MasterNedyah's Forum Posts

  • Anyone have a possible solution for this error:

    nw_application_id_create_self NECP_CLIENT_ACTION_GET_SIGNED_CLIENT_ID [80: Authentication error]

    Failed to resolve host network app id

    The error appears in all versions of my project. So I tested with a blank project, no addons. Still the error.

    Here is a possible solution:

    "Installing cordova-plugin-file plugin fixed the issue"

    cordova plugin add cordova-plugin-file

    Reference: forum.ionicframework.com/t/experiencing-errors-lately/241278/7

    I am just not sure where to put the code: cordova plugin add cordova-plugin-file

    Any suggestions would be appreciated:)

    Other references:

    stackoverflow.com/questions/78765347/xcode-ios-app-will-not-load-necp-client-action-get-signed-client-id-80-aut

    stackoverflow.com/questions/78904913/failed-to-resolve-host-network-app-id-warning-betextinput-attributedmarkedtex

  • I am using the master collection to help implement some Playfab server/services into my game. One of the issues I have run into is getting the verification status.

    First I get the Player Manager (this response is positive).

    Then On Get Player Manager Succeed I check the email status. This is where nothing happens. I have tried with emails that at different statuses but still no result.

  • I have some bigger image files that I would like users to have access to as they desire. The images will be placed into a sprite. When I place these images on the server I assume the url to that file is used. How do I ensure that those accessing the files are doing so through my app? Can the new cryptography plugin assist with this?

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  • Just trying to figure out how to properly navigate using global layers and objects:) Thank you for the details and clarification it helped me a lot!

  • I have some global layers. On one of these layers I have a sprite, 1 frame, 0 speed.

    When I Load image into the sprite it flickers. This sprite is not global but is on a global layout.

    Otherwise, when I make the sprite global and is on a global layer it stops flickering, but unfortunately makes another instance of the sprite when I move to a different layout.

    Are sprites on a global layout considered global objects while on said layout? Or do I need to go through and make each object global?

    Also, why is it making a copy of the global object when switching to a different layout? How can I resolve this?

  • I have an app where the user clicks a button then the FileChooser opens. The user selects a file. This all works. But then when the file tries to load into the sprite but the load fails.

    The file types accepted: image/*

    Can only select a single file.

    Original JPG

    Image dimensions 3373x5059, resize to image size. Will not load.

    Image dimensions 3373x5059, keep to image size. Sprite at 4000x4000. Will not load.

    Image dimensions 3373x5059, keep to image size. Sprite at 375x375. Will not load.

    Cropped JPG

    Image dimensions 3344x2677, resize to image size. It loads.

    Image dimensions 3344x2677, keep to image size. Sprite at 4000x4000. It loads.

    Image dimensions 3344x2677, keep to image size. Sprite at 375x375. It loads.

    Obviously resizing helped. The problem is pictures taken from my phone do not load in mobile app.

    Likely it is a dimension issue. Although it could be a files size issue or the length of the name or length/size of data is too long or

    Things I have tried:

    - Set the buffer length. Not sure if this would help?

    - Changed the Max spritesheet size (in project properties) to 4096. This is still not big enough.

    Does anyone have suggestions?

  • Did you by chance figure a resolution to this error? I am getting the same error and have determined it happens when I run a function that contains a loop that Load image from URL.

  • Thanks for the suggestion. I will take a look at any addons that may be causing the issue.

  • I have been working on a project, careful to keep it under a certain size. In the past I have not had such a disparity issue between C3 file size and Android export.

    One of my project file size is 44MB but when I export APK it is 111MB and AAB is 109MB. A similar project beginning of last year exported fine without such a jump in size. Was there an update in the last 7-8 months that would cause the file to be so large?

    This is a big issue since C3 does not support Play Asset Delivery.

    Has anyone encountered this problem and have a solution to the file size or a way to code for play asset delivery?

    Any suggestions would be appreciated.

    I have the same problem.

    The export makes it through Recompressing images, Preparing project data and creating zip but sometime during the Build Service: Connected to server the message changes to

    Build Service: Lost connection to build server.

    Then the Log says Websocket is not closed

    For trial and error purposes I tried on Chrome and Firefox on PC and Chrome on Mac.

    The odd thing is randomly it will work but lately, more than not, I get the error. Happens in r323 and r324

    Does anyone have a solution?

  • Thanks!!

  • I am trying to determine the difference between:

    a) When a user clicks a link a browser window is opened. User goes back to game and it always restarts the game.

    b) User selects another app, my game is in the background. User selects my game (it has not been closed) and is now in focus. The game has not restarted.

    Is there a way I can tell if it is focused and when it becomes unfocused?

  • I have a link to my website in my mobile app. When the link is clicked it opens my website in a browser. The problem is when I go back to my game it restarts.

    Sometimes the game sits in the background for awhile and then I bring it on focus, it restarts.

    Is there a way to prevent it from restarting?

  • Thanks you! This helped:)

  • For mobile and tablets

    If someone loads a jpg image 100MB+ or 4000x6000 and the canvas is significantly smaller will this be a problem? Could it cause a crash or slow the program?

    Is there a way for a user to directly place an image into a sprite?