sagarsarma's Recent Forum Activity

  • Hi,

    I have released Vortex Impossible to Android store. The link is https://play.google.com/store/apps/deta ... impossible

    Game Description and features:

    Tap/Touch to shoot.

    Push your ability to focus and precision by shooting through the openings of two spinning square rings.

    Enjoy the game in a minimal old school (70-80s style) themed art style and music.

    Simple to Play hard to master.

    **Make record, Beat record, Share record to the world **

    Features

    Simple one touch game play.

    Old School theme and music

    Leader board- Compete and check players high-scores

    High score Share

  • I did resolve the image icon-60xtx@3x not found issue while loading ipa to APP store using application loader.

    The resolution is when you add the icons to Intel XDK, 180x180 icon should be lower case png for IOS. I did write like 180.PNG.

    Intel XDK copies all other icons without the file extension and adds the png to the extension by itself. But for this 60x3 =180 size icon it copies the whole name.

    While application loader performs asset check the icon with .PNG fails.

    It took a tremendous amount of time for me to figure a silly issue. Good thing is that I understand the Intel XDK build log in a better way now.

    Sagar

  • The icon problem has disappeared by moving the icons to root directory. Now when I am trying to upload the image using application loader, it is getting stuck in the "sending API usages to itunes Connect" stage. After 15 minutes I am getting a timeout message.

    Have import the IPA or choose the ipa for review in application loader?

  • have you put any cfbundleid verion number in IOS build settings?

  • i will do it today.

    One question. Are you adding the icons and splash screens in the Intel XDK build options or in the additions.xml file?

  • in Intel xdk I have added icons and splash screens in the relevant section and then built the system. When I upload the game using application loader I get this error submitted to intel xdk folks. https://software.intel.com/en-us/forums/topic/544719

    I am wondering how are you not getting it.

  • Hi Alon,

    Are you building the production version in Intel XDK and uploading to appstore using application loader? In my case I am able to build it, but uploading fails as 60ytz@3x icons are missing?

    I am not getting help from Intel side as yet.

    Sagar

  • 1. Yes on xdk and cranberrygame. Not in production but with adhoc. There is a problem with Intel XDK ( i am able to build it with production certificate) while uploading the ipa file to itunesconnect and I am interacting with XDK support to resolve the issue.

    2. Have not tested with internel tester as uploading to itunes connect does not work.

    3. I am only testing with sandbox mode. Once I resolve the previous issues I will

    4. I am not getting any store login unless I press the sprite. But sometimes once it comes it keeps on coming for three or four times. I have seen this issue earlier on unity also.But as you will go to production it will not happen.

    I suggest you to buy the cranberry plugin sets that cost US $ 25. I am getting good support from the guy to make progress.

    Sagar

  • When the sound is playing on Android device in the game, if a phone call comes even though the game is no longer in play the sound continues. It is not happening on IOS device.

    Is there a way to detect application exit condition like this and then stop the sound?

    Sagar

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  • I tried it. I am building the game in Intel XDK and uploading the device. While I am able to collect the necessary data using instrument as in the tutorial , due to lack of sysmbol tables i am not able to make sense of it. Only way would be to build the game in xcode and load the symbols.

    Sagar

  • Hi,

    Based on your recommendation I started using cranberry plugin. But still stuck with the whole process.

    Any chance to have a capx with events? I'm struggling here...

    I uploaded to the App Store

    1. While I fetch store listing on the store screen the app asks me to login to store already on my intro animation screen . How do I avoid this? I don't understand why it ask me for that when I'm on a different layout.

    2. Seems like I'm missing something here, why do I get the store pop up with sandbox mode? I am using Intel xdk. Is there a location where I could turn it off

    3. Will appreciate a capx or a screenshot of events to understand how to deal with non consumable object. I have only one time purchase..still I got stuck.

    Many thanks

    This is the logic I have implemented and working fine.

    1. Keep a local webstore variable. Remove_ad = 0 ( not purchased ).

    2. If Remove_ad == 0 and Store_avl=1

    on touch of purchase sprite ---> purchase product ID

    3. on any purchase success event -> set remove_ad = 1

    4. On store listing success --> variable Store_avl= 1

    5. if Remov_ad=0 and store_avl =1 -> restore purchase

    6. on restore purchase sucesss - > set remove_ad=1

    this logic is working for me.

  • I am actually facing an issue after installing the PhoneGapScreenOrientationPortrait plugin. It has successfully put the game on portrait mode.

    Whenever I saw a full screen ad ( from Admob) and move the device to landscape mode, the ad starts showing in landscape even though the portrait plug in was used. After the ad is over, the games orientation would still be in Portrait, but scale of all the sprites has increased by big margin. So Unless I restart the game it is not playable.

    My guess is that when the advertisement went from Portrait to landscape, it would have scaled its object. When I exit the ad the scaling factor gets applied to the game also. I made an attempt to set layout to scale 1.0 after the ad is over. But it didn't help.

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sagarsarma

Member since 31 Dec, 2014

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