radbrothers's Forum Posts

  • Hi again!

    Ashley

    I partially solved this problem, but now I have another.

    I found the code on the forum for xbox developers, which allows you to catch the player's exit from xbox live:

    Microsoft.Xbox.Services.System.XboxLiveUser.addEventListener ('signoutcompleted', function (event) {
    c2_callFunction("xboxlivelogout", []);
    });
    

    With this code I can notify the player about leaving Xbox Live and show him a message and transfer game to the initial state. I do not know why, but after the player's exit, the "Sign in" and "Sign in silent" calls stop working. To get around this and again invite the player to log in to the account, I have to reload the game: Browser -> Reload. The game is reloaded and the "Sign in" calls are working again and I can invite the player to sign in to the Xbox Live account again, if player choose an account different from the past, the log in is successful and the sign in triggers are works. But if the player chooses the same account from which he logouted, then I get this error in the Visual Studio console:

  • Hi!

    boulerzzzAshley

    If this still matters, this was solved when I disabled the preload of sounds in the project settings

  • - Problem Description -

    I'm trying to pass the certification in the program IDfat@Xbox but I get this rejection report:

    - Attach a Capx -

    Any project with Xbox live integration for IDuup@Xbox

    - Steps to Reproduce Bug -

    1. Device 1: Sign into an Xbox Live enabled Microsoft account and launch the title.

    2. Device 1: Proceed to the main menu.

    3. Device 2: Sign into the Xbox Live enabled Microsoft account from step [1] and launch the title.

    4. Device 2: When prompted, select to 'Sign in here.'

    5. Device 1: Observe that the title does not react in any way and the user is able to continue gameplay uninterrupted.

    - Observed Result -

    The title does not react to the active account being signed in on a second device.

    - Expected Result -

    The title must react appropriately to the change in user state, preventing the same account from gaining progress on two devices simultaneously.

    - Notes -

    1. Following step [5], the user on device 1 is able to continue gameplay and any progress made is awarded to any account that signs in subsequently.

    - Affected Browsers -

    Chrome: (NO)

    FireFox: (NO)

    Internet Explorer: (NO)

    Visual Studio: (YES)

    - Operating System and Service Pack -

    Windows 10 version 1803

    - Construct 2 Version ID -

    r262 64bit

  • Hi

    As a temporary solution, I managed to implement the purchase by running this js code using the Valerypopoff Javascript plugin:

    -> On touched purchase button: Execute js code:

    	var StorePurchaseStatus = Windows.Services.Store.StorePurchaseStatus;
     var storeContext = Windows.Services.Store.StoreContext.getDefault();
    
    storeContext.requestPurchaseAsync(#0).done(function (result) {
     if (result.extendedError) {
     SdkSample.reportExtendedError(result.extendedError);
     return;
     }
    
     switch (result.status) {
     case StorePurchaseStatus.alreadyPurchased:
     c2_callFunction(#1, []);
    
     case StorePurchaseStatus.succeeded:
     c2_callFunction(#2, []);
    
     case StorePurchaseStatus.notPurchased:
     c2_callFunction(#3, []);
    
     case StorePurchaseStatus.networkError:
     c2_callFunction(#3, []);
    
     case StorePurchaseStatus.serverError:
     c2_callFunction(#3, []);
    
     default:
     c2_callFunction(#3, []);
     }
     });
    

    Where:

    #0 - Purchase ID from Windows Dev Console

    #1 - name of C2 function for restoring purchase

    #2 - name of C2 function for success purchasing

    #3 - name of C2 function for unsuccess purchasing

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Please use the existing feature request/bug report systems. We are busy with a couple of long-term projects, regular bug reports, and hundreds of existing feature requests so I can't really promise anything from a forum post.

    Sorry, I made it!

    construct.net/forum/construct-2/bugs-21/c2-c3-improve-windows-store-pl-137268

  • - Problem Description -

    My game was approved for IDdyp@Xbox program and now I'm integrating the achievements into game. But I found a problem with C2 IAP's - they do not work. IAP works if Test mode is "on" but not working in published game. Apparently for applications with Xbox Live we need to use a other namespace for purchases, that's what I found in the documentation:

    docs.microsoft.com/en-us/uwp/api/windows.applicationmodel.store

    At the moment, my game is in Xbox Creators Program, and purchases also do not work. I didn't know about it, but the players told me about this issue. Before Xbox Live was added IAP worked flawlessly.

    - Attach a Capx -

    Any project with Xbox live integration for Xbox Creators Program or IDnsy@Xbox.

    - Steps to Reproduce Bug -

    Step 1 - Export project from C2 with IAP plugin (or Windows Store plugin) and Xbox Live plugin as UWP and open in Visual Studio 2017.

