PabloDev's Forum Posts

  • I believe that Google does not allow the application to be published while this vulnerability exists, I have not yet been able to publish it and it is in a "pending publication" state.

    Can anyone confirm this?

    12 hours ago I uploaded my application to google play and it remains in that state and with the warning.

  • I did it with phonegap, it's quite simple.

    You can ask around here if you have questions.

  • Also with this problem.

    Waiting for an oficial solution

    We may not get an answer until the next update of C2, that could be in 3/6 months I think. Maybe you should open a bug report, I don't know.

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  • Ok, you were right.

    I could not publish it for another reason, that notice was only a notice not a restriction of publication.

    Thank you!.

  • It's asking you to repack the game as a bundle using android studio, but you can publish, it's just a recommendation.

    I can not!

    The submit to review button is not active and it is because of that warning.

  • Hi, I can't publish my game because I receive this warning.

    APK without optimizing.

    In the warning it says that the applications that occupy a lot of size are less downloaded (my game only occupies 13 mb).

    It definitely tells you to use "android app bundle".

    I've taken a look but ... I think I don't need that.

    Well, my problem is that I can't publish my game because of this damn warning.

    Does somebody know anything about this?

  • The effect seems good but the curves are strange. The camera moves in a way that is not usual in this type of games and that I don't like.

  • Friends, steam will enable online play for local mode. It's like parsec but straight from steam. So, if I'm right, C2 users will also benefit from it without the need for any plugin.

    Steam mail to devs:

    HEADS UP DEVELOPERS,

    HERE COMES

    REMOTE PLAY TOGETHER

    COMING SOON TO STEAM BETA

    We’re reaching out to let you know

    about a new feature heading to Steam

    Your local multiplayer games will soon be improved with automatic support for Remote Play Together on Steam. Remote Play Together is a new Steam feature that enables two or more players to enjoy local multiplayer games over the internet, together. We think this feature will be very valuable for customers and developers and are excited about the beta. We’ve provided an FAQ at the bottom of this message which we think addresses most questions and concerns.

    All local multiplayer, local co-op, and split-screen games will be automatically included in the Remote Play Together beta, which we plan to launch the week of October 21. If you have any questions please contact us.

    HERE’S HOW IT JUST WORKS

    Using the Remote Play Together Beta, a player can simply launch any game with support for local multiplayer, local co-op or shared / split-screen features and then via the Steam Overlay, invite a Friend to join their game for some multiplayer fun. The invitation is just like handing a second controller to a friend. When the Friend accepts an invitation to play, it’s as though they’re playing side by side at the same machine. Much like a traditional split-screen experience, the host’s computer is running the game, but with Remote Play Together friends can join using their own controllers, voice, audio, and display — regardless of whether they also own the game on Steam.

    Any controllers connected to the second player's computer will act as if they're plugged directly into the first computer. The player hosting the game can also choose to allow or block inputs to their shared keyboard and mouse.

    Remote Play Together is built on top of Steam’s existing Remote Play technologies and supports up to 4 players and renders 60 frames per second at a resolution of 1080p. The feature requires a connection between 10 to 30 Mbps for a successful low-latency session, with results depending upon the Internet speeds of everyone playing. With fast connections, additional players may be supported.

    NO ONLINE FEATURES OR SERVERS REQUIRED

    This feature is designed to add value to multiplayer games which do not already have native online capabilities. It will soon be enjoyed among friends online using the Remote Play Together Beta, enabling fans to introduce your local multiplayer game to new audiences. Note that multiplayer games which are not explicitly designed for local play are still best enjoyed using the game’s built-in online system.

    COMING SOON TO STEAM BETA

    We look forward to bringing this new service to your local multiplayer games on Steam. If you have any questions, please reach out to the Steam team. A Remote Play Together Beta will soon be announced to Steam players everywhere.

    Thanks so much,

    Steam Team.

  • Search in the forum, they have already commented many times on the methods to create an APK.

  • I am testing a project with a sprite object, nothing more.

    In the preview the white screen appears (NWjs 0.41).

    With the exported project and running the exported game, the white screen does not appear, however, the NWjs window is delayed much more in becoming visible.

    For example, in version 0.39 the execution is almost instantaneous but in 0.41 it takes between 5/10 seconds.

    Everything I've said above, has been using a project with a sprite object, nothing more.

  • Attach a project demonstrating the problem

    https://www.dropbox.com/s/gu0kposemtju4zl/flash.capx?dl=0

    The steps to follow to reproduce the problem in the project

    Press "Run layout" button.

    What you expected to happen

    The sprite object should not become invisible if the "Flash" behavior lasts 0 seconds.

    I think the behavior code should check if the "duration" argument it receives is greater than 0 before acting.

    What you observed happening instead

    The sprite object becomes invisible when a duration of 0 seconds is used in the "Flash" behavior.

    C2 R273 64b

    Win10 64b

  • It is a problem with the editor.

    The editor does not write the expressions well.

    This happens when a line break is made by pressing SHIFT + ENTER on the expression.

  • Hi, this happens in R272 and R273 of C2.

    I haven't tried it anymore, it's a matter of NWjs so I guess.

    I tried the official space blaster example.

  • Hi, what happens to the latest version of NWjs for C2?

    When I run and the NWjs window opens, the window remains blank for approx. 5 seconds. and then the loading bar appears.

    That did not happen before, what happens ?.

    In this GIF (scroll down) you can see how long the window remains in white.

    https://media.giphy.com/media/jnbAGJPz2B3cIduh5t/giphy.gif

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