LukeW's Forum Posts

  • Worth it for the editors alone imo

  • Good point out worldwide vs region specific.

    I'm feeling like 6.0 is the sweet spot for me.

  • Wondering what devs are setting this to? I noticed that performance on 5.0 was pretty bad based on user feedback, so considered restricting to 6.0.

    Found an interesting chart that shows the amount of devices still on older software and it's pretty significant, something like 24% of devices that are on less than 6.0.

    Anyone have a sweet spot they aim for?

  • Great thread Lumi. I've got a couple of questions for ya:

    Did you release on iOS and Android concurrently?

    Do you mind sharing what was the % split between both platforms?

    Finally, did you consider offering an IAP to remove ads? And if so, what made you choose not to pursue that (I'm only assuming you didn't because you only mention ad revenue in this thread)?

    Cheers

  • My first thought would be to check that the admob plugin is configured correctly in the properties bar.

    Ashley that's now two confirmed cases that the beta channel causes Xcode exports to crash.

  • I remember seeing a post on twitter stating that items that are all in the same subfolder will not lag. Not sure if that's still true (or if it ever was actually XD )

  • thesandstorm6 Reverting back to the stable channel fixed my crash.

  • This was approved when uploading through the stable channel.

    The only difference between this and the rejected version was the use of the moveTo behaviour.

  • Had no luck with removing the script minify. So I reverted back to 164.3 and added the same code that I had in the rejected versions, minus the use of moveTo behaviour.

    Just ran it through xcode then and it seemed to launch without issue off the test phone. Am uploading now, so won't have a final answer until sometime tomorrow, but atm it looks like there's something in the beta that's preventing C3 apps from launching on ios devices. I noticed a couple of closed bug reports stating similar things, and there's at least one other thread on this forum mentioning a similar issue.

    I don't have time to debug this further unfortunately.

  • Running it without the script min did nothing for me. The only other thing I changed prior to getting this issue was switching from stable to beta releases.

    Unfortunately, I don't have an iphone to test on. If I validate my app through xcode, how difficult is it to run on a borrowed phone to see if it crashes? Might have to see if someone at work will lend me theirs.

  • Okay, well I uploaded another version today, so will see if I have any better luck with that one. I guess the only other real difference on this version to the previous, successful one was that I switched to the beta channel and used the moveTo behaviour on an object.

    Will update tomorrow I guess.

  • Try it without. I just made a thread stating that I got rejected from the App Store because my game crashed on startup. Never been rejected before and the only thing I'd changed was using 'simple' minify.

    I'm exporting another one today, but it takes a while to get through the review process and I don't have a phone to test it on here.

    I'd be interested if it changes anything for you.

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  • Heya

    I just received an email from Apple stating that my latest build was rejected. When I checked the resolution centre, it stated that the app crashed on start.

    As this was a very minor update, I decided to experiment with simple script minify, whereas before I had left it unchecked.

    I'll upload a version today with script minify off, but as it takes at least 24 hours for a review to go through, I thought I would post this here in case I'm missing something else, or, if it is the script minify, maybe start a discussion on what's causing the crash.

    Might be worth pointing out that I exported through Xcode.

  • I'm not going to be much help, but out of interest, did you run any sort of script minimization on export?

  • Get rid of the wait block and have the second tween trigger off the first tween, like so: