Glitch on collapse pubcenter - windows-phone-7

I'm building a game using monogame and I'm using the pubcenter SDK to show advertisements. Everything goes fine, untill the adcontrol can't load an advertisement and tries to collapse. When it does that my game will glitch for a second. Is there a way to prevent that glitch?
Regards,
Tom

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My 3d game now only runs on Internet Explorer

Years ago I make a 3D game on Construct 2 with 3D plugin "Q3D" (Three.js). It runs well in Chrome and Firefox
Suddenly one day, my game it stopped working.
The URL of the game is http://altiplanet.github.io
Is rare because the game run on Internet Explorer.
I view the console but I do not understand anything (various errors appear)
Very Thanks!
Your code uses the setVelocity() method of the PannerNode class from the Web Audio API.
According to the MDN, this method is deprecated and should no longer be in use.
PannerNode.setVelocity() is used in your class C2AudioInstance which is no part of the three.js API.

Unity Game View support Touch Events?

I would like to buy me a Microsoft Surfacebook. But bevore I would like to know if Unity IDE support Touch Events in the Game View of the Editor? Or only if a real device is connect? But the monitor itselft is a touch device.
Thanks for help!
Regards,
Markus
Few days, there was a similar question about touch detection in Unity using Windows tablets.
There is no support for the touch. Input.touches and Input.GetTouch will not work in the Editor Game View. It will only work when you deploy the Game.
For some reason, touches are treated as mouse input.
This shouldn't be a problem at-all because Input.mousePosition and OnMouseDown will work on it so you can use pre-processor to detect when in Editor mode then use input.mousePosition and OnMouseDown and then be able to test your app without having to build it.
Everything else should be fine. Remember, it is not a real computer. It is a mobile computer and is weaker than a real computer. Don't expect a 4K texture game to run smoothly on this device.

Unity3D display Google Admob slow

I intergrated Unity Google Admob plugin for Android but my game takes about 3 seconds to display and close full screen ad. It's make my game ugly.
I think Unity take a time to call native APIs, i'm not sure. I use plugin from Google Team.
Are you have the same thing with me!
Interstitials taking a few seconds to close is a known issue (on Android). I've blamed the performance on Unity though; I tried opening up and closing an empty Activity, not ad related, and it took the same amount of time to close on Android.

Windows Phone XNA Games Hangs on Resume when Guide is Visible on WP7.x

My Windows Phone XNA game calls Guide.BeginShowKeyboardInput to get the user's name. While the Guide's input screen is shown, if the user presses the Home or Search (hardware) buttons, the game is deactivated as usual - but if the user then presses the Back (hardware) button, the game should resume but it doesn't. Instead it shows the "Resuming..." message until Windows Phone gives up trying to resume the game and kills the process.
Please note:
My app is failing Microsoft certification because of this problem - I really need to fix it!
This only happens in my game when the Guide input screen is shown - when it's not shown, the game
resumes properly after being deactivated.
This problem only occurs when the game is run on WP7.x (verified problem on WP7.5 and
WP7.8) - although the game seems to resume properly on WP8 devices.
I've created a blank XNA game project, called Guide.BeginShowKeyboardInput and tested it using WP7.x devices, and this problem-behavior doesn't occur.
I've tested the game without enabling Music & my Trial License manager (they use timers) and it still does this.
Exact same behavior occurs in the emulator (resume-failure on WP7.x emulators, works fine on WP8
emulator)
I used threads to asynchronously download content during the loading screen - but they already completed and exited.
I don't believe other threads are running, although this seems like
it could be a thread-blocking issue.
Any other ideas on what could be blocking the game from resuming when the Guide.IsVisible or how to debug/resolve this problem?
The solution to this issue was simply to NOT use SuppressDraw when dealing with any operation that passes control outside of the app, e.g. Launchers, Choosers and the Guide.
Have you tried calling "Guide.EndShowKeyboardInput" in either the Deactivating or closing events?
So that the guide is closed before the app suspends, you do get 10 seconds to suspend so this might be worth looking into.
If you want the guide to re-show on resume, then in your state saving code just have a flag and open the guide if it's set.

Main menu in windows phone 7 on xna framework

I am writing a game using xna for wp7 for the first time and finding difficult to implement main menu and managing game state. please provide any tutorials/links.
I searched on SO, found below link but the this link is broken.
http://create.msdn.com/en-US/education/catalog/sample/game_state_management
Try the Nokia developer site:
http://www.developer.nokia.com/Develop/Windows_Phone/Code_examples/
They have some good examples on XNA.
Do you know that you can mix XNA and Silverlight? i.e. Menus can be in Silverlight while your actual game screens can use XNA.

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