me making it available for EU market again.
The game was consistently getting between 1000 - 1500 downloads daily before GDPR. I then removed it from the EU stores whilst waiting for an update and continued getting 700 - 1000 daily downloads. The version I have just published and is available on all stores suddenly dropped to about 200 downloads yesterday.
I fear updating any of my other games as that may be the end to my income!
The old RC became the default "Generate" button and a new RC was started with new changes.
You should currently generate using the "Generate" button and sign using 1.25.92.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@adent42
Update regarding dropping download figures with latest version:
I've just looked into this a little more I'm now thinking the drop in download numbers and the new release is a coincidence.
Many of my games on Google Play also saw a big drop in download figures on the same day and don't show any signs of recovery over the weekend, so I'm wondering if this is due to the Stuck Partial Wake issue that @butterbean had flagged up in a previous thread.
Hopefully the update will fix the Stuck Partial Wake problem and see the numbers recover over time!
Hi @DigiChain, yes I believe this is the case as I am also affected.
I think Google has removed all apps with the Stuck Partial Wake issue out of other apps "similar apps/You might Also like" sections as my app seem to be ranking normally in the charts, and that's the only way I can explain the massive drop in downloads.
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i
@Glass Frog That would make sense as my app still appears as expected in searches etc too. Have you updated with the latest version and seen any improvement?
@DigiChain Have you noticed any change with your apps now not showing in other apps "similar apps" section?
I did a quick check and I cant see my apps showing in any related apps but they definitely did a few weeks ago. The massive drop for me was this Thursday/Friday and thats when I believe Google Play usually updated that section.
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i
No, as unfortunately I cant get Chartboost ads to show only Admob banners
using the new RC Build.
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i
@Glass Frog Yeah the download drop for me was also on Friday.
I only have one app available in the UK at the moment which I can check (I took the rest off due to GDPR), and that doesn't seem to be showing in "similar apps" sections either. It definitely was previously.
I have a really bad feeling this has nothing to do with the Stuck Partial Wake issue.
It looks like Google Play has changed their "similar apps section" as I have checked lots of different apps on the store and their only showing mainstream apps and basically no smaller indie apps in that section anymore.
Also this seems to be affecting other apps made with other game engines:
https://forum.unity.com/threads/sudden-drop-in-number-of-daily-installs-on-google-play-store.537467/
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i
Yeah, there's a lot of posts on reddit with developers experiencing the exact same thing and some of those have no issues with any android vitals stats - so perhaps not Stuck Partial Wake related at all.
I've just been looking at some of the "similar app' recommendations and they're all big popular apps, and for the most part not similar at all (different game type, different genres etc).
Hopefully it's a bug in Google's algorithm that'll be fixed soon... or worryingly maybe Google are pushing us small indies aside and focusing on the big hitters!
Like you say, hopefully, it's just is a bug with their algorithm as them sections are now featuring a lot fewer games than they use to.
But if this is the way Google is proceeding and it's not a mistake, then I can see it killing off a lot of small indies like myself, unfortunately.
On a side note, I never knew so much downloads including my own, came from the cross-promotion sections on the Play store.
My Website: http://bit.ly/2c0ohmM
My Apps on Google Play: http://bit.ly/2cccMIy
My Apps on Apple App Store: http://apple.co/2bUSd0i