radbrothers's Recent Forum Activity

  • Ashley

    Will Windows Store plugin in C3 supported Windows.Services.Store namespace for purchasing in Xbox Live games?

  • I found an JS example of purchasing on a Microsoft github repositories, maybe someone can help me to do this in construct 2?

    github.com/Microsoft/Windows-universal-samples/blob/master/Samples/Store/js/js/scenario2-inAppPurchase.js

  • Any solution?

  • Hi all!

    Ashley

    My game was approved for IDawb@Xbox program and now I'm integrating the achievements into game. But I found a problem with IAP's - they do not work. Apparently for applications with Xbox Live we need to use a other namespace for purchases, that's what I found in the documentation:

    --------------------------------------------------------------------------------------------------------

    "The Windows.ApplicationModel.Store namespace is no longer being updated with new features. If your project targets Windows 10 Anniversary Edition (10.0; Build 14393) or a later release in Visual Studio (that is, you are targeting Windows 10, version 1607, or later), we recommend that you use the Windows.Services.Store namespace instead. For more information, see In-app purchases and trials. The Windows.ApplicationModel.Store namespace is not supported in Windows desktop applications that use the Desktop Bridge or in apps or games that use a development sandbox in Dev Center (for example, this is the case for any game that integrates with Xbox Live). These products must use the Windows.Services.Store namespace to implement in-app purchases and trials."

    --------------------------------------------------------------------------------------------------------

    docs.microsoft.com/ru-ru/uwp/api/windows.applicationmodel.store

    At the moment, my game is in Xbox Creators Program, and purchases also do not work. I didn't know about it, but the players told me about this issue. Before Xbox Live was added IAP worked flawlessly.

    What do I do with this? Is it possible to change an existing IAP plugin for a new namespace?

  • Ashley

    I know about the Audio plugin settings, but this problem still occurs. I think this is a big problem for the developers of Construct, becouse this indicator very much influences the ranking of games in Google Play. My game was in the top 20 in several categories for a long time, but after Google began to take into account the indicators of "bad behavior", my game fell to the bottom and downloads fell by 80%.

    In the screenshot, you can see that the stuck AudioMix wake lock occurs at the beginning of the game session, perhaps when the game is loading and the engine starts to decode the sound, also many developers report that the problem appear when there are audio decoding threads. I tried to disable the "Preload of sound" in the project settings, but this does not affect the music so nothing has changed. Maybe if we disable also preload music, then this will change the situation, but of course these are my guesses.

    I think if developers of the Corona, Gamesalad and Cocos2d engines reported about this problem, then you need to pay attention to it.

    forums.coronalabs.com/topic/72941-stuck-partial-wake-locks-background

    forums.gamesalad.com/discussion/96542/regarding-android-vitals-section-stuck-partial-wake-locks

    discuss.cocos2d-x.org/t/audiomix-anr-issue/42867

  • boulerzzz

    Unfortunately I did not find a solution. But I think that killing an application when it goes to the background is not the best solution. I found information that the developers on the Corona engine had the same problem, and its developers fixed it. Maybe Ashley and his team can help us with it.

    forums.coronalabs.com/topic/72941-stuck-partial-wake-locks-background

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  • Hello Ashley

    You said that the construct suspend the game so that it becomes completely inactive if we switch to another application or lock the device. But I have the same message about the "Stuck partial wake locks" issue in my Google Play developer console (for android 8.0 and up), and I found that it refers to the AudioMix tag. Perhaps this is due to the audio stream that Construct is created?

    I also found this, but maybe it's obsolete information:

    bugs.chromium.org/p/chromium/issues/detail

    bugzilla.mozilla.org/show_bug.cgi

  • 🔧[Android] Update Heart Box v.0.2.17:

    This update is a technical and is intended primarily for device owners with Android 5.0 and higher. Now, for such devices, the APK "weighs" only 7 megabytes instead of 30, and the installed game takes 20 megabytes of space instead of 80, and the amount of RAM consumed also decreased.

    The next update is coming soon and it will bring skins, currency, daily gifts and new achievements into the game!

  • klkev

    Thank you! :)

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  • I have the same question

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