Toby R's Recent Forum Activity

  • Well if it works fine in the preview then it seems like your mobile struggles with loading the audio.

  • You have to restore purchases only once at the start and it is only usable for non consumables. Like the premium account. So in such case you check if user bought it already in the past or not.

    If you use APK directly from the IntelXDK or IAP license it not set up (or is wrong i suppose) then you won't get any response. The APK must be downloaded from Google with correct license.

  • If it always starts when you start the gameplay then you probably have something wrong with events. It looks like you trigger it not at start of the game but at start of the gameplay.

  • Allright... you have a mess there mate...

    * Line 3: you call purchase product twice there... first when someone touch the "Button_ovo10" and then on line 3. This logic is not logic .

    * Consume product should be under line 6 condition. So simply once it is successful, then you consume it.

    * Line 13 should not exist. It is being checked 60 times per second (if product is not restored/bought) for no reason. You should add those actions under observers.

    But I doubt that this is the reason your app actually go black screened. I suggest removing and adding again the JS plugin in Intel XDK.

  • It's imported into the Music folder and set to play on the start of the game layout.

    If it's set like that it should work fine. But you might want to try with other device as well. Audio is kinda hard topic with HTML5. On my SGS4 I always have a 0.5s sound delay no matter if it's preloaded or not. It's just a mobile issue and nothing really can be done.

  • Do you have your music file imported as a music or as a sound? It sounds to me like you have it as not preloaded sound and C2 starts loading it after you touch the trigger. Do not try to preload 1MB of music. It will take some time. So put it into music folder of C2 and It will be streamed on the fly.

  • As glerikud said, just check "Signed" checkbox under Intel XDK build settings. Intel XDK will create a keystore for you and sign the APKs. Nothing else you have to do. Once you download signed APKs they are ready to be published or installed on your mobile. Be aware that in order to test IAP you have to first upload APK to GDC and install your app from there.

    I know all this might be confusing at start but it's really simple once you know what to do.

    Wow. I'm not a fun of card games, but this one looks amazing. I would say better then Hearthstone. Amazing artwork. Good Job! You have my vote.

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  • Read your post as if it want's yours......... Get it?

    We have no idea what is in your game so how can we help anyhow? The one thing that can be said is - you need to optimise your game.

    Read performance optimisation articles.

  • You have a bug in your PHP script, it looks like it returns too much. Post the screen of the part where you return that data.

  • You should let IntelXDK sign the APKs automatically for you. If you must use your own keystore then it's easier to send it to Intel and ask them to assign it to your account. You will get rid of most of the problems you now have to solve manually at the moment.

    If you want to run APK on your mobile which comes directly from IntelXDK then you must allow installations from unknown sources. Otherwise you have to send it to Google first and test it as Alpha/Beta tester.

  • Well there is nothing complex. It works the same way as C2 IAP plugin just the diference is that you have to call "consume" action after product has been succesfully purchased.

    If you post a screen of your implementation it would be much easier to say anything.

    Besides the implementation in C2 you need to set license property of Cordova IAP opbject (you can find it in Google Developer console) and import IAP Cordova JS library into IntelXDK plugin section.

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Toby R

Member since 23 Mar, 2015

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