fredriksthlm's Recent Forum Activity

  • I don't know. I took the image from a forum (stack overflow), and I have no mac in front of me now. (I usually use macincloud)

    I have never changed the setting though, so I use the "standard" one.

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  • I built an iOS app with xcode yesterday. the app is 16mb all in all. and I use the share plugin, and a lot of other ones. But I suppose you do it differently, if you export as cordova. But just fyi

    in xcode:

    i.stack.imgur.com/ocKH4.png

    (My app got rejected in app store connect though, due to IFDA/ATT issue! But this is another story..)

  • also the C3 plugin exist in the same zip file if you download from Photon. with example projects.

    (But I would buy Chadoris plugins in either case, just to get playfab :) )

  • No, you need to re do all the events. It is a totally different service.

    You can get the plugin for free directly from Photon website.

  • just ajax this ipapi.co/json

  • It clearly states that your password is wrong.

  • Not possible.

    The user may choose to cancel the share action and close the dialog, and the returned promise will resolve when the dialog is closed regardless if the user actually shared the content or not

  • Request Highscore is used for loading data into the game.

    Display Highscore is used to show the leaderboard in an external window in the google play gui.

    So those actions are not connected, so you are using the plugin wrongly.

    Just try to have a button that uses Display leaderboard, nothing else. and verify that it works first.

    (Last time I used google play, the condition Is logged in, didn't fire. So try to avoid it, and see if it works)

  • You can open your own project (as text files) and delete all plugin references manually. search the forum for it.

  • here you have them. for C3.

    github.com/erenertugrul/construct-plugins

  • Hi, I'm not sure that I fully understand how the memory management works. So maybe my question or thoughts are just crazy and wrong.. :)

    If I have understood the memory management correctly then everything on a layout is loaded into ram when switching into the layout, and then you also unload the previous layout. When you then go back to the first layout the same thing happens, you unload the current layout and loads the first layout into memory. (Images, sounds, etc)

    If I create a game which just two layouts, is it possible to deactivate the memory management so that you load the entire game directly on the loading screen? So you don't need to unload and load everytime. Since I guess this would avoid the delay when changing layout. And also everything would actually fit into ram just fine.

    One more detailed example is a "multi-card game" I create. Every different game uses its own layout, but the layouts contain the same stuff. (hi res bg, music, and high res deck of cards). I also have a menu screen.

    With the current functionality, everything would be unloaded and loaded every time you switch from one game into menu and then into next game. Since every game basically uses the same assets it seems "bad" to unload and load the same stuff all the time.

    I know there are some events to load and unload stuff manually, would it be good to use those in the above example?

    But as I said in the beginning, maybe I have just misunderstood this all. :D

  • You can use OneSignal, it works great and is very easy to use. You can use chadoris plugin, or you can just use it without any plugin, since it is very easy javascript (but then you need to build the app via other builder than C3 export)

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fredriksthlm

Member since 6 Jun, 2016

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