How to fix 'sellers.json file' issue in Google Adsense

How to fix 'sellers.json file' issue in Google Adsense





 In the latest update of  Google Adsense, a new notification has come. It says " We encourage you to publish your seller information in the Google sellers.json file. Visit the account settings page to review your current visibility status ". This is not a big issue. You can solve this very easily. Here are the steps to solve it.


  • First Login to your Google Adsense account.

  • Then go to Account >> Account information

  • There you can see Seller information Visibility




  • The default option will be ' Confidential '

  • Now change it to ' Transparent '

  • There is an option to enter your Business domain (website address). But it's not a necessary thing

  • When typing your website address, don't include any prefixes like 'https' or 'www'. 

  • It may take some time to get it upadated.




 “It was like a scene from a horror movie”“I became really worried when I saw that. I couldn't keep my eyes on Princess Peach!” These are the words of Yoshiaki Koizumi, producer on Super Mario 3D World. While the finished game is an adorable, colourful,family friendly adventure, an initial prototype went horribly wrong. You might think that Bowser’s Fury, the accompanying game in the Nintendo Switch version, looks dark and moody. While 3D World was never heading in such an intense artistic direction, its development featured a few accidentally creepy moments that disturbed the senior developers. The game was developed by the Tokyo Software Development Department, who were a long way from the watchful eyes of the senior developers at Nintendo’s headquarters in Kyoto. The team were seasoned professionals, having previously developed Super Mario 3D Land for the 3DS. Work on that game’s follow-up was one ofthe first times that Mario’s dad, Shigeru Miyamoto, gave them free reign to explore concepts on their own. Miyamoto said of the game:“When we were making Galaxy, even if it were things like adjusting the maps I would stay a few nights in Tokyo to help them out, but from around the time between 3D Land to 3D World, I only needed to be involved with occasional spot-checks in areas where I wanted to take a closer look. My role now mainly centers on verifying whether the game still follows the overarching concept.” With the newfound freedom and trust that their received while developing 3D World, the team first started by using ideas that had been left over from 3D Land, most notably, multiplayer. Super Mario 3D World was designed, as you might have guessed, as a deliberate attempt to get players to fight amongst themselves. Everything, from the button that lets any player randomise everyone’s characters, to the inclusion of a crown that can be fought over, to the fact that it’s difficult to tell characters apart in the middle of a chaotic level, was built to encourage players argue with each other. In the words of co-director Kenta Motokura:“A complicated psychological battle unfolds outside the screen… “Among us developers - who are used to it- a battle for the crown is inevitable. Right before the goal we'd always get into little skirmishes!” Satoru Iwata, perhaps attempting to soften this particular aspect of the game, described it thusly:“It's open to competitive gameplay, but it isn't requisite. Gameplay changes depending on each player's style. That is a similarity with Mario Bros. when it comes to enjoying multiplayer gameplay.” This new multiplayer element was fun, but it didn’t give the game a unique selling point. The team needed a new mechanic: something that would make the title stand out. It was while searching for this new idea that the project stumbled and fell into Uncanny Valley. Said Motokura:“This time, we prioritized on that great feeling you get when you run and jump. In that process we came up with two separate ideas - running on all fours, and climbing up a wall. Both were actions that Mario usually doesn't have, and those ideas triggered our decision.” So, the team built a prototype testing this mechanic, but used the standard character models – they hadn’t specifically decided on making this a cat power-up.

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