Kraudi's Forum Posts

  • Completely new to me. I have just released my new game yesterday and it went through in 7 hours. How do you compiled it? C3 build service?

  • You should probably contact a couple of review sites and send them promo codes.

  • Kraudi I have my storyboards set up exactly the same as yours, still getting the screen off to the left.

    Anonnymitet I tried checking Unbounded scrolling and it still gives me the screen off to the left.

    This is so weird, on the C3 Github they were saying the issue has to do with the build server using an older version of cordova-ios, but I think it has to be something else cause you guys are getting it to display correctly.

    My projects are all

    • 1280x720

    • Viewport-fit:Cover

    I have tried both Scale Outer and Scale Inner, Unbounded Scrolling on or off does nothing, I have tried both LaunchImages and Storyboards and I have tried both existing projects and blank C3 projects and nothing works, I have no idea how it is displaying correctly for you guys.

    Yeah I also now don't think this has anything to do with their build server. I will try to upload my project file (empty) so you can try if that will work for you.

    Edit: Here it is. This one is from my other game which is already in the AppStore. It is 1080,1920 (Portrait).

    https://www.dropbox.com/s/wva1ou6zhu0a7 ... t.c3p?dl=0

    Can you try it out with portrait at first? Jsut to make sure we compiled exactly the same.

    If it still do not work can you send me yoru project file? I can try it otu on xCode myself just to verify it.

  • Isn't this due to not having "unbounded scrolling" checked in C2/C3? If I remember correctly that fixed the issue for me. If you scale outer and you do not have unbounded checked it will put everything to the left of the screen.

    Could be possible. I use unbounded scrolling (as stated earlier in this thread) and for me it works. So it is possible but twg has to try this out.

  • [quote:1yd6r90r]I am just using the current version of C3. Exported a xcode

    project and that was the result^^ Dont know what makes the difference. Strange

    Are you creating a new storyboard or using the existing CDVLaunchScreen.storyboard ?

    I'm using the existing one. I added the 2048x2048 screen to the 1x, 2x & 3x (Any height/width) fields.

    After that I do these 2 steps.

  • Very nice, very clean design. What is the game play like Kraudi?

    Thank you! I'll gonna quote my own appstore description

    Squirix is a minimalistic logic puzzle game with handmade challenges where you have to colorize all hexagons to complete each puzzle. 
    
    A simple tap colorizes or decolorizes any hexagon. Sounds too easy?
    What if all hexagons which are side-by-side to the one you tapped also toggle it's state? Still sounds too easy?
    
    More gameplay elements are added as the game goes on. It's one of those games which is simple to play but hard to master.
    
    Completing the challlenges in fewer moves lets you earn more stars which could add you to the top of the gamecenter highscore list.
    
    The game is free of any ads or in-app purchases![/code:27a5aa7r]
    
    I haven't finished a video preview yet. Probably next on my to-do list
  • Very nice!

    Did you manage to get your game to fill the iOS screen fully without the black bars? If so what aspect ratio settings did you have?

    Also, are you implementing and native iOS features such as social sharing etc?

    I’m coming to the end of the dev of my first iOS/Android game so would be grateful for any pointers or tutorials on how to get the .ipa file from my desktop to the App Store.

    Yeah I did. You need to set viewport fit to cover in the project properties to support the iPhone X and use a LaunchImage in xCode with the correct iPhone X resolution as well.

    I am using a 9:16 aspect ratio (portrait only),720x1280 resolution in Construct 3 & scale outer mode. Just make sure your background is bigger than the layout size so that it's not cut off of some devices with other resolutions (iPad).

    Like here on the screenshot:

    https://i.imgur.com/eQOpwul.png

    I haven't added any social sharing yet but using gamecenter for achievments & leaderboards!

    Feel free to contact me if you have any questions!

    Regards,

    Kraudi

  • My next iOS game. It is feature complete and I'm currently doing testing and fixing stuff.

  • > twg

    >

    > I tried my current beta and it worked just fine out of the box.

    >

    >

    >

    > I just added a 2048x2048 LaunchStoryboard!

