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fritsbie

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A member registered Jul 12, 2019 · View creator page →

Creator of

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Don't stop here, keep updating the pack!

Awesome work!

Release notes are added as I upload this extension.

1.0.0

Released the initial version

#DEFAULT BEHAVIOUR

By default, this extension does not log analytical data up until you use initialization function. This is intented. Should you require user's consent before, you must wait until the consent and then use the analytics.init()

General

analytics.init()
Initializes the Firebase Analytics.

analytics.enable(true/false);
Enables or Disables data collection. You can stop collecting data anytime on runtime.
{real} status true or false.

User Related

analytics.set.userid(userID);
Designates an User ID for this session. All logged data includes this user ID parameter
{string} userID User's ID.

analytics.set.user_property(property_name, property_value);
Sets an User Property value.
{string} property_name Name of the property.
{string} property_value Value of the property.

analytics.set.current_screen(screen_name);
Sets the current screen. All logged data includes this screen name parameter.
{string} screen_name Name of the property.

Event Logging

analytics.event.post_string(key, value, event);
Logs a String parameter to the console.
{string} key The key
{string} value The value
{string} event Name of the event

analytics.event.post_real(key, value, event);
Logs a Real(number/double) parameter to the console.
{string} key The key
{real} value The value
{string} event Name of the event

Custom Events

There are custom events available under analytics.event (For example: analytics.event.earn_virtual_currency(currency, value) ). You can check them out in AnalyticsScripts of the extension.

Hello & Welcome to the Insructions page of the Firebase Analytics Extension

PREPARING YOUR FIREBASE PROJECT

  1. Create A Firebase Project
    It's really easy, but in case you don't know. Check this video I found on YouTube
  2. Download your google-services.json file and save it on your Desktop(We will use this later)

PREPARING THE GAME MAKER STUDIO 2

The extension needs a little bit extra work: Don't worry, only a little bit.

  1. Find your Game Maker Runtime version(On top-right side of Game Maker Studio 2 IDE) 
  2. Go to this folder C:\ProgramData\GameMakerStudio2\Cache\runtimes (Exactly this folder)
  3. Open your runtime folder (As seen above, mine is 2.3.1.406)
  4. You will see the lists of platform specific codes here. Find the android folder and copy this. Rename the new folder as androidOriginal

  5. Now open the android folder. Open the runner folder. In here you will only change two files.
  6. Open projectFiles and drag and drop your google-services.json file here.
  7. Now open the build.gradle in the same folder with a text editor.
  8. Add the following codes to their respective places

    Add the following code right in the second line.
    apply plugin: 'com.google.gms.google-services'



    In the same file, add the following code right before ${YYAndroidGradleDependencies}
    implementation platform('com.google.firebase:firebase-bom:26.2.0')

  9. Now get back to the android/runner folder and open the RootFiles. You will see the build.gradle file here. Open it with a text editor.
  10. Add the following code inside dependencies brackets
    classpath 'com.google.gms:google-services:4.3.4'

  11. Youre DONE! Now drag & drop the extension into your Game Maker project and you're ready to use it!

IMPORTANT NOTES

  • Whenever Game Maker updates, it creates a new Runtime folder. This means that you must follow the procedure above for every update. Sorry :( 
  • If you want to use other game projects, you should bring back the android folder you copied above. Should you wish use Firebase in your new project, you can just change the google-services.json with the new one you downloaded from Firebase.

Beautiful! Will be using this.
Thanks!

This asset does not work.

On Windows : It creates a ragdoll, but the ragdoll does not do anything. It just stands there. Doesn't respond to collisions at all.

On Html5, it just creates a weird ragdoll. Behaves the same like on windows.

Any fix?

When you add a .png file, you'll get its base64 code as the file_source parameter. You should be able to convert this base64 to a sprite,

Here's what I found on Yoyogames Forums.

var buff=buffer_base64_decode(base64string); //Use async_load[? "file_source"] for this argument
buffer_save(buff,working_directory+"userImage.png");
spr_userimage=sprite_add(working_directory+"userImage.png",0,0,0,0,0);
buffer_delete(buff);
  • 25/08/2020
    Extension is created (:
(1 edit)

apptutti_init(); 
Initializes AppTutti SDK. Returns a Social Async event if successfully gets initialized

“id” = “apptutti_init”
“status” = true or false

apptutti_show_more_games();
Displays the "show more games" display prompt.

apptutti_ads_is_enabled();
Returns true if the app can serve advertisements. 

apptutti_trigger_banner_ad();

apptutti_trigger_interstitial_ad();
Displays an interstitial ad.

apptutti_trigger_rewarded_ad();
Displays a rewarded ad. Returns a Social Async Event when the ad is loaded and fires another event when the ad is watched.

“id” = "apptutti_rewarded_ad_loaded" //Once the ad is loaded.
“id” = "apptutti_rewarded_ad_completed" //Once the ad is watched.

I use this sprite as my filters' icon. Really, inspired me so much!

Thank you.