gdpupdateinfo:5;0.1.4;https://kerimkaynakcigames.itch.io/gamedevpal:gdpupdateinfo
Sunday, March 9, 2025
Wednesday, December 21, 2022
Race Blast data deletion instructions
You may request for deletion of your data collected by Race Blast by sending an email to kerimkaynakci.games@gmail.com
Race Blast Privacy Policy
This Privacy Policy describes the way we collect personal data about you and how we use this data in Race Blast game.
DATA WE COLLECTData you provide us directly:- Player Name
- Data about your game account and game progress including an automatically generated account ID
- Your device OS
- Data about your in-game purchases (e.g. purchasing Gems or Golds)
- We use Google AdMob for displaying in-game advertising and this SDK collects your Advertising ID. See the full privacy policy of Google AdMob by clicking here and here
- We use Google's Firebase Realtime Database to store your game account data (such as your game progress) and this service collects IP address and user agent. See the full privacy policy of Google's Firebase services here and here)
- We use Unity Analytics service and it collects data such as IP address and device identifier. See the full privacy policy of Unity Analytics by clicking here
- We use Facebook Analytics service and its full privacy policy is here
- Create accounts and allow you to play the game
- Develop and improve the game and player experience
- Keep your player profile and progress in the game
- Provide social features in game
- Other players may see your in-game profile
- Data hosting providers (Google Firebase)
- Advertising Partners (Google AdMob)
Monday, December 19, 2022
Clash of Memories - Privacy Policy
This Privacy Policy describes the way we collect personal data about you and how we use this data in Clash of Memories game.
DATA WE COLLECTData you provide us directly:- Player Name
- Data about your game account and game progress including an automatically generated account ID
- Your device OS
- Data about your in-game purchases (e.g. purchasing Gems or Golds)
- We use Google AdMob for displaying in-game advertising and this SDK collects your Advertising ID. See the full privacy policy of Google AdMob by clicking here and here
- We use Google's Firebase Realtime Database to store your game account data (such as your game progress) and this service collects IP address and user agent. See the full privacy policy of Google's Firebase services here and here)
- We use Unity Analytics service and it collects data such as IP address and device identifier. See the full privacy policy of Unity Analytics by clicking here
- We use Facebook Analytics service and its full privacy policy is here
- Create accounts and allow you to play the game
- Develop and improve the game and player experience
- Keep your player profile and progress in the game
- Provide social features in game
- Other players may see your in-game profile
- Data hosting providers (Google Firebase)
- Advertising Partners (Google AdMob)
Friday, April 17, 2020
Privacy policy for Reflexxx Game
Reflexxx game uses Game Center for iOS and Google Games for Android and it displays ads in game. I don't collect any user info.
https://youtu.be/Ra0taQZV34o
https://youtu.be/Ra0taQZV34o
Sunday, March 29, 2020
Privacy policy for Color Bang Game
Color Bang game uses Game Center for iOS and it displays ads in game. I don't collect any user info.
Wednesday, October 9, 2019
Kitabe Privacy Policy
Kitabe app stores all its data locally, in the user's phone. It needs to access camera to take a screenshot of the book excerpt.
Tuesday, December 19, 2017
Triangle VS Block
Triangle VS Block is the newest game I've publish on App Store:
https://itunes.apple.com/us/app/triangle-vs-block/id1326644299?ls=1&mt=8
https://itunes.apple.com/us/app/triangle-vs-block/id1326644299?ls=1&mt=8
Topish
Topish is the newest game I've publish on App Store:
https://itunes.apple.com/us/app/topish/id1326647302?ls=1&mt=8
https://itunes.apple.com/us/app/topish/id1326647302?ls=1&mt=8
Tuesday, November 21, 2017
Color Survive
Color Survive is the newest game I've publish on App Store:
https://itunes.apple.com/us/app/color-survive/id1315688129?ls=1&mt=8
https://itunes.apple.com/us/app/color-survive/id1315688129?ls=1&mt=8
Tuesday, November 14, 2017
Shot On Time
Shot On Time is the newest game I've publish on App Store:
https://itunes.apple.com/us/app/shot-on-time/id1312977331?ls=1&mt=8
https://itunes.apple.com/us/app/shot-on-time/id1312977331?ls=1&mt=8
Wednesday, August 16, 2017
Drone Fights
Drone Fights is the newest game I've developed with my friend Levent Ozkan. You can write me here for any support on this game.
https://itunes.apple.com/us/app/drone-fights/id1236425146?ls=1&mt=8
https://play.google.com/store/apps/details?id=com.kerimkaynakci.dronefights
Thanks for playing.
https://itunes.apple.com/us/app/drone-fights/id1236425146?ls=1&mt=8
https://play.google.com/store/apps/details?id=com.kerimkaynakci.dronefights
Thanks for playing.
Wednesday, March 1, 2017
Qubito
Qubito is an infinite cube runner game I've just published. You can write me here for any support for this game.
https://itunes.apple.com/us/app/qubito/id1209833240?ls=1&mt=8
https://play.google.com/store/apps/details?id=com.kerimkaynakci.qubito
Thanks for playing in advance.
https://itunes.apple.com/us/app/qubito/id1209833240?ls=1&mt=8
https://play.google.com/store/apps/details?id=com.kerimkaynakci.qubito
Thanks for playing in advance.
Monday, December 26, 2016
Getting Device Ids for AdMob
When using AdMob in our projects, be it a Unity game or an app, we better test our ads on a real device besides emulators. But to comply with the AdMob policy, we need to add the tester device's Id as a test device in our AdMob code. But how to find our device's Id?
iOS
When we create an ad request in code, we can add test devices too.
For Objective-C:
GADRequest *request = [GADRequest request]; request.testDevices = @[@"3423aa7873bec7837928"];
And for Swift:
let request = GADRequest() request.testDevices = ["3423aa7873bec7837928"]
Just run your app or your game from XCode with those arbitrary values and look at the Logs window. You'll see something like that:
<Google> To get test ads on this device, call: request.testDevices = @[@"xxxx" ];
So, what is written instead of "xxxx" is your device's Id. Just copy this Id and paste it to your code.
Android
The simplest way to find the device id for Android is to use Android Studio. Just open the Android Studio and run your app and look at the LogCat window. Type "Ads" to the filter of this LogCat window and search for :
Monday, December 19, 2016
Advertising in your Unity game
We,
developers, want to earn some money from what we've developed, an app or a
game. So one of the ways of earning some money from your games is to publish
advertisement. There are lots of advertisement networks out there but I think
the first one that came to someone's mind is AdMob. It's Google's and it
supports Unity very well.
So let's
see how we integrate the AdMob ads to our next hit game!
Just note that AdMob doesn't support Windows
platforms anymore. So, for Windows platforms, I'm planning to write another article. Please stay tune!
The obvious one. Just go to the https://www.google.com/admob/ and signup or just sign in with your Google account if you have one.
Create an
account on AdMob
The obvious one. Just go to the https://www.google.com/admob/ and signup or just sign in with your Google account if you have one.
Create a
new Ad
Now,
after signing in to your AdMob account, on https://apps.admob.com/
click the Monetize tab and click Monetize New App button.
You don't
need to have an existing game to add a new app. But if you currently have it in
one of the stores just search for it and add it. Otherwise, you'll need to add
it manually by entering the App Name and Platform which can be Android or iOS.
Now, we
need to select the ad type to display in our game. I love the interstitial ads
so I'll stick with it. But you can try other ad types too. For example the
Banner type is what we see in lots of apps and games and it typically stays on
screen and rotates different ads without
disappearing.
You can
always add more than one ad units for your game. So, if you want to display
banner and also interstitial ads, that's possible. Just repeat the steps for
another type of ad.
And
that's it. We can skip the Firebase Analytics section.
Now, just
note the App Id and Ad unit Id somewhere because we'll need those values when
we'll write the ad code in our Unity game.
Jump to
the game!
Ok. We're
done with the AdMob ad setup. Now, we can implement our ad logic in Unity.
Well..
How can we communicate with AdMob ad servers within our game? The answer is… by
using Google Mobile Ads Unity Plugin!
Google
Mobile Ads Plugin
Navigate
to https://github.com/googleads/googleads-mobile-unity/releases
and download the GoogleMobileAds.unitypackage file.