    >

    > The only problem I have is that the default C3 launch screen is shown but I have set the project to Not using any launch screen at all (Because I want to use a static loading screen with xcode.) Don't know why it uses one when compiled. It doesnt show any c3 launch screen when testing on browser, only after compiled with xcode. Maybe Ashley can help me with it?

    >

    I just tried my same blank project with a 2048x2048 storyboard and the game was still shifted off the left of the screen. I am using an old build but I just tried adding a storyboard with those dimensions, was this a new build using the C3 build service?

    I am just using the current version of C3. Exported a xcode

    project and that was the result^^ Dont know what makes the difference. Strange

  • twg

    I tried my current beta and it worked just fine out of the box.

    I just added a 2048x2048 LaunchStoryboard!

    The only problem I have is that the default C3 launch screen is shown but I have set the project to Not using any launch screen at all (Because I want to use a static loading screen with xcode.) Don't know why it uses one when compiled. It doesnt show any c3 launch screen when testing on browser, only after compiled with xcode. Maybe Ashley can help me with it?

  • The Cordova CLI is free.

    Updating development tools is complicated and requires careful testing to ensure the updates haven't broken anything else. It can take a while, and as noted we have a great many other reports in progress. Please be patient.

    Yes I know that and I appreciate your effort. Still it is now nearly march and the iPhone X is out since October. So I nearly had to wait half a year just to give my customer an iPhone X update which is a very long time. That's the only thing I'm criticize. But yeah as you both said I'll definitely trying to use Cordova CLI then! Thanks

  • > Wow amazing ..... I mean how should I add iPhone X support now? My last app was built using cocoon.io but they haven't even added iOS11 sdk so no iPhoneX support yet.

    >

    > Now I can't even use scirra's build service because it also do not work on iPhone X? Come on guys that's a joke.

    >

    You can always build the Cordova app yourself

    https://www.construct.net/tutorials/bui ... ova-cli-21

    I assume the build service should be updated to the newest cordova-ios pretty quickly as well.

    Yeah I know but we pay a monthly fee also for their build service and I don't understand why that isn't a top priority for scirra to keep it updated as quick as possible. They also do not say when they are updating it so I have to try it every day just to see if they have updated it? Hm <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    What I still do not understand is why it worked for me back in december?

  • Wow amazing ..... I mean how should I add iPhone X support now? My last app was built using cocoon.io but they haven't even added iOS11 sdk so no iPhoneX support yet.

    Now I can't even use scirra's build service because it also do not work on iPhone X? Come on guys that's a joke.

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  • [quote:ud6igtpy]Yeah the whole screen was filled for me. Can you upload a c3 file so I can have look at it to compare it with my files?

    It's doing this with a blank project, with no events. Just set a bg color, and set project properties to 1280x720, scale outer, viewport=cover.

    Are you using the default CDVLaunchScreen.storyboard and are you changing any of the settings on the view constraints?

    Strange. Maybe a bug with one of the newer C3 updates. I had no problem with it when I first tested my game (Which was end of december) I don't know but I can test it in the next days because I plan on finishing my beta this week so I would do a build on the weekend.

    This is what I've been using: 720x1280, Margins 0x0, Unbounded Scrolling, Scale outer, Viewport fit: cover

    I also haven't changed any of the settings on xCode.

  • >

    > > Bump. No one has tried exporting and running a C3 game on iPhone X yet?

    > >

    >

    > I'm also testing my game on the iPhone X simulator right now. I'm using Portrait only with 720x1280 and scale outer and also cover mode. The only thing I did different is that i'm not using a LaunchImage but rather I'm using the Storyboard. Here is how you can use it: https://oleb.net/blog/2014/08/replacing ... oryboards/

    >

    > But other than your game it worked pretty good.

    >

    Is your game filling the entire iPhone X screen? I get the same result with launchimages and storyboards, I have tried changing the constraints on the storyboard and using the safe area and still get the same result as well.

    Yeah the whole screen was filled for me. Can you upload a c3 file so I can have look at it to compare it with my files?