eski's Forum Posts

  • So I'm making a fake message app by using the mobile keyboard in fullscreen app. When I do that I miss the bottom buttons on android (back, menu and all apps buttons) so I thought I could just superimpose another image of the footer on top of the keyboard.

    As I understand it, HTML Element will always put everything on top of the game graphics and even the keyboard itself if I orient it like that.

    I have been trying to get the "Create sprite image element" to do this but no luck.

    Do I maybe need to do some CSS tweaking with it?

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  • Is there still no way to full screening an HTML app with iPhone. Maybe some javascript workaround?

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  • Wondering what would be the fastest way to debug features on my phone.

    I'm making an app that has a lot of multi-touch and weird swipe gestures and because of that, I need to do a lot of minor changes and run a preview. If the changes are simple and need only single touch I will just do a local preview on the computer which runs instantly. If I need to see how it works on the phone I will do a remote preview meaning I run the preview, scan the QR code with the phone, wait for 1 min while it starts, check if my programming was working, seeing it didn't take, change some minor stuff in C3 and restart the preview.

    Now my question is, is this the "right" way to doing mobile apps in C3? Should I connect the phone to the pc with a USB cable and launch through that somehow? Is there any way for it to start faster? Feels strange that is sooooo slow starting because if I make a debug APK it will start instantly.

    The phone and the computer are connected to the same router. The computer is connected with a cable and the phone is on wifi.

  • Thanks, I'm really happy how it turned out :)

    Currently, I have 782 downloads and it's all around the world, fun to see that.

    It took some time and tests to figure out the scaling. In the end, I used the default setting, which is letterbox scale, no anchors and resolution set to 1080x1920. Because of the simple game elements and color scheme i got away with it. There is a big crop on the top and bottom but it looks like by design I guess.

    For my next game, I will use the whole resolution so I have to figure out how to use anchors with the scale inner/outer.

    Regarding the audio, I didn't even notice there was a delay so no, it's not supposed to be that way. Might be this chromium audio delay you talk about, need to look into that.

  • Thanks, was really excited to finish the whole process. Decided to have the game easy enough for me to finish the whole task.

    I'm planning to do iOS as well yes, I just need to get my hands on some Apple gear, I don't think I can export on a PC.

    I'm not using achievements in this game but I'm using 2 instances of leaderboards, one for each game mode. They seem to be working well. I hade some problems making them work in the beginning. Google seems to be really slow when caching. I did some changes and it could take a day or two to actually work. There are some expressions in C3 to catch the errors, I was using them to see what was going on.

    My main problem was that all players only saw one entry in the high score, my score. I found out that the players need to enable their "Let others see your game activity" in their game setting, that way their score will be seen publicly. This setting is off by default.

    Also, my leaderboards only worked after uploading the game to the Play store and in alpha mode, internal mode didn't work, not sure why. In the game services, you have to add all the players to a testing group and include them in the alpha/beta mode.

    Basically, I just browsed every link I found in the play console and game services and made sure everything was linked together.. :)

  • 11 years I have been lurking on these forums and using Construct for very random projects that it was quite frankly not designed to do (I/O sorting systems, VFX pipeline tools, etc..).

    This Christmas my father was bitching about this one game he plays a lot. His words were something around it being perfect if only if it was possible to do one more thing (turning the blocks). Challenge accepted... I told him that I needed a project to do in my spare time so I set a goal to learn how to finish a small game that would include Admob working and releasing it to Google. These three weeks split up to 50/50, doing the game and making Admob and understanding how the Play store works.

    Anyway, these three weeks gave me a good idea of how all of this works and I'm really excited to make another game. If you want to check it out then head over to the Play store here:

    play.google.com/store/apps/details

    Tagged:

  • I was so excited that I posted this right away. And for those wondering it is just like that, you have to wait up to 48 hours for it to start working. For me it took around 4 hours and I'm now seeing ads so everything is working correctly.

  • For those who have released a game into Production on Google Play. Did it take some time for admob ads to work? I just promoted my Alpha release to official Production release and everything is good except the ads are not showing up.

    I made damn sure everything was working in Alpha before promoting it to Production. The alpha release was receiving live ads.

    I have googled this and the little I found was that I might need to wait a few days for the ads to show up but find that weird because as said before, they were good in Alpha.

  • I'm wondering if there is a way to customize this screen. In most games I've played on mobile phones this usually looks quite different and more in the theme of the game.

  • That's what I'm thinking. It's risky because the app could be terminated before the save action has finished. I guess I could just give the player a manual way to save their progress.

  • It's a tetris kind of a game where people have to do some puzzles and sometimes one game takes up to one hour. They want to play it in parts, so 5 min here and there for days often.

    But like i tried to explain, the problem for some is "alt tabbing" between programs on the phone and coming back to the game and seeing it basically restart, it's like they are just starting the game fresh. I haven't been able to make this happen on Samsung S9 or Oneplus 7 pro. I guess this happens on lower-end phones where some memory management kills programs that are not being used.

    I don't need to save each 10 sec, I'm just wondering what would be the best way to catch the current progress of the game when people jump to another program.

  • I'm running an alpha test on my mobile game and few users are having problems with losing their progress when they briefly go to messenger or Facebook or something other in their phone. When they come back to the game it will restart and go back to the menu. I think this only happens on phones that have turned on battery saving mode so they auto close to free up memory or something like that.

    So my question is, how would I catch when users are going to another app. The trigger "on suspended" would be the best action I think, and when it catches that it would use the "Save Game" action. But the problem with that, would the Save Game action be able to finish saving everything when the user has already suspended the game?

    Would I need to catch this before the user even clicks the minimize button by auto saving each 10 sec or so? Instead of using save game, should I make a custom function that writes it to the local storage instead, would that be faster?

  • eski the APK must be signed ( with the correct key ) to work. A recent beta release added the option of signed debug APKs which are useful specifically for this situation. You can export the APK, copy it to your device, install it and then do your tests. So you don't have to go via play store release channels.

    Nepeo

    Ok, I just updated to beta and did a signed debug APK.

    The Play service launches and it all looks good but it won't let me log in. I think there is still the issue of setting the construct preview URL to the right place. Have you checked the documentation on that? Seems to be outdated.

  • Ahh that's great. Going to test that :)