Wishy's Forum Posts

  • thanks for your reply, believe me, but ofcourse I already tried different approaches of the method you proposed, they sadly do not work.

    I have a feeling that global objects behave differently than anything related to LocalStorage and the Savestates.

    On a side note, it's actually the data that needs to be deleted, not the cache, gonna change my original question

  • did you change the App ID in intel XDK AND Construct?

    ofcourse you'll have to change the name to something else than not.yet.specified

  • Here's my issue,

    I have an android game which received an update, the app uses a lot of global objects, some have changed since the last version.

    Whenever one of my players installs a new update, they don't see certain objects because they were created, moved or deleted on a previous version.

    My app saves the state of the game periodically with the system>save option, also saving the position of those global objects.

    The only solution I found so far is to manually delete the data of the game in the app settings after installing a new version, but not all users read the updates and/or don't like doing this manually.

    Is there a way to do this with events, or have I been too sloppy in my events so this could be avoided in the future?

    It's hard to upload a capx because I'm talking about a complete game here.

    Thanks

  • Looks like a very nice game, lovely graphics and awesome gameplay. Keep up the good work.

    Nice to see another belgian C2'er.

  • google plus does not allow that.

    Refused to display 'https://plus.google.com/111215786104446529506' in a frame because it set 'X-Frame-Options' to 'SAMEORIGIN'.

    In human language, google does not allow the site to be run in an iframe.

  • RTFM or.... use search....

    Seriously you're a Game Designer Student, learn to use the search functions on websites, or read the manual...

    https://www.scirra.com/tutorials/search ... %20enemies

    https://www.scirra.com/tutorials/search ... 20movement

    https://www.scirra.com/tutorials/search?q=top%20down

    Here's a picture so you don't have to waste time reading too much...

  • Pretty silly mistake...

    You have this in your update event sheet

  • this example will update the gold_key in the localstorage with the value of my gold variable...

    Exactly as how it is explained in the link i gave you...

  • I test it by having a reset button in my game, which clears all data, resets global variables and removes localstorage.

    I usually also remove my app-cache and data before trying a fresh install.

    If you mean, how does the game know it's a fresh install, well, because the variable/array is empty.

    You could also make a variable "IsFreshInstall" set to 0 after the game has started (and have it saved in localstorage).

    So the next time the game is started it will know it's not a fresh install.

    like this:

  • The width trick works with a tiledbackground. Use the same image in the tiledbackground, and set the width. It will expand as you expect.

    Yes forgot that, i included a version like this in the example too

    Hello blackhornet, yes i know with a tiledbackground it works but i dont want to use that.

    currently i downloading the last version of construct 2 because wishy created that capx with a newer C2 version that mine.

    Hope could works <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Thanks a lot all for helping me.

    redownload https://www.dropbox.com/s/m2h4k8j1c3dpn ... .capx?dl=0 for a version with tiledbackground too

  • Just have a variable in your localstorage that checks if its a new install or not, if it is, he can restore his coins, else not.

    A simple boolean would be fine.

    In my example, players can buy skins for a character ingame and this is the part that checks if he has the purchase IF the value is not in the array.

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  • Thanks for the reply, but I already fixed it.

    Your link didn't help at all though, as I know how to set up the IAP, and it was working correctly, apart from the fact that I got charged. I clearly wrote that it worked, that my app was in testmode AND that I got testaccounts. I did however not mentioned that my app was ALSO in Alpha test mode.

    I thought the alpha channel was specifically for this kind of testing, and as long as I had the user’s Gmail address on the whitelist, the transaction wouldn’t post. Wrong. The whitelist is ignored for published APK versionCodes.

    In fact, it’s even a bit worse than that – the whitelist is ignored for all versionCodes less than or equal to anything published. Let me illustrate that with a concrete example:

    1. The production versionCode of my app is 9 – that’s my baseline, before I started implementing IAB.

    2. After I had a first cut of IAB done – with versionCode 10 – I published it to my alpha-test group and had a whitelisted user try it. He got charged, because 10 wasn’t unpublished.

    3. Learning from these mistakes, I uploaded a later version (13) to Google Play, but did not publish it. I then emailed the APK to some whitelisted testers, who successfully used the IAB feature without being charged.

    4. Moving closer to release, I built versionCode 14 and published it to beta. I fully expect users of this version to be charged, and they are.

    5. However: the next day, one of my whitelisted test group from step 3 – still on versionCode 13 – tried out the IAB and got charged for it. My best explanation for this is that, even though 13 is still unpublished, the whitelist is ignored, because 14 is published.

    source: https://sterlingudell.wordpress.com/201 ... n-android/

  • any info on this, just been testing in app purchases too and google charged me too, I got everything on testmode and added a fresh google account to my testers