Team EternaL's Recent Forum Activity

  • In case this helps anyone else, here's some info that stumped me for a couple of months on how to get Xbox Live working in your game:

    First off, remember to do the "NuGet" step shown under "Setting up Visual Studio" in this tutorial.

    I also found that exporting to a fresh new folder instead of using the same one I always did helped. More accurately, I seem to have found that anytime I want to do a re-export out of C2 into the same directory, it breaks the Xbox Live functionality in the Visual Studio solution. I seem to have found that the easiest fix for this is to delete at least one if not all of these 4 files that Visual Studio creates:

    <ProjectName>.jsproj

    <ProjectName>_StoreKey

    Package.xml

    packages.config

    Then I reopen VS and redo the NuGet step, Store Association step, and Visual Assets step.

  • If you didn't change the IDs in the Xbox Live plugin properties to an app you actually own, it won't work. It also looks like you missed all the steps in "Setting up Visual Studio" in the tutorial.

    THANK YOU! It was the "NuGet" step. I still couldn't get it to work for a couple of days after that, until I just tried exporting to a fresh new folder instead of using the same one I always did, and that also did the trick. More accurately, I seem to have found that anytime I want to do a re-export out of C2 into the same directory, it breaks the Xbox Live functionality in the Visual Studio solution. I seem to have found that the easiest fix for this is to delete at least one if not all of these 4 files that Visual Studio creates:

    <ProjectName>.jsproj

    <ProjectName>_StoreKey

    Package.xml

    packages.config

    Then I reopen VS and redo the NuGet step, Store Association step, and Visual Assets step.

    I'll share these things as a [solved] post in the "How do I..?" forum just in case it can help anyone else in the future.

    If you have any insight as to why the platform behavior moves slowly on Xbox One, I'd appreciate it, but that's another topic. You da man!

  • > I know this isn't fun, but please fix the Xbox Live plugin, when used on the Xbox One console itself, not just for Edge or PC.

    >

    As far as I am aware, there are no differences in the Xbox Live API between Xbox and PC. What do you think needs changing?

    andreyin

    Sadly it still isn't working. I'll list the steps I take. To be safe I'm using the Scirra Xboxlivetest capx instead of my own project. My Xbox One is also up to date, OS version 10.0.16299.5101. Please let me know if you see anything wrong:

    1. In C2, export for Windows Store, "Minify script (recommended)" is checked, (I've also tried with it unchecked) Target version is Windows 10 Universal.

    2. Open Xboxlivetest.sln in Visual Studio. (mine is: Visual Studio Community 2017 Preview Version 4.7.02556)

    3. Double-click package.appxmanifest and generate the Visual Assets from the C2 icon-256.png.

    4. Right-click "Xboxlivetest (Universal Windows)" > Store > Create App Packages > Yes > Generate app bundle: Always, Neutral > Create.

    5. Turn Xbox One on, in Dev mode.

    6. Go to Xbox Device Portal on your PC, at: https://xboxone:11443/#Home and sign in.

    7. Click "Add" and select the package, such as at ...XboxLiveTest\AppPackages\Xboxlivetest_1.0.1.0_Debug_Test\Xboxlivetest_1.1.1.0_AnyCPU.appxbundle > Start > Done. (I've also tested using a Xboxlivetest_1.1.0.0_x64.appx instead of an appxbundle)

    8. Select "Launch" to run it on Xbox One.

    But, unfortunately, it doesn't get past "Xbox Live not available", as seen in this screenshot taken directly from Xbox Device Portal Media Capture Screenshot:

    https://www.dropbox.com/s/06mikmrirhqbt ... -12-37.jpg

    In addition, the Microsoft certification attempts are what list the Gamertag as not visible, and of course they must be testing it the proper way.

    Any help would be great, such a confirmation on your end that it really does work for you when tested on an actual Xbox One console, as stated in the bug report steps that must be taken in order to correctly reproduce the issue, or a correction of one of the steps I listed above.

  • The provided .capx makes no sense - it essentially spams the API, particularly in creating an infinite loop requesting profile info non-stop, because you request profile info again in "On profile info success". I suspect it's probably failing due to rate-limits on the API calls.

    In my own test the gametag works fine. This is the test project I use: https://www.dropbox.com/s/t7af7hq4v5w4zkd/xboxlive.zip?dl=0

    I know this isn't fun, but please fix the Xbox Live plugin, when used on the Xbox One console itself, not just for Edge or PC. According to Microsoft's certification status for my submission, it's the last thing standing in my way. Please test it on an actual console, see that it doesn't work, or tell us what to do to make it work. I even asked Microsoft customer support to allow my game, minus a visible Gamertag, but that might not go through.

    Construct 2 is an amazing software. Thanks!

  • Hmm, for me it doesn't get past "Xbox Live not available". Again, I'm testing it on the Xbox One console itself. The capx only involves clicking, not a Gamepad, so I added that Xbox buttons cause the clicking in the capx, but none of the buttons do anything either in my tests. I have my test account signed in, the sandbox is all correct, and I'm debugging out of Visual Studio. Even Microsoft keeps saying that my submissions don't show the Gamertag. If it works for you when testing on an Xbox One console, there's got to be a step you're doing that I'm not.

  • Problem Description

    Xbox Live Gamertag doesn't work/appear. Scirra e-mail support suggested I start a bug report for it.

    Attach a Capx

    https://www.dropbox.com/s/cre5upkyfumzx ... .capx?dl=0

    Description of Capx

    Signs in to Xbox Live both silently and normally, then requests profile info and should set text object to Gamertag.

    Steps to Reproduce Bug

    • Export capx for Win10
    • Use latest Microsoft Visual Studio Preview (mine is Version 15.6.0 Preview 3.0) to Debug for x64 on remote machine of Xbox One

    Observed Result

    No Gamertag shows up.

    Expected Result

    Gamertag to show up.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Win10 latest.

    Construct 2 Version ID

    r252

  • Edge doesn't allow the RTC method of multiplayer, meaning we can't even make multiplayer games on Xbox, not even through IDinq@Xbox. I'm sure someday that will change, but it sucks.

  • Are there any great non-programming solutions for Unity, like a plugin or whatever that makes it easy, perhaps like C2? I'm drawn in by the fact that Spriter supposedly also works for Unity, and that Unity can export to everything. But without an easy non-programming way to give users a gaming experience of some kind, Spriter + Unity would just be a great way to tell a story that you can export to everything. Which isn't bad, but also not a game per se.

  • Ashely

    This thread looks relevant to my issue. I also can't get the Gamertag to show up via the XboxLive.Gamertag string. Can we get this fixed? My game's waiting on it, since Microsoft won't accept it without the visible Gamertag.

  • It looks like the real issue may be that the Gamertag doesn't really show up? Are there any known issues with that part?

  • Testing on Xbox One, the platform behavior moves slowly, with slow walking, and low-gravity airtime. The attached Spriter animations appear to move fine enough. Other aspects that are slow include any menu cursor movements and selections that switch to another layout. Will the game actually move fast if released in the Creator's Collection, and is just slow in testing? Otherwise what should we do to improvement the performance of C2-made games on Xbox One? Obviously the Xbox One is a powerful system, but is there something that's, for example, loaded all at once, and taking up RAM all the time, in a C2-made game, versus a non-C2-made game, that some event work or such can fix up?

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  • So no known issues anything? It's just me?

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