citron2010's Forum Posts

  • Maybe check the text input's "is focused" condition and move the other elements down it it's true?

  • I've only tested IAPs on iOS TestFlight so far and not on Google Play, but just wondering whether you're giving the IAP "on purchase success" when "on product owned" or "on transaction finished" might work better?

  • Could you place another sprite on top that starts at zero size then grows to entirely cover the original explosion?

  • Thanks to Ashley for solving this.

    If you request both permissions on iOS, it doesn't work but you only need to request one and both will be requested and, if the user agrees, will be granted.

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  • igortyhon - thanks for all this info. I had similar questions myself.

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  • I'm guessing here - perhaps you could try simulating both jump AND either left or right when your jump button is released?

    construct.net/en/make-games/manuals/construct-3/behavior-reference

  • Interesting idea. That sounds more feasible, but I still need to figure out: 1. How to avoid bombarding the player with download requests, 2. Performance, and 3. How to stitch together the recordings. I'll see what I can do.

    I don't think you need to bombard the player - I was thinking that you might be able to use the AJAX plugin to read the recorded video via its URL. From that plugin's page:

    Binary data

    The AJAX object can receive resources as binary, and also post binary data, using the Binary Data object. This is also useful to fetch local resources like canvas snapshot URLs or video recording URLs, and load them in to a Binary Data object to do something else with them, like save it to storage or upload it to a server.

    So:

    1. Create an array with 30 entries
    2. Record 1 second
    3. Store its URL in the array
    4. Delete the last entry (i.e. the 31st) every time a new video is logged
    5. Player clicks the download button
    6. Loop through the 30 entries in the array
    7. Use the AJAX plugin to retrieve each clip via its URL
    8. Some magic here to stitch all the clips together (might need raw JavaScript)
    9. Serve the resulting 30 clip to the user as a download

    That might solve the problem of not wanting to prompt the user to download every video, but you might have a similar problem requesting permission to start the recording. This is from the Video Recorder manual:

    For security reasons, browsers will prompt the user before the recording starts. To avoid the prompt annoying users, this action may only be allowed in a user input trigger, e.g. On button clicked, On touch start etc.

    And I'm not exactly sure what that implies!

  • I’m wondering whether you could record in 1 second chunks, delete any older than 30 seconds, then stitch together the last 30 when the user makes the request. No idea if it’s possible though!

  • Tested on an Xcode iPhone 15 simulator with the same result.

    Then tested (as a debug APK) on the BlueStacks emulator on Windows) - this seems to work - I get four alerts (2 request permission alerts and 2 permission granted alerts) although I didn't get an alert from the OS like I do on iOS. Also, if I tap the screen again, I get the alerts again confirming that the app is still responding to inputs unlike on iOS.

  • As controller support on mobile isn't working at the moment, I thought I'd try controlling my game with the mobile's sensors and built a quick test harness:

    drive.google.com/file/d/15uTTQvS-RgYV_vkC-Jpw5DXbnhiEDun6/view

    Exported to Xcode and tested on my iPhone

    Essentially, when the screen is touched, it requests both Motion and Orientation permissions.

    This iOS alert then pops up:

    I select Allow, but nothing happens.

    The project should pop up an alert after each permission is requested and if either permission is granted or denied, and if the former, should start displaying readouts from all the sensors on the screen. But none of these alerts are displayed and nothing happens if I tap the screen again - it's almost as if it hangs as soon as permission is requested.

    Am I doing something wrong?

  • Tested an IAP in TestFlight last night but it didn’t work. A quick Google suggested it was because I’d not provided my tax and banking details to Apple which I then did. Checked this morning to confirm they’d been accepted then tried the IAP again and it worked. Deleted and reinstalled the app, tried the IAP again and it said I already own it and asked if I wanted to apply it again. That also worked. Reinstalled again but this time tried to restore the purchase - that also worked. There’s a delay of a few seconds when purchasing so just want to animate the IAP button to reassure the user that something’s happening. Also just want to check all the alerts are triggering at the right time and with the right text. So I’m fairly close to start opening it up for beta testing. Now need to do similar for the Google Play store.

  • There's this open issue which sounds related. I would hazard a guess that this is a bug in iOS and WKWebView isn't using gamepad input, but we need to finish reproducing/investigating it first, which is just taking a little longer as it's a hardware-dependent issue.

    Ok, thanks. Let me know if I can help in any way.

  • A couple of months ago I did a quick test of gamepad support on my iPad after an Xcode export and it worked (using a Bluetooth connected Switch Joy Con).

    Today I got hold of another Joy Con and wanted to test whether two controllers worked. But my game didn't respond. The Joy Cons are both connected and detected as controllers in iOS' settings and work with other games.

    They also work on my iPad using remote preview. But exports to either Xcode directly or via Cordova don't.

    I've built this test app to confirm.

    drive.google.com/file/d/12SgKQLV1oJdNBmAQLhH3N6u8TGbaNOhR/view

    Again, it works fine in local preview (on a Windows laptop with a USB controller) and in remote preview (iPad with Joy Con) but not in either an Xcode or Cordova export.

    I've also gone back to find a previous version of my game that does work with an export, but can't, so I'm wondering whether there's some regression bug in C3 or in the export pipeline?

  • I went down this route:

    Click "Restore Purchases" button - call "Restore purchases"

    Wait for 2 seconds (might need to increase this)

    I then check "is product owned"

    It's now working in Xcode using a Local StoreKit Configuration file

    Next step is to upload a new version to TestFlight and test it there

    (I'm skipping testing it in the Sandbox - not think that's necessary - mine is a very simple case with just one non-consumable IAP).

    This guide on testing IAPs on iOS was invaluable:

    medium.com/@Sergey.Zhuravel/in-app-purchases-in-ios-part-3-testing-purchases-in-testflight-sandbox-and-locally-in-xcode-3dec999986e1