zhroguexe's Forum Posts

  • So how should i set up the code?

    ON sprite(btn) touched: FETCH PRODUCT X

    IS IN COCOONJS

    IS STORE AVAILABLE : Purchase X

    where do i put the ON product fetch complete? (it cant go under On sprite touched, it has to be separate somehow)

    LittleStain if you've never worked with fetching products do you knwo someone who has so he could help out?

  • is "is fetched" the same as "is store available" or "is in cocoonJS"? Because i dont see any other options such as "Is fetched" There is, however, these two:

    "on product fetch completed"

    and

    "on product fetch started"

    Are these the same as "is fetched"?

    Sorry for all these noob questions LittleStain and thanks for the help so far!

  • LittleStain

    Thats the tutorial i followed in the first place! The only difference is that instead of fetching the product on start of layout im fetching it on button press because there is more than 1 product to fetch!

    So, taking for example the pic you posted its:

    ON TOUCH SPRITE: fetch "firstproduct"

    is in cocoonJS

    is store available : then : purchase product "firstproduct"

    Any workaround to this?

  • BUMP would like to solve this as soon as possible so i can finally publish the whole thing (can't wait!!!)

    what i tried to do just now was adding a WAIT after the fetch but nothing changed :/ How do i make this "next tick" work LittleStain

  • So what should i do to fix this, could you please explain more about this "next tick" ?

  • Just to be more clear:

    The problem happens on each purchase i try to make for the first time but disappears on second try

    If you want a visual example go to the play store and download The Game Of Boz and see for yourself, so far i've had no luck in fixing this issue.. if you guys know what i could do then please help

  • hey guys so i've published my game and when i press the button to buy an item it gives the PURCHASE FAILED message for the first try, on the second button press it works. This happens to all my in-app products!

    First press nothing, second button press works

    here is my code:

    On btn press: fetch product "name"

    is in cocoonJS

    is store available then: purchase product "name" with preview

    Anything wrong with this? I dont want to have the user to press 2 times for 1 purchase!

  • I've successfully set up Admob and Mopub, and i know this because i've already earned 3$ (as it says on MoPub and Admob statistics)!

    My question is: Who pays me, mopub or admob?

    Mopub has my paypal info and i think that once i earn 100$ they will pay me, but what about admob, do i get another 100$ from them as well or is it only Mopub that pays while Admob doesn't do anything in terms of payment?

    thx for reading

    p.s. didn't know where to post so i just did a casual post here :d

  • thanks for the reply

    Well, i read the link you posted and it did say some interesting things (about mobile's having about 100mbs to work with and that's why you should use few background images to make a good looking background) and that's basically what i've done for my backgrounds!

    I have 1 sprie for the grass, 1 sprite for the fog, 3 cloud sprites, 1 hill sprite, 1 distance hill sprite. 1 tree and 1 bush

    Total sprites that are making the background: 9 (which are repeated)

    If we count the other layers' sprites theres about 10/20 more at max 22!

    I was under the impression that having all those sprites in 1 image would solve the issue but you said that that wasn't an issue so im stunned, what should i do to solve these "fps drops" that my friends experience on their phones from time to time?

    I dont mean that it's an awful fps drop i mean that they get a second or half of a second of Fps drop here and there :/

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  • The sprites are not high resolution, they are like 800x300

  • Hey hasan thanks for the reply !

    I have fixed everything now! Any ideas on how to test if these babies actually work.. without money?

    EDIT: just wanted to ask if Preloading Ads (banner/fullscreen) at the start of each layout is a bad idea as well?

    (i preload ad on start of layout then show it then on close of layout i hide it and redo that eveytime the layout changes to another one)

  • In the Construct editor you can reduce a sprite's size a lot and it doesn't loose quality, which is amazing!

    I did this with a lot of sprites and decorated an entire layer that im using as a background, so i have small trees here and there and small bushes and hills and what not but the issue is that all these re-sized sprites are making the game's fps drop so i need to convert the layer i've decorated with sprites to a single image so that all those sprites dont take so much temporary memory

    Problem is, when i go to photoshop and re-size the images, for example the trees, and make them smaller (like i did with the sprites on Construct's editor) the images loose resolution/quality and everything becomes awful.. plain ugly!

    Do you guys know a work around to this issue? I thought about doing everything with this ugly new look and then adding a blur to the background so that it wouldnt be noticeable but then the final result wont be as good looking as the one before and that's a real bummer :/

  • i really dont know.. that's why im asking! lol

    EDIT:

    Ok guys so this is what i did, since i couldn't figure something else at all:

    Instead of fetching the products on each start of layout the best thing would be to fetch the products only when, for example, the player is close/near the shop zone-area that way it wont fetch every single time the player dies but only when the player is in need of the shop(and that's when he's close to it)!

    As far as my understanding goes this should fix the possible repetition issue but i'd still like to know if fetching a product once, at start of game for example, would have the same results as fetching it at the start of every layout :/

  • I have no idea that's why im asking

    Im afraid that if i set the "fetch product" to start of layout of the level that every time the player dies it will restart the layout and fetch the products which would waste resources and wouldn't be very efficient

    What im asking is if fetching the product once (let's say at start of main screen layout) is okay and wont cause trouble, otherwise i'd fetch it every time the level layout restarts if that wont make a difference in performance

  • look at this image i took from a tutorial here on the forums:

    https ://www.scirra . com/ images/articles/events_6.png

    Here's what it says for those of you that are lazy to copy and paste:

    On start of layout CocoonJS Fetch those products from store "productname"

    Now put it this way, if it's a layout of a level where you die a lot (like flappy bird) the layout will restart every 10/20 seconds so is it a good idea to fetch the products each time the layout starts or can you fetch them once at game load (very first layout/main screen load)?