rraffo's Forum Posts

  • I bet you have already seen this article related to your issue.

    if not I hope this will help you.

  • It could be my mistake but I would share this and have your opinion.

    I'm making some tests using Google Play Console to publish an internal test app and I've seen on Google Play Console that both Samsung S7 (Android 8.0) and S6 (Android 7.0) devices are compatible with the app but when I try to download the app on the S6 device Google Play says it is not compatible. On S7 devices works perfectly.

    Just to be sure that the problem is not caused by my app configuration, I've created an empty project and exported it as an Android App Bundles using the following configuration:

    the minimum version used is Android 5.1 so I expect that is compatible with Samsung S6 as well, but it is not.

    Just to give you a complete overview of the faced problems, let me say that when I initially released the app, Google Play Console was saying that the S6 was NOT supported. It showed me it was supported after some hours. Is that possible?

    Any idea of what can cause this behavior?

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  • Hey folks, I have posted again the feature request in the new 2023 thread. Please visit and vote again the idea! please note that you no longer have limitations for the votes.

    Click here to visit the new thread and vote!

    Thanks to everyone for your support.

  • Just wondering where we are at as far as getting a more useful Physics Behavior.

    As is it's not great for all platforms due to varying vsync rates, and the only work around is the "fixed" mode which adds new issues itself.

    Is a frame limit on the todo list, or even on the horizon?

    Thanks.

    newtI would recommend taking a look at this feature request

  • > alastair yes, much better

    Thanks, sounds great! Hopefully it can be added.

    Please vote for the idea right here if you are interested in having a particle plugin able to reproduce water/liquid behavior. Suggestions are also welcome.

  • It appears that the plugin is no longer available and perhaps is no longer supported.

    I've opened a suggestion to have an additional plugin supported by Scirra based on the Google Liquidfun library.

    Please vote for the idea right here if you are interested in having a particle plugin able to reproduce water/liquid behavior. Suggestions are also welcome.

  • I have the same problem.

  • There was a bit of a hiccup on the build service which was causing the timeout errors, but it should all be back up and running again!

    Yes, it works again. Thanks

  • For the last couple of days I have been seeing the following errors during export:

    There is an internet connection. Changing the Internet provider also gave a positive result.

    Successful export turns out to be done somewhere from the 20th time.

    I'm getting the same exact problem.

    The building takes forever and after a while, the error appears.

  • WackyToasterI did solve using the hierarchies as you have suggested but I'll open an issue this afternoon on Github related to the pin behavior.

    Thanks for your help on this.

  • Thanks for your prompt. I will take a look at the Hierarchies to see if can replace the pin on my need.

    Ashley do you think is a bug and need me to open an issue on Github?

  • I have a sprite font that is pinned with another sprite.

    When the sprite scale, the pinned sprite font doesn't scale as other normal sprites do.

    Is that expected due to the sprite font characteristics or is it a bug?

    Tx

    Tagged:

  • Yes using the Browser.Language expression.

    Please note that the mobile device is loading an HTML5 app. I didn't try from an APK to see the behavior.

    Ashley do you think is a Chrome bug ?

  • Unfortunately cleaning the browser cache does not solve always the issue.

    I didn't find a relation.

    I'm using version R286 by the way.

    Anybody else has had the same issue?

    Any thoughts?

    tx

  • Hello folks,

    I'm working on a mobile game and my attention went on an unexpected behavior.

    I'm developing using a Windows 10 machine that is configured in English and when I need to test on a device I export the project as an HTML5 and save it on an HTTPS web server in the local network.

    I've added the page to the home screen to facilitate access.

    So the behavior is:

    - The mobile device (a Samsung Galaxy S7 device that is set in Italian, Android 8.0.0, Chrome 99.0.4844.73) is occasionally shown the browser language as en-US instead of it.

    I initially pointed my finger at an error in my game but when I tried to develop a new empty project to just check the language I've got the same issue.

    I started to make some troubleshooting on the Samsung S7 and I tried this:

    1) added English (United States) language as additional default language (the Italian was set as a secondary language)

    2) test again the browser language

    The result was "en-US"

    then:

    1) switch back to Italian as the primary default language

    2) test again the browser language

    The result was "en-US" (This is wrong!)

    I've also tried to clean the Chrome cache (the Chrome App cache) with no success.

    Even restarting the device the language was always recognized as en-US instead of it or it-IT

    I've then tried to clean the cache of the page that has been added to the home page (this link is seen as an app in the list of the available applications) and... it worked!

    So... it appears that the language is cached in the home link I've created.

    Is that expected? Is the browser language something that should be cached?

    thanks!