CGamez's Forum Posts

  • Hey,

    here some tips: In the "Project bar" go right click on the project name, then "tools" -> "view project statistics". There check this sentence: "Estimated peak memory usage is..." For mobile games you should try to keep it around 150 MB or less. I don't recommend to go above that because then you will have especially older / cheaper phones / tablets which can't handle the memory usage.

    If that's not the point in your case, here is another problem with images I had: Please check if you have any tiled-backgrounds which are very small (1x1px) and scaled up to fit the whole background or anything like that. This will let the game crash on specific phones / tablets (this has nothing to do with how good the phones are, but this error appeared only on some phones and there every time...).

    Also check if you have any tiled-backgrounds which are completly transparent (so no image is shown, it's just a transparent file). This will also cause these crashes.

  • Hey,

    thanks for the help! I know that it's possible to get this token with the C3's GooglePlay Addon but I forgot how... Maybe it's possible with the "googleplay.asjson" or something like this.

    Maybe Ashley you can confirm that and also maybe add this to the manual.

    Thanks!

  • Hey,

    just one question: After GooglePlay sign in (from C3's GooglePlay Addon), how do I get information like auth-token etc. to do a server authentication? Didn't found anything in the manual.

    Thanks for the help!

    Tagged:

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  • Hello,

    I'm using the default C3 Browser addon to override the "mobile back button" on android:

    "On mobile back button pressed -> CallMyFunctionAndNotCloseTheApp"

    This works fine, but only if I first minimized my app with the phone's "menue button". After that I can press the phone's "back button" and it calls my function like it should.

    But if I open the app and press the phone's "back button" before minimizing with "menue button", the "back button" closes the app.

    How can I prevent this?

    Thanks for help!

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  • matrixreal: you need to do this on your device / phone and this setting depends on your device, so just ask Google how to clear app data from an app on your device.

  • Hey,

    can you provide a screen of your code? I guess it's a performance problem, go check your project in your browser in debug mode and check the cpu-usage. On phones the cpu-usage is around 5-10 times higher (depending on the phone) which can cause lags...

  • Thanks for the help, I've already solved the problem. I've added the Rotate-Behavior to the Pin and on collisions I set the Pin's rotation speed to the negative wheel's speed for x seconds (depending also on the wheel's speed) and then for the same period of time the negative speed so it gets back to it's normal position. After trying a bit and setting the right times it looks pretty nice now and also performance isn't a problem with that method :)

    But maybe your method would have been a bit easier to do.

    Thanks!

  • Hey everyone,

    I've made a simple "wheel of fortune" with 8 fields. Spinning the wheel and getting the right rewards works so far. On top of the wheel there is a small "Pin" which shows what you won. Now my question: How can I rotate this little pin when it hits the separaters of the rewards of the wheel while the wheel is rotating?

    The wheel rotates with the "Rotation" behavior. I've already tried to make the collision polygon of the wheel like it only has collisions on these separaters. But which behaviors do I have to add to the Pin so that it stays always at the same position but rotating like 20 degrees to the right when it hits the collision polygon of the wheel? Is there any easy way to do this?

    Thanks for any help!

  • Thank you dop2000, just wanted to make sure that there will be no problem by keeping the old events.

  • Hey,

    I have a project where I used the system-expression "unixtime".

    Today I've updated the C3 version to the newest stable and now I can't use the "unixtime" system-expression anymore, also in the C3 manual I can't find anything about it.

    It's still in my events, but I can't create new events with it.

    Was it completely removed? What do I have to do now? Can I still use these events or do I need to replace them? It's a very big project, so this would be tons of work...

    And what should we use instead now?

    Thanks for the help!

    Edit: the new expression should be Date.Now after adding the Date-Addon, but my question: Can I still use the events with unixtime? Or can this cause problems? And why was it removed?

  • For me it seems the easiest and best thing for everyone would be going back to the old system but additionally adding a description so there is less confusion. Because I also think there are more people confused of the new update (because most of the users can't sign anymore) than on the old version.

  • Is there any chance to add an additional description, so if someone can't build then he just should try to enter the keystore-password in the key-password field or how this actually works?

    I have several games and really don't want to change keys for all of my live games if that's even possible.

    Atm everything seems to be working by using another signing service, but of course it's more to do so... (exporting, then uploading to another software and signing)

  • Hey,

    I found this from Google:

    "Note: Using app signing by Google Play is optional. You can still upload an APK and manage your own keys instead of using an app bundle. However, if you lose your keystore or it becomes compromised, you won’t be able to update your app without publishing a new app with a new package name."

    Here the link:

    support.google.com/googleplay/android-developer/answer/7384423

    So I think it's not possible for everyone to generate a new key. But I don't know how many users will face this issue. Atm. I'm trying to sign the app by another service, but with C3 I can't.

  • Yes I guess everyone who has "live games" doesn't use any beta versions, so the real problem appears now in the stable version and everyone with live games now has to switch to another build service...

    I mean if the key-password doesn't work for new keys, maybe just add a description what to do then. But now all users who already had working keys now need new ones if that's even possible.