hassan424's Forum Posts

  • Title: Fast Reacta

    Price: Free (In-app Purchases)

    Wrapper: (Intel XDK) and supported features (IAP, Admob)

    Store link: https://play.google.com/store/apps/deta ... m&hl=en_GB

  • Title: Fast Reacta

    Price: Free (In-app Purchases)

    Wrapper: (Cocoonjs) and supported features (iAP, Admob)

    Store Link: https://itunes.apple.com/ro/app/fast-re ... 51529?mt=8

  • Hi,

    Sorry while I can't help you specifically....

    I have found that building using Canvas for IOS (instead of Webview) gives a black screen - I think its related to the fact that at that point maybe your app becomes a canvas app to take the pic?

    There is also a built-in canvas snapshot event in C2 itself, you could try that....?

  • "bump"

    please help! Anyone, if you how to fix this or direct me to someone who can

    Did you ever fix this?

  • Thanks for the response.

    I am currently testing over Wi-Fi but wanted to move on to the next step of setting up alpha testing. Currently I am going the cocoon route, I just have to go through the hastle of Signing and doing ZipAlign the zip file for Google Play.

    I think Intel XDK will do it all for you, even generate a key and sign it for you, and upload it if you want

  • Hi,

    There is no direct way of exporting to Android/IOS, you have to use other software:

    3 methods are listed below:

    1)

    Download and install Intel XDK then:

    In C2 export to Cordova, Open in inxtel XDK, set up up your signing keys, plugins etc, and build for Android

    2)

    Sign up to Cocoonjs, then:

    In C2 export to Cordova, Zip your exported www folder, then upload that zipped folder to Cocoonjs, set up your keys plugins etc, then compile for Android

    3)

    There is a software that converts HTML to APK that is free to use (Google HTML to APK praveshagrewal), but I don't think that will let you add plugins, its probably the quickest and most straightforward option for a very simple app.

    For that you will need to export as a HTML website.

    All of these will give you APKs which you can then submit to the google play store

    If u just want to do some quick testing, you can set it up to run on your deice via wifi (Preferences -> Preview -> Preview server)

    Hope that helps

    Regards

    Hassan

  • Hope this helps:

    In the example if you click on the sprite, it will pause countdown, click on it again, and it will resume countdown -

    Regards

  • Hi,

    I have a game with IAP working fine on Google Play. I uploaded the IOS version to ITunes Connect, but have been told that on attempting to purchase the IAP nothing happens.

    Please see the screen shot below for my logic, which is what works with Google Play:

    The only thing I can think of is maybe because I am using Cocoonjs for IOS as I can't seem to get Intel XDK to create a Distribution IPA. (Used Intel XDK for Google Play version).

    Or is there a fault in my logic regarding how IOS works?

    Any help is appreciated.

    Regards

    Hassan

  • Hi,

    I have a game which is fully working and uploaded to Google Play with Adverts and working IAP.

    The IOS version has Ads running fine, but I have had difficulty with the IOS IAP, particularly because I do not have an Apple Laptop/Computer to upload my binary to Itunes Connect, and at the moment I have other commitments.

    What I am looking for: Some one with experience of IOS IAP working with C2 who can sort out IAP for IOS in the game.

    I am willing to pay for your help.

    Regards

    Hassan

  • Hey

    Thanks for the help.

    I figured it out - my game loop involved the layout being re-started on each iteration, which meant the sprites would reset to the original position each time!

    To get around that I originally changed my code to use the persist function, but now I have re-written most of the game to not need to reset the layout.

    Regards

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  • Hi, thanks it is the right sheet.

    For the life of me I can't figure out why it doesn't work, especially since if I enable the code underneath that executes fine

  • HI, I have made a game in which whenever a button is pressed, the layout will refresh moving sprites forward a set distance. I did this no problem in a test capx. However when I try to do it in my main capx, it doesn't seem to work at all!

    Which is weird as originally the code was for the sprites to move to one of 3 random places, and that works!

    Please see a screenshot of the capx below to see what I mean:

    The code underneath, which has been disabled, works fine! Which is why I am mighty confused!

    Any help would be appreciated!

  • Cheers - thank you!

  • HI,

    Ive made a game, but for some weird reason its goes to level 5 but then somehow changes the LevelNo variable to level 6, which means the level doesn't work properly.

    If I disable all the level 6 commands, the game works perfectly, Level 5 is treated as level 5?!

    To get around this for now, I thought is there a way that if the Layout "Level5" is loaded I could like a check

    e.g. If layout = Level 5, LevelNo = 5

    Any one know how to do this?

    Regards

  • If its just a simple conversion you want without ads etc:

    Export as HTML and then use HTML to APK converter, Ive used this one before, seemed to work pretty well:

    http://html2apk.praveshagrawal.com

    or follow instructions on this thread:

    https://www.scirra.com/tutorials/1035/m ... ite-export

    Regards