Toby R's Recent Forum Activity

  • Thank you AndreasR! I will give it a try today. I think I would never guess that it's ordered alphabetically... I really thought it's something related to purchase order or market initialization . Thanks a lot.

  • Use local storage + timestamp.

  • Hi,

    Yes you are right. It triggeres the On purchase completes trigger instead of the 'has product'. Same is with the description/title. I did use the 'on completed' and 'has product' as 'or' block, so I haven't noticed that.

    Thank you!

    I'm building a testcase for Imanol, so this can be fixed.

    Actually it triggers "On purchase complete" instead of nothing. When I run "Restore purchases" I expect plugin just to download information to the memory and do nothing else. Then once "Restore purchases" is done I expect "Has product" (in Cocoon it's called "Is product purchased") to be able check if product has been purchased before or not.

    So to clarify:

    ### issue 1 ###

    Function: Restore purchases

    Current behaviour: It triggers "On purchase complete" for every product which has been purchased in the past.

    Expected behaviour: Download information about purchased products. Triggers nothing by itself.

    ### issue 2 ###

    Function: ProductTitle, ProductPrice (and other which requires Nth product parameter)

    Current situation: Require Nth product integer parameter

    Expected situation: Require Product ID string parameter (or documentation of how this should be properly used with Nth integer)

    I'm not sure whi Imanol is but I guess is someone from CocoonIO team? Could you please share the Cocoon forum issue report link here if you created any? Or should I do it?

  • Nice one! Simple yet original! Good Job you definetely have a reason to be proud

  • Well actually I need a hand There are weird things going on with my Cocoon IAP implementation.

    1. When I trigger "restore purchases", then it triggers "on product purchase completed" for every product which has been bought in the past.

    2. Even though I recieve a restore purchases successful message. "Has product" still returns false.

    3. CocoonInApps.ProductTitle breaks the script

    In your example you provide a Product ID (which is a string) as a parameter of CocoonInApps.ProductTitle. However description of this function says it has to be a number.

    I think this is why my script breaks. And maybe even all the weirdies happen.

    If you have IAP implemented in your working project. Could you please share your working implementation? Or point me to the tutorial/documentation? I can't find any official info regarding what the "Nth product" means. Is it Nth purchased product of all times or it's the sequence of products added to "Fetch products from store" or Nth of the current session or...?

    I would be greatful if you could clarify this.

    Thanks

  • Just added new tutorial: What is the best resolution for mobile game?

  • I wrote about that in my first e-book. Anyway just rewritten this chapter into my blog. You can find it here: What is the best resolution for mobile game?

  • Alright - sorry for bothering. I've managed to make it work!

  • Well first of all I think there is no game made in C2 that should be considered to run on such an old device which still has Android 4.0. Those oldies are simply not strong enough to run even an easy game smoothly.

    Regarding resolution. If you set up your layout and window to 854x480. You will cover only 16:9 devices. 21:9 will have blanks on the sides. 16:10 will have blanks on top or bottom.

    I had a customer with exactly this resolution and he had problems that the game was alright on most of mobiles but not on some tablets.

  • AndreasR you're the Cocoon master . Can you confirm that it works? Or you haven't tested this part?

  • Can anyone confirm that restore purchases works for CocoonIO?

    I've managed to set up everything regarding IAP with Cordova IAP for Intel XDK, but struggeling to set up restore purchases with CocoonIO. Not sure if I'm missing something or this feature does not work?

    I tried with Android.

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  • Resolution itself is not that important. Ratio is important. If you build a game you want it to look well on ALL possible devices. So you have to do it responsive. I use Scale Outer with screenAdjuster/safeZone and use ViewPort's to set objects on the border of the screen. It fits perfectly any mobile device.

    The same goes for desktop apps. My game I made for AirConsole was also done the same way. I have 16:9 screen, but I saw AirConsole team played my game on very wide screen (don't exactly know the ratio - but was a weird one) and it fit as well.

    Haven't read your tutorial yet , Maybe I'm just repeating what you have written there. Just saw you're talking about resolutions and it's the ratio which is important.

    Regarding resolution it's not really important because if you pick a bit bigger then engine will downscale it anyway. The same goes for small resolutions, engine will upscale it for bigger screens. Just remember to use bigger images for sprites if you pick low rez, so they could scale with good quality.

    I personally pick an average resolution (1200x800) and use images of the 1.5x sprite object size. It scales nicely both ways.

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Toby R

Member since 23 Mar, 2015

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