hrisnz's Forum Posts

  • Hello,

    I kind of know a bit of the issue. But I figured maybe somebody knows something and can help:

    I created a browser game /app. I save data to the local storage. Everything works fine.

    I recommend people adding the website to their home screen (to have an app icon and no disrupting browser bar).

    But whatever is saved before, doesn't get loaded once the app is added to the home screen.

    I bet its related to ... different local storage "references", right? Like its saving it under different addresses?

    Is there any way to get around this? Or is there any other solution to save the user's data without having to host everything, create accounts with password, mailing, password resetting etc. etc.?

    If you want to check it out - open the app on your phone: hinz-art.com/fyeah-app

    Any help would be greatly appreciated :)

    Best,

    Chris

    Tagged:

  • Oh well,

    after one day of testing, I think I found the issue one hour after finally posting a forum post :D

    I visited hinz-art.com/fyeah-app instead of hinz-art.com/fyeah-app

    The share plugin seems to just work for SSL secure websites for security reasons I guess(?)

  • Hello!

    I am building a browser app (HTML5 export) that Android and iOS users can simply visit via URL and add to their Home Screen and use it like an app. Everything works so far but the share feature.

    I used the build-in Share Plugin > Share (Text, Title, URL). It works perfectly when running the remote preview on my mobile (iOS device / Safari). But as soon as I upload it to my server and visit the website it doesn't.

    Does anybody have an idea or could help me otherwise?

    In case you want to test it out: hinz-art.com/fyeah-app

    - visit via smartphone

    - tap "?" top right corner

    - tap "Share Icon"

    - It should open your OS' share feature

    Thank you so much for any help or advice!

    Best,

    Chris

  • Reflextions

    Thanks for the link!

    What is your thought on why construct does not jump to the right point when undoing or redoing an action? I think this is a really important feature that would make editing events a lot faster with less risk for mistakes.

    Have a great day!

  • balajis1311

    :D it ended up not working for me :D:D:D so I'm glad it works for you. I still couldn't figure it out and my IAP / Freemium Version is still not finished. It actually frustrated me this much that I took a break from it -.-

  • I can't wait to hear your take on this:

    Looking at two projects and figuring out their differences when the last version "broke" is a real pain.

    Undoing steps back to the point where things still worked is also not a real alternative because Construct does not jump to the undid action... (almost a second feature request in itself.)

    What are your thoughts on comparing two project files for their changed events?

    Have a great week everyone!

    Best,

    Chris

  • Hi shinseyy,

    those resets can be tricky. Let's see

    There seem to be fishy events that look wrong from what I can tell at first sight:

    - Why do both "sides" D and A (wall on left - line 262 and wall on right - line 266) have the following difference:

    - "X Platform is on floor"?

    - You do set "Reset Platform double jump allowed to True" but I don't see any condition that makes use of it. As in: you don't have "If double jump allowed = False" don't let player double jump. But I would guess this is done by the platformer behavior itself, right?

    - I would also guess you shouldn't reset your Platformer Behaviour's Double Jump while the player is in the air, since the double jump seems to be reset when on the ground, right?

    (https://www.construct.net/en/construct-2/manuals/construct-2/behavior-reference/platform)

    "Double jump

    If enabled, the player may make one extra mid-air jump before landing on the ground."

    This is what the docu says.

    I hope this helps as a starting point.

    I hope there simply are a lot of Construct double jump tutorials out there. Maybe you can check how they do it generally again.

    I hope you figure it out or somebody else proofs that help is around the corner if you ask for help nicely :*

    #Construct3neverdies

  • Hi dop2000,

    thank you for your help!

    This is a great starting point.

    Sadly I can't really post a screenshot. As I said, I can't really "dim it down" to a simple project version has e.g. bug reports ask for because I'm pretty sure the mistake is done by me within the "non-reduced version" :D

    Today I am going to revert to the previous version where it still worked and add everything new I did with a binary sort approach to find out what broke it.

    Will tell you guys if I found anything :)

    Have a great day!

    Chris

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  • Hello guys,

    when I test my project locally the local storage works fine. But as soon as I build my Signed Android Bundle the Local Storage seems to log new Keys but not their values.

    It is really strange. Older versions of my project are working fine! But since I implemented mobile IAP the local storage behaves like this on mobile.

    Super frustrating because I don't want to lose all that progress and go back to when it was working especially because nothing I did has a "will break your local storage logic"-label on it :P

    A typical case of fixing one end and breaking something completely different.

    I could upload my project if anybody cares, but it's not a "minimal" version as for bug reports, since the mistake must be in my not minimal part somewhere I know :D

    I thought its worth a try to ask if anybody has encountered this weird symptom before I lose 30 hours of difficult progress though :P

    Have a great great weekend everybody :*

    Best,

    Chris

  • Thank you so much for your help so far Ribis!

