jeffige's Recent Forum Activity

  • We have a cool guy called AndreasR here who answered your question before you even asked. That's how cool he is

    Yes, he does offer lots of help on the forums, but like many, he leaves a lot of things out.

    Like, in order for your testers to NOT be charged for the IAP's, they have to be added to the testers list, not on the all applications or the game services tabs, but under the settings tab.

    At least thats what i had to do to get mine to work.

    Also, he did ask about testing achievements.

  • Do you force login a player or do you allow them to tap a button to login?

    When do you force log them in?

    When do you allow them to login by themselves?

  • Phoenixbowman

    Easy answers are no, no and no.

    Hard answers:

    My achievements are all ingame. i.e. i have an achievement layout that the player can go to and see what they have and what they need to do to get the others.

    In that achievement layout, i have everything turned way down. For instance, collect 1000 stars is set to 25 for testing. As you said, to make sure everything works as intended.

    Now if you have a flag, on a pole, on a mountain, on another planet, THAT will prove difficult to test for, unless you go actually do it.

    If you can lower an achievement, DO IT! Just record what it was before, and to make sure you put it at its original value before going live.

    As far as the IAP's - as long as everything is set-up, added, saved and linked in the dev console, and everything matches that from in your game, and set to test, your golden.

    When you purchase an IAP, the confirmation window will pop-up and let you know: "This is a test. You will not be charged".

    But you do know, you can not test with the email/google account you have set as the administrator in google dev console?

    My account is blahblah at gmail, for example. I can not test with that account.

    I have to test with one of my other 5 google accounts. And the accounts you want to test with have to be set in 3 different places in the dev console. Especially for the IAP's. That you can find under 'settings' and i forget which tab it is, but its at the very bottom of a page. You'll know when you see it.

    Now when you test, google game will show a small pop up box at the top of your game screen, telling you that you hit an achievement.

    Also, i don't know if it can be done without 1st uploading 1 apk to the dev console and alpha publishing it, but after you build in Intel XDK, you should be able to download the .arm file from the link you get from codova androud/ios build email directly to your phone....on Android. Dont know about ios.

    For me, these are just mini-tests. If it looks to be working, the achievements, IAP's and other things, i will upload that new apk to the dev console. I want to be sure that Intel XDK and google dev console are on the same page, so to speak.

    And sorry, that was a longwinded answer. Shorter answer: YES, you actually have to get the achievements or do the time based ones also. But as i said, just lower them way down. Or turn them way up...for instance: you have to cross a bridge in a short time, say 15 secs. Hard. Turn it up to 60 secs. Easy.

    Again, DO NOT FORGET TO PUT THEM BACK TO THE ORIGINAL.

  • So I've got 99.9% of my game done. All bugs have been eradicated.

    Except for this one!

    The game sounds and music play fine. No matter what i do, no matter what layout i am on. Even when and after Google Global Leaderboard is shown. Even if IAP's are bought. They all play.

    But after the player logins for the first time to Google Game, and they go back to the main menu, all sounds and music do not play.

    I've tried using actions like: Audio > Unmuted and Audio > Resume, but still nothing.

    If the player quits the game and comes back, everything plays as they are supposed to, because they are still logged in to Google Game. If they logout and log back in, the problem returns.

    Someone please help.

    I so desperately want to finish this game and start the beta testing.

    Any help with overcoming this obstacle is greatly appreciated.

  • allevlativ

    What behaviours do you have for this object?

    Platform?

  • So you know you need a developer license.

    Don't know about apple, but you have to fill out EVERYTHING in google dev console that relates to your game. No need to upload an apk for testing if you build with Intel XDK. Not sure about cocoon.

    Actually come to think about it, you may need to upload a dummy apk to dev console to get the ID's to work that you add to the IAP and google objects.

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  • + allevlativ = allevlativ

    And look at my previous post. Just add a global variable. Call it whatever you want.

    Add the events and actions just like my post.

  • To use the dt, i showed you how to try, just copy what i wrote.

    I have something a little like what you are trying to do. It may work. It may not. Won't know till you try.

    If you need help with my example, me.

  • Try something like this: ( Combo1 is a Global Variable)

    System > every tick - System add to > add dt to Combo1

    Now just add your events:

    Keyboard > on A released set Combo1 to 0

    System > compare Combo1 - equal or less than 0 - On A pressed Play Attack1 from beginning

    System > compare Combo1 - greater than 0 - On A pressed Play Combo1 from beginning

  • I have a local top 10 that is saved on the device and global leaderboard using google game. But ofcourse the 2 look totally different. So i was thinking about creating another leaderboard for local high scores only.

    Has anyone ever used googles local and a global leaderboards in their game?

  • what plugin(s) do you have in your game?

  • If you're intersted in helping me test my game, get in touch with me.

    Thank you to everyone participating so far.

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jeffige

Member since 28 Oct, 2012

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