ThePakernator's Forum Posts

  • Hello all,

    I have just released Sidecar Split for iOS and I was hoping that you guys would have a go (and maybe leave a nice review if you like it?). Simply tap to split and tap again to recombine, trying to avoid all the cars, police and even tanks!

    iOS: Apple App Store

    Or just play it on the Scirra arcade: Scirra Arcade (really appreciate some feedback/ratings here too). There seems to be an error on iOS devices (pretty ironic) on the arcade, so it only works for PC right now.

    EDIT: Just coming up to over 1000 downloads! Woot woot!

  • Wow! Nice job so far. Quite interested to see how this turns out!

  • > does this support construct 3?

    >

    Hi,

    not yet because the used plugins aren't updated to the new sdk.

    Once this is done, I'll add a C3 version to it.

    Regards Andy

    Yes, I believe a Construct 3 iAP tutorial and template is really needed right now too.

  • Brilliant news ... IAP is finally in Construct 3! (build r49)

    "The new 'MobileIAP' replaces the now deprecated IAP plugin and is designed for and tested with our mobile app build service."

    Yeah, its definitely great news.

    Just have to wait now for the documentation, especially with the new commands like 'set public key' and 'complete product registration' amongst some others!

  • Unless the leaderboard is live, you can't really test it. Which means publishing.

    While you can publish a game, you can also prevent it from hitting the store in it's current form by choosing manual release. Once the leaderboard is live, Gamecenter will log you in as normal.

    Another work around I thought of but never tested was taking an already live leaderboard and referencing it back to the test app. I don't think it'll work unless you line up the app com name to match what the live version has, but technically, you could use another working game and just use the testflight versions and never publish it.

    Thanks for your input - I actually have also created a bug report on the Construct 3 Github page, and it looks like they are in the process of revamping their Game Center and IAP plugins. I will have a look at your solution but I think I will also wait for their release!

    Thanks

  • Hello,

    I have set up the itunes connect and test-flight for my new Construct 3 iOS app. The playable features of the game work well on Test-Flight, but neither the Game Center nor the IAP seems to be working. I do not believe I have gone wrong on the Construct 3 programming or the Apple config. Can anyone help and give any advice how to test these two things - eg. do I need to have Test-flight or must I be in sandbox mode... etc I will be happy to answer any queries!

    Thanks in advance!

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  • [quote:3maufv2m]do you know if the Construct 2 IAP and Game Centre standard plugins still function after export in Phonegap

    I've never used them before but they should work.

    For the configuration:

    http://docs.phonegap.com/phonegap-build ... nd-splash/

    Its better for you to test both, there isn't a huge learning curve for neither of them, so that won't take you a lot of time.

    Ok thanks - that looks like its what I need. I will try with Phonegap first and get back to you!

  • Well XDK will cease to exist this summer.

    Cocoon is nice, but you will have to shell out hundreds of $ to remove the splashcreen if it bothers you.

    I personally like Phonegap, it's free, no splashcreen and has short compiling time. For iOS (and other platforms) , you will have to read the doc on how to configure your project (setting up the icons and such in the config.xml ).

    None of these services are problem-free, but most of the time the solution can be found online.

    Thank you thats interesting info.

    Now that you have said Phonegap seems to be your winner, do you know if the Construct 2 IAP and Game Centre standard plugins still function after export in Phonegap, unlike Cocoon which uses its own custom made plugins?

    I see the tutorial by Ashley on exporting with Cordova, which also has a brief summary on PhoneGap. However, it does not mention 'setting up the icons and such in the config.xml'. Do you know of any other tutorials of more detail?

  • Hello all,

    I realise there are many threads with such titles as, 'how do i make iphone games' and the like. I have looked through these and have not come to a definitive answer for which builder to use; Phonegap? Cocoon.io? XDK? Cocoon.io looks the easiest option, and I see a wealth of tutorials for it combined with Google Play - but can it also publish to the Apple App Store easily?

    I would really appreciate any feedback on these platforms in regards to easy publishing for iOS.

    Thanks in advance

  • : I think it works for questions about third-part addons as well.

    To me it makes sense to have such a comparison question here.

    Kyatric

    Yeah, I wasn't sure where to post it. After I didn't get any replies, I thought I must have posted it in the wrong section. So, I created a different thread in the 'Construct 2 general' section, where I got some useful replies too. Sorry about that

  • ThePakernator - The tutorial is complete!

    Great stuff! Will check out!

  • cjbruce Thanks for looking into that. I see what you are saying with buying both, but I think I will just go for Q3D, since there is a wealth of pre-existing (and now yours) tutorial. Pity about no 3D for Construct 3 too

    I'm sure that the online tutorials would actually be easier to learn from than the documentation anyway!

  • Thats interesting, thanks for the info. Now I'm thinking that Q3D seems to be the better option, due to more tutorials available online and with it being less complex.

    First off, I just want to experiment with games like a sidescroller but with a 3D perspective. So, I'm guessing Q3D would be easier due to the simplicity of the game, even though it is not as fast?

  • YouTube:

    https://youtu.be/bry1hOjbb3E

    Direct play link:

    https://www.airconsole.com/play/party-games/robot-rumble

    My background is as a mechanical engineer and a physics teacher, so I was comfortable with the 3D physics, but 3D game development in general was new to me. I had to learn a ton of basics that are true for all 3D engines in order to get everything working. It wasn't easy, but that isn't a criticism of Q3D, rather a fact of life for 3D engines in general.

    Now that the game is out, I will try to do a tutorial series based on my experiences in Q3D. A lot of the stuff might well be applicable to Babylon as well.

    Thanks for the reply - nice game too! Would love to see that tutorial series also!

  • Robot Rumble was made with Q3D. I would have been happy to use Babylon as well, but it wasn't available until after we started development.

    OK thanks! How easy was it to use? Do you have a link so I could have a look?