Bootfit's Forum Posts

  • Aaaaanyone?

  • Ok - so is it an issue Google are aware of and are looking into?

  • Without going through the thread, is there an official fix for this or are we waiting for Google to sort it out?

    Does this mean we can’t export for android unless we choose to deselect WebGL and settle for low quality graphics?

  • I’m guessing we can just give up on this then?

  • Abusive language aside it’s worth acknowledging that tempers are starting to flare due to customer frustration.

  • Are you sure you're not using Global Layers?

    Something I've only just learnt about - If you have several layouts, all with layers called (for example) Starfield - if one of these layers is checked as Global in the left hand Layer Properties then Copy/Paste on that Global layer will paste too all other layers called Starfield also.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Aaaaaannnyyyyooonnee?

    Hello??

    Ehco!...

    ...Echo!

  • On the left hand side of your Xcode console, the left hand column has a series of 9 icons at the top. Select the first one (folder icon) then select your project in the file tree below (top blue file). This opens a console in the middle panel with several tabs along the top (you app name, General, Capabilities etc...). Select General and in the panel below in Signing click Automatic Signing then select your Team from the dropdown.

    If you don't have Signing panel then you may not have Xcode set up correctly (I'm just guessing) - I'm presuming you do have a developer account with Apple, although I don't know if that would stop the Signing panel from appearing. You may want to ask for help on the Xcode forums: https://forums.developer.apple.com/community/xcode/

  • I take it you've followed this: https://www.construct.net/gb/tutorials/ios-application-development-and-publishing-with-xcode-25

    1. Export for Xcode and unzip and open the .xcworkspace file in Xcode.
    2. In the device list on the tool bar where you can choose different devices to text on (iPhone 6, iPhone 7, iPad etc) select Generic iOS Device.
    3. Select your project in the Project Navigator tab, then in the Generic tab under Signing select your signing profile that you set up with Apple.
    4. The in the top menu go to Product > Archive - the project should now build.
    5. When the Archive window pops up, select either Upload to App Store or Export depending on what you want to do. Export > Ad Hoc allows you to download a local version to upload onto your local device via iTunes.
  • I had this exact same issue and thought something wrong was going on. I had failed to do a few steps:

    • Publish the game service for my game
    • Include the AppID in the GooglePlay object

    Yeah I’ve done both of these. Care to list your action/event sequence?

  • Anyone care to do the community a favour and show just how they structure their events/actions to successfully connect their apps to the Google Play leaderboards?

    I’ve currently got it where the app connects and brings up a connecting window and spinning connecting wheel, then nothing - it just does nothing. I’m guessing there’s a specific chain of events to follow - either that or the Google Play object is bugging out.

  • Ashley - any news on this at all?

  • Is there any news on implementing the MobileAdverts plugin Admob GDPR banner settings for iOS yet? It works fine for Android, just waiting for iOS functionality now.

    For those with iOS apps already live and using the Admob plugin, do you bother complying with GDPR regs at the moment or are you running your apps without adds?

    Thanks all :)

  • The C3P file is a zip file containing text files.

    Decompress the content of your file, open "project.c3proj" in a notepad.

    In that file, you have first the line "savedWithRelease" that you need to change the value of to the release you want to open your project in.

    ex:

    "savedWithRelease": 10400

    ->

    "savedWithRelease": 98000

    to change from release 104 to 98.

    Then you will have to modify the "version" value for all depicted "usedAddons" as well.

    ex:

    {
    			"type": "plugin",
    			"id": "Sprite",
    			"name": "Sprite",
    			"author": "Scirra",
    			"version": "r104",
    			"bundled": false
    },

    to

    {
    			"type": "plugin",
    			"id": "Sprite",
    			"name": "Sprite",
    			"author": "Scirra",
    			"version": "r98",
    			"bundled": false
    },

    to change from 104 to 98.

    Once done, save this file, recompress into the c3p file and then you can try and open it up in a previous release.

    It will work only if you are not using specific features that were implemented after the older release.

    Thanks - I've just tried this but once the recompressed file is saved as a zip then renamed as a c3p it is greyed out in the Open File list. Don't know if this is because I'm working on a Mac?

  • I’m having problems building my app in Xcode - I’ve been developing it in /r105.

    Is there a way to open my app in a previous build eg /r98 to see if I can get it working from that instead?

    Thanks all.