    Step 2 - Build app package and publish on Microsoft Dev Center.

    Step 3 - Launch app and try to purchase IAP.

    - Observed Result -

    No response from purchasing.

    - Expected Result -

    A window for confirming of purchase appears.

    - Affected Browsers -

    Chrome: (NO)

    FireFox: (NO)

    Internet Explorer: (NO)

    Visual Studio: (YES)

    - Operating System and Service Pack -

    Windows 10 version 1803

    - Construct 2 Version ID -

    r262 64bit

  • Ashley

    Will Windows Store plugin in C3 supported Windows.Services.Store namespace for purchasing in Xbox Live games?

  • I found an JS example of purchasing on a Microsoft github repositories, maybe someone can help me to do this in construct 2?

    github.com/Microsoft/Windows-universal-samples/blob/master/Samples/Store/js/js/scenario2-inAppPurchase.js

  • Any solution?

  • Hi all!

    Ashley

    My game was approved for IDawb@Xbox program and now I'm integrating the achievements into game. But I found a problem with IAP's - they do not work. Apparently for applications with Xbox Live we need to use a other namespace for purchases, that's what I found in the documentation:

    --------------------------------------------------------------------------------------------------------

    "The Windows.ApplicationModel.Store namespace is no longer being updated with new features. If your project targets Windows 10 Anniversary Edition (10.0; Build 14393) or a later release in Visual Studio (that is, you are targeting Windows 10, version 1607, or later), we recommend that you use the Windows.Services.Store namespace instead. For more information, see In-app purchases and trials. The Windows.ApplicationModel.Store namespace is not supported in Windows desktop applications that use the Desktop Bridge or in apps or games that use a development sandbox in Dev Center (for example, this is the case for any game that integrates with Xbox Live). These products must use the Windows.Services.Store namespace to implement in-app purchases and trials."

    --------------------------------------------------------------------------------------------------------

    docs.microsoft.com/ru-ru/uwp/api/windows.applicationmodel.store

    At the moment, my game is in Xbox Creators Program, and purchases also do not work. I didn't know about it, but the players told me about this issue. Before Xbox Live was added IAP worked flawlessly.

    What do I do with this? Is it possible to change an existing IAP plugin for a new namespace?

  • Ashley

    I know about the Audio plugin settings, but this problem still occurs. I think this is a big problem for the developers of Construct, becouse this indicator very much influences the ranking of games in Google Play. My game was in the top 20 in several categories for a long time, but after Google began to take into account the indicators of "bad behavior", my game fell to the bottom and downloads fell by 80%.

    In the screenshot, you can see that the stuck AudioMix wake lock occurs at the beginning of the game session, perhaps when the game is loading and the engine starts to decode the sound, also many developers report that the problem appear when there are audio decoding threads. I tried to disable the "Preload of sound" in the project settings, but this does not affect the music so nothing has changed. Maybe if we disable also preload music, then this will change the situation, but of course these are my guesses.

    I think if developers of the Corona, Gamesalad and Cocos2d engines reported about this problem, then you need to pay attention to it.

    forums.coronalabs.com/topic/72941-stuck-partial-wake-locks-background

    forums.gamesalad.com/discussion/96542/regarding-android-vitals-section-stuck-partial-wake-locks

    discuss.cocos2d-x.org/t/audiomix-anr-issue/42867

  • boulerzzz

    Unfortunately I did not find a solution. But I think that killing an application when it goes to the background is not the best solution. I found information that the developers on the Corona engine had the same problem, and its developers fixed it. Maybe Ashley and his team can help us with it.

    forums.coronalabs.com/topic/72941-stuck-partial-wake-locks-background

  • You do not have permission to view this post

  • Hello Ashley

    You said that the construct suspend the game so that it becomes completely inactive if we switch to another application or lock the device. But I have the same message about the "Stuck partial wake locks" issue in my Google Play developer console (for android 8.0 and up), and I found that it refers to the AudioMix tag. Perhaps this is due to the audio stream that Construct is created?

    I also found this, but maybe it's obsolete information:

    bugs.chromium.org/p/chromium/issues/detail

    bugzilla.mozilla.org/show_bug.cgi

  • 🔧[Android] Update Heart Box v.0.2.17:

    This update is a technical and is intended primarily for device owners with Android 5.0 and higher. Now, for such devices, the APK "weighs" only 7 megabytes instead of 30, and the installed game takes 20 megabytes of space instead of 80, and the amount of RAM consumed also decreased.

    The next update is coming soon and it will bring skins, currency, daily gifts and new achievements into the game!