LukeW's Forum Posts

  • So I was watching this video and one of the first things Brandon mentions is that you need to use the C2 runtime if you want to do mobile IAPs on iOS. As it's a fairly recent video, it's got me worried that this is still an ongoing issue.

    I plan to release in the next month or so, and everything I've done so far has been using the C3 runtime. At this stage I don't think I can switch back.

    So how much is there to his claim that Apple won't approve apps that use the C3 runtime with IAPs?

    youtu.be/hYaRY1EUBGs

    Thanks

  • Yeah, I have no idea how to use that. Surely this is a pretty common thing that people want to be able to access in their apps. I wonder why it's not already in Construct 3?

  • Thanks to your input LukeW

    Yes, that's where I'm bit confused, How and where to add the array to save it with Local Storage as I wanted Continue button to work independently because it was for the checkpoint purpose.

    Arrays are global in scope, so it doesn't matter which layout you add it to, it will be available across the project. Follow Sachos345's steps and it should work.

  • Have an array that stores what levels are unlocked, and save that to local storage. Then on game continue, load the array and the player should be able to continue progress from previous play.

  • Had a search and couldn't find anything specific to C3. Basically, during cutscenes, my game's screen begins to time out around the 1 minute mark (both Android and iOS) which isn't ideal as the user then needs to tap the screen or shortly after the device locks out.

    Now, someone had the suggestion that I have tap to proceed through cutscenes, as user input overrides the timeout, but unfortunately my cutscenes are timed to play specific scenes in line with audio track positions, so having the user set the transition time will stuff that up.

    Is there something in C3 that I've missed that will let me prevent the screen timeout? I have other apps on my phone (Android) that do this, so know it's at least a possibility.

    Cheers

  • hmmm, not sure why the pics didn't load. Here's a link to hosted versions:

    imgur.com/opjbH2K

    imgur.com/JdgInSF

  • Hi Nepeo

    I tried uploading a version through Xcode just then using the latest build but it failed with the following two warnings (sorry about the pics, felt like it was the easiest way at the time while being on Mac):

  • ahh yep, now I see it. Good one Nepeo :)

  • Thanks Tarkin,

    That cutscene fadeout is annoying, there's not much in Construct 3 that I can see that will prevent it, and having a tap to proceed button mucks up all the music timings. If I did it again, that's how I would do it. Having said that, I'm trying something now on Android to see if that will fix it.

    The Apple notch thing is interesting. I didn't even know about that till you mentioned it as I'm not an Apple user. I have no idea what I need to do to get that working, guess I'll go do some reading.

    Regarding the icons, yeah, I haven't gotten to that yet. Apple uses weird resolutions for its icons (who'd have guessed) so I need to make up a new batch.

    Cheers

  • While I was at it I also added in a new condition for checking if the device is in the EEA.

    Hi Nepeo

    I may be blind, but where is this condition? I can't see it in the adMob event list.

    Cheers

  • Congrats for your game LukeW!

    The art, animation and speed of the game seem to be really solid.

    I'll try it on my iPhone and iPad (2017) soon, if you didn't have feedback for those so far...?

    Can I ask you how it went with the iOS app creation? Was it easy enough from C3 side of things?

    Thanks!

    Haven't had feedback from iPad, so if you do play it on that I'd love to hear your experience, thanks.

    Regarding iOS app creation, on the Construct side it's very easy, just click export and choose xcode. However, dealing with the App Store Connect is another story. I found working with Mac pretty frustrating, and had to borrow one from work to even be able to upload to the app store. Every time there's an update for the game to push out, I need to go through the same process and then it takes 24 hours for the game to be updated on the App store (as opposed to about 20 mins on Play Store).

    NotionGames - thanks, I went for both in the end (plus a third character).

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  • I was reluctant to post a bug report as I don't have a .cp3 file and it's very hardware specific. But as I haven't found anything on here, I might as well try it.

  • with my recent rollout to iOS, I'm starting to get my first report of bugs on that device. This one is totally different to anything I've seen before, and I'm wondering if someone has an idea of what's happening here. The user suggested this is the same popup that iphones do when trying to highlight text (not having an iphone, I wouldn't know).

    Anyone know what's happening here? is this browser related? It seems to trigger while he's pressing right and jumping at the same time, but you can see other times when this happens and doesn't trigger.

    This is on an iPhone8+

    Cheers

  • SDD is now available on iOS through the Testflight app. I'd really appreciate anyone playing and reporting back on performance and bugs. I don't have access to an iPhone so this would be a massive help.

    Cheers

    testflight.apple.com/join/eCnnLN4l

    *edit* noticed a small bug where the text in the intro doesn't show up. Already fixed in the build, but if anyone's wondering why the pauses are so long, that's why. Unfortunately my access to Mac is at work so can't fix on iOS until Monday.