LukeW's Forum Posts

  • I tried exporting through Phonegap for the first time last week and gave up not long after as I kept getting an error mentioning Mobile Advert as the culprit.

    I just went back to using xcode.

  • Interesting anecdote to this. One of my students was testing my game today and, on the overworld map screen, I use blur horizontal and vertical fx to blur up a layer below the active one.

    They were using an iPhone 7 and mentioned that the phone was getting really hot to touch at the back while this was happening. As soon as the fx wasn't running, the device cooled down almost instantly.

    So yeah, I'll be removing that one too.

  • kidswithcrowns Looks like this might be the best way, thanks. I'll download the desktop version and see how I go.

    Cheers

    *edit* Actually, this is confusing. I think I'll just go through and use the paint bucket on each frame. Ctrl + arrow keys will be a handy shortcut here.

  • I tested this myself on a few devices. And I got a huge performance boost during locking.

    I just tested this on my son's s4 and it made such a massive difference in framerate that he couldn't believe it.

    It did tank again as soon as I turned on replace colour for skin modes, but that's a different issue.

  • So I wanted to do a thing in my game where the player can choose different color schemes for the characters. Thought it was working well (see gif below), but then I tested it on my son's old S4 phone and it absolutely tanks his frame rate as soon as the color replace is active. I'm guessing it's a lack of gpu, but now I'm wondering if this is ill-advised when developing specifically for mobile?

    I could recreate my player sprites and recolor them by hand (would be nice if you could paint bucket across all animations, but oh well) but this is a pain in the butt, doesn't let me change colours easily later on, and becomes a massive amount of work if later on I want to add more colour modes.

    So I'm keen on hearing other user's opinions on this and what they would consider best practice.

  • Is that still an issue with the c3 runtime? And if so, would you suggest leaving it on all the time?

    I had the slight concern that it would get rejected from the App Store if the screen was forced on. Sounds like that won't be the case.

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  • Person - on created : add 1 to global variable

    Person - on destroyed : subtract 1 from global variable

  • hmmm, That's interesting. I've had similar complaints from a user with an LG phone. I'm wondering why this is so prevalent on budget phones and if there's any way to prompt them to upgrade their browsers.

    Any suggestions Ashley?

  • An update to this thread. I grabbed the Construct Master Collection by yesterday and saw that it had a plugin called 'mobile sleep' in there.

    Gave it a whirl just then, and it does exactly what I wanted in the op. Very elegant too, just a single action when you want the screen to lock, and again when you want it to unlock.

    I did note that the screen times out as soon as you unlock it unless you tie it to a touch trigger (which makes sense).

    chadorirebornxd.itch.io/construct-master-collection

    Probably too expensive if all you wanted was that one plugin, but I guess I lucked out as I bought the set without even knowing it was in there.

  • I'm using MobileAdvert in my project too. Though when I tested it today, I only saw a black screen, not a green one.

    Nepeo any ideas what might cause this?

  • Had a couple users 1 star me in beta reviews for my game not working on Huawei phones.

    My mother in law visited today and I saw that she also had a Huawei phone, so I thought I'd take the opportunity then to see if the game runs.

    Well, the sound works, and that's it. There's a blank screen with the music playing in the bg. I'm assuming a similar thing may have happened to other Huawei users.

    Has anyone else experienced this? I'm tempted to go into blocking controls and prevent Huawei devices from being able to use the game, but it would be better if there was a fix. I just don't have regular access to one of these devices to test it.

  • On testing iap on iOS for the first time today, I'm getting the same crash, so I'm thankful that this thread exists.

    Going to try the billing information and see if that's the cause of the problem.

  • okay, so it turns out I'm a complete moron.

    As it had been a couple of weeks since I last used the Mac, I was launching the .xcodeproj file instead of the workspace file. I don't know why I forgot this, but that's all it was.

    grrr at myself

  • As a test, I tried to build a copy that I have successfully built in the past. It also failed with the same error.

  • Hi all

    Since the recent Xcode upgrade, I've had no success building my game. I get the following error and I'm not really sure how to fix this:

    ld: library not found for -lPods-Super Dungeon Delvers

    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    Any help appreciated, cheers.