Now, open
the downloaded file by double clicking it and Unity will display the package
importing window.
Just
leave all the files as checked and click Import.
AdManager
Now, we
need our custom logic to implement the ad displaying thing. Let's add a new C#
script and name it AdManager.
AdManager
class is reponsible for initializing the AdMob, requesting new ads and
displaying those ads when needed.
using UnityEngine;
using System.Collections;
using System;
#if (UNITY_ANDROID || UNITY_IPHONE)
using GoogleMobileAds.Api;
#endif
public class AdManager : MonoBehaviour {
#if UNITY_EDITOR
string adUnitId = "unused";
#elif UNITY_ANDROID
string adUnitId = "ca-app-pub-xxx";
#elif UNITY_IPHONE
string adUnitId = "ca-app-pub-yyy";
#else
string adUnitId = "unexpected_platform";
#endif
#if (UNITY_ANDROID || UNITY_IPHONE)
InterstitialAd interstitial;
/// <summary>
/// Show ads after playing the game this many times
/// </summary>
public int AdCycle = 3;
int currentShowRequest = 0;
public bool AdIsActive;
void Awake()
{
DontDestroyOnLoad(this.gameObject);
}
// Use this for initialization
void Start () {
if (AdIsActive)
RequestAd();
}
public void RequestAd()
{
if (interstitial != null)
interstitial = null;
interstitial = new InterstitialAd(adUnitId);
AdRequest request = new AdRequest.Builder()
.AddTestDevice(AdRequest.TestDeviceSimulator) // Simulator.
.AddTestDevice("53BE334F327AD478DEE92AF1B98F7AAA") // test device.
.Build();
interstitial.OnAdFailedToLoad += İnterstitial_OnAdFailedToLoad;
interstitial.OnAdOpening += İnterstitial_OnAdOpening;
// Load the interstitial ad
interstitial.LoadAd(request);
}
private void İnterstitial_OnAdOpening(object sender, System.EventArgs e)
{
// ad is opening..
}
private void İnterstitial_OnAdFailedToLoad(object sender, AdFailedToLoadEventArgs e)
{
// ad failed to load. we can request another one
}
public void ShowAd()
{
if (!AdIsActive)
return;
if (++currentShowRequest < AdCycle)
return;
if (interstitial.IsLoaded())
{
interstitial.Show();
currentShowRequest = 0;
RequestAd();
}
}
#endif
}
What we've done here is to define an interstitial ad and requesting new ad on start of this class. If you need to display Banner ads, you can do it by adding a BannerView variable just like our InterstitialAd variable and requesting an ad for it.
adUnitId
Here we use the ad unit Ids we get when we created the ads in AdMob web page. So just replace the adUnitId variable's value with your ad's unit Id.
adUnitId
Here we use the ad unit Ids we get when we created the ads in AdMob web page. So just replace the adUnitId variable's value with your ad's unit Id.
Please note that I've called the DontDestroyOnLoad(this.gameObject) method on Awake method because I don't want this AdManager class object to destroy and recreate on every scene loads because we only need a single AdManager object per our game.
When we
want to show our ad (for example on game over) we call the ShowAd method of
this class. In ShowAd method we check if the ad is active. So we can disable
the ad logic temporarily when we test our game in editor.
When creating an ad request, we can add test device Ids so we can test our ads with those devices. This step is important because if you haven't add your test device here, you will receive real ads instead of test ads and this will be nonethical because ad publishers might be charged when their ads displayed.
Ok. Now
return to Unity and add a new GameObject by clicking Create Empty on GameObject
menu. And let's name it AdManagerObj. Add AdManager script to this object by
clicking Add Component button.
Here, we
can enable or disable the ad or we can set the ad cycle. Here I set it to 2 so
the ad will be displayed when we call the ShowAd method for the 2nd, 4th, 6th
times..
Where and when to
call the ShowAd method?
Actually it's up to you. I prefer to call it on game over, before the game over window is shown. So whenever you need to show ad, you can call it like:
GameObject.Find("AdManagerObj").GetComponent<AdManager>().ShowAd();
That's it. I think it's easy to implement because of the AdMob unity plugin.
I hope this tutorial helps.