    I understand the principle behind what to do when, and am doing pretty much what you described:

    This is my current state:

    Short explanation:

    I have an Intro Screen.

    If you don't have the IAP you get a Pop-Up.

    The Pop-Up lets you either choose "still testing" if you are still within the free testing period

    or lets you purchase.

    Since I know that "has product" returns 0 "on store registration success" even we the user has the product and only returns 1 after some ms, my most recent question is, how do I know how long to wait if the user has the product before triggering the freemium pop-up if not "on store registration success" :P

    I could upload my project file but I doubt anyone feels like looking into it, since I don't have like a "minimum version of it", even though everything is kind of well commented and sorted :D

    Maybe you see like an obvious mistake from my screenshots?

    Have a great week!

    Best,

    Chris

  • Hi Ribis,

    thank you so much for your help!

    I just made a pretty interesting test.

    If I do:

    Condition: Google Play is loaded

    Action: "Add product ID" with type and "Complete product registration

    it does fire on every tick (as expected)

    BUT if I do:

    Condition: Google Play on loaded

    Action: same as above

    it doesn't fire... I do not understand why.

    How is this even possible :D

  • Regarding my overall problem of my in-app purchases not working:

    I think it all comes down to X (inverted) Has product "myIAP_product" is first true and only after a couple of ms turns true if Has product "myIAP_product" is being detected.

    Therefor my app starts reacting though the IAP has not been purchased and then gets mixed up when it changes.

    I thought when On store registration success fires only one state is returned. Not first 0 then 1.

    Has anybody have any experience beyond all this guess work?

  • Hi Ribis,

    I did some more testing.

    " it can be quite annoying for someone to wait 2/3 seconds before the game start"

    you mean each game? Like each round?

    I am pretty sure you only have to sign the user in once the app starts, or when the user loses internet (many people do "on signed out > sign in" in that case).

  • By using my debug text I was able to further understand the sequence.

    Answer to Question 1:

    Q: Is "On store registration success" the event that fires "complete product registration"?

    Is Store and Product Registration the same?

    A: Mobile IAP's documentation seems very confusing on this topic: construct.net/en/make-games/manuals/construct-3/plugin-reference/mobile-iap

    "If registration succeeds then On Registration Success triggers."

    "Store Registered

    True if the registration stage successfully completed."

    "Complete product Registration

    Ends the registration stage. After this has been called you will no longer be able to register products. This must be called before you can purchase products. On registration success will trigger if successful."

    Answer to Question 2:

    Q: It seems like "has product" (inverted) is always true at the beginning - aka. does not have product.

    "Has product" triggers some time afterward, if true. But it seems not to be "on store registration success".

    A: This is true. It indeed seems like "has product" is returning 0 on and some time after "store registration success" fires until "has product" finally returns 1 (if the user has the product).

    Answer to Question 3:

    Q:(Why) do I actually need the whole Sign in GooglePlay and request player details stuff? Since this is an Android Native Project, aren't the users signed into Google Play anyway? Or is this Google Play sign in this additional Google Play SERVICES thing not the regular Google Play Account sign in?

    A: I still don't know.

    Do I need "Google Games Services" for Mobile IAP to work? Do I need to configure OAuth for this, really??

  • Hello dear C3 community,

    I have some issues making my IAP work. Therefore I'm doing a lot of tests trying to figure out some questions I have. I would be so happy if anybody could help me with those:

    Question 1:

    Since it is important to add the IAPs product ID and then "complete product registration" on start of layout - I did so. Now I want to trigger events once this is finished. Is "On store registration success" not the event that fires once "complete product registration" ? (The one being "product-" the other "store registration")

    The documentation seems a bit slim on its Mobile IAP page.

    I don't understand the whole sequence of Mobile IAP as well.

    Question 2:

    It seems like "has product" (inverted) is always true at the beginning - aka. does not have product.

    "Has product" triggers some time afterwards, if true. But it seems not to be "on store registration success"

    My goal...

    ... is simply to have two possible outcomes of my intro screen.

    1. Sign into Google Play Services

    2. Setup IAPs using add product ID and Complete product registration

    3. Once all this is finished: check if user has product or hasn't

    4. Depending on has or hasn't either show freemium pop-up or let the user straight to the main app.

    I can't make this work :D

    Something like this:

    I'ld appreciate any tip, help or advice :)

    Have a great weekend!

    Chris

    PS: Question 3:

    (Why) do I actually need the whole Sign in GooglePlay and request player details stuff? Since this is an Android Native Project, aren't the users signed into Google Play anyway? Or is this Google Play sign in this additional Google Play SERVICES thing not the regular Google Play Account sign in?