Grimmy's Forum Posts

  • Thanks. In my case I have a popup message.

    To get around the issue I have an extra condition that asks that Time(since game started)>3 seconds /trigger once only

    This way the pop-up only occurs once a purchase is made and not everytime the game boots.

  • Hi, I know its an old topic, but I'm getting close to release and my device reads 60fps but I can see with my (bare?) eyes that its not 60fps. It looks like about 30 fps to me.

    Now here Im not talking about the janking bug which I've reported previously (which is an intermittent stutter reported to Google here : https://bugs.chromium.org/p/chromium/issues/detail?id=1324177)

    and the disccusion is here:

    https://www.construct.net/en/forum/construct-3/general-discussion-7/stutterring-reads-60fps-169596/page-4

    ..but instead its basically consistently NOT running at 60fps.

    Is the fps reading just plain wrong?

    (I have min framerate set at 5fps at the start. )

    ALso, Im actually testing on a fairly powerful device (Huwai Mate Pro 10).

  • Thanks, I understand your answer but that is not really what I asked.

    I am specifically talking about a problem with the 'On Purchased Success' trigger.

  • My 'On Purchase Success' is triggering every time I run my app (if I have already bought the product).

    Surely it should only trigger when I make a purchase successfully (one time) and NOT as a check to the store to see if I own the product everytime it is called.

    Is this a bug? Will I need to hard code a workaround?

    EDIT: I saw the same bug in a very old forum post. Maybe it was never fixed?

    Thanks

    Tagged:

  • I am using the Mobile IAP Restore Purchases command on Android but how do I know when this has been done successfully/or not?

    I tried 'On Product #### purchase success' and 'On Product #### owned' but they dont seem to work. These only seem to work when I make the initial purchase.

    Do I even need a restore purchases button theses days?

    Thanks

  • The first Mr Bomb was made using Unity over 5 years ago. It was and still is quite successful. It has over 2500 reviews on the app store with an average of 4.7 star rating and over 50k installs.

    Mr Bomb is a fun kids countdown timer. You can learn more about exactly what it does on the site.

    I decided to make the sequel using Construct 3 and we're almost ready for launch.

    Check out the the Rule of Fun website and Mr Bomb 2 news blog here:

    http://www.ruleoffun.com

    Please let me know any feedback you have. Thanks

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  • Oh no, I hope not. I just realised the Dialogue on open/on close don't do anything. Maybe the whole plugin is now gradually crumbling as C3 gets more and more updates :(

  • Hi, I'm trying to make a quick 'screen shotter' (yes, that is a thing?) for all my Playstore/Appstore screenshots but I need all my shots to be a consistent size (1708x960).

    I am using the System command Set canvas Size 1708x960 just before I do the actual screenshot, but the canvas does not get resized and I just end up with a screenshot at whatever resolution my window was manually scaled at.

    Have I understood Set Canvas Size wrong? Should Set Canvas Size scale the browser window or is there some other way to do that?

    Thanks

    Simon

    EDIT: I realise that setting my projects 'Fullscreen Mode' to OFF results in perfectly sized screenshots but I cant seem to set this at runtime (just for the fraction of a second I want to take a screenshot for.) Is there a way to do this?

  • Awesome! Let's make it clear it was MY IDEA.

    MY IDEA I say again.

    :)

  • When I create a physics object (in code at runtime) and then immediately apply force everything works as expected.

    But when I create and object, set is scale and then apply force in the following line of code; no force gets applied.

    Any idea what is happening here? Is this a bug?

    Additionally I noticed that the force on an object is affected by its scale. ie the same force does much less if the object is scaled up. Is this a new thing? I thought that was only controlled by its mass.

    Also, the force seems to change completely again if my object has animation frames or not. In my case if I set my anim speed to 5 instead of 0; the same force applied has much less effect on the object. Why is this? Is this expected behaviour?

    Using r311 Beta

    Thanks

  • Not yet I'm afraid. I resolved my issue in other ways but I'll be working on another part of the project which has the same kind of this going on. I will report back here if I see the issues again. Thanks

  • Oh, I see there is a bug fix for this in the latest r310 already.

    • Timelines: width/height not applied correctly on hierarchy children ignoring parent's width/height

    Marvellous!

  • Im seeing lots of scale issues with timelines. In my case when I have a timeline for an instance that is a child of an object that is playing its own timeline.

    My object is a 'tear'(crying)) that animates down a face (which is in turn is animating on its own timeline, moving side to side).

    The first time the animation runs it runs fine, but in subsequent run the tear is either scaled inversely or scaled inappropriately. (skinny, fat, inverted or a mix of everything)

    I am resetting the timeline each time I play it to time 0. It should be noted that the timeline is one shot repeat once (not looping) and in this example I start the timeline each time I press the spacebar.

    Link to video which better explains it here: https://www.dropbox.com/s/npskjsz6r4ggckz/TearBug1.mp4?dl=0

    Any ideas?

  • Hi , I'm getting a crash using the opacity property on a timeline with the following error in the console below. When the opacity reached 0 the game crashes.

    Also, the opacity seems to have no effect in the timeline preview.

    Unfortunately, I don't have time to fill out a lengthy bug report (apologies) but I'm using the latest beta r309. For now I'm going to just fix my issue in a different way.

    Cheers

    numericInterpolationAdapter.js:16 Uncaught (in promise) TypeError: Cannot read properties of null (reading 'GetOpacity')

    at NumericInterpolationAdapter._reset_action (numericInterpolationAdapter.js:16:190)

    at NumericInterpolationAdapter.SetResetState (numericInterpolationAdapter.js:27:322)

    at PropertySourceAdapter.SetResetState (propertySourceAdapter.js:3:173)

    at PropertyTrack.SetResetState (propertyTrackState.js:7:539)

    at Track.SetResetState (trackState.js:15:381)

    at Timeline._SetTimeAndReset (timelineState.js:16:68)

    at Timeline.Tick (timelineState.js:26:226)

    at TimelineManager._OnTick (timelineManager.js:18:476)

    at TimelineManager._tickFunc (timelineManager.js:3:31)

    at EventHandler._FireAndWait_AsyncOptional (handler.js:8:515)

  • The problem is my rope is a hierarchy and not only that but has a timeline controlling it. Would your idea still work?

    I think the problem is that I cant attach something to an object that's moving in a timeline and then control its movement 'in addition' afterwards. It seems as soon as its controlled by a timeline or pinned to a timeline objects no move or tween commands will ever override that. DOes that sound right? Or maybe there is a way to add additional movement to an object after it has been affected by its parent/timeline.

    Complicated to explain but hopefully someone understands :)

    Thanks