LukeW's Recent Forum Activity

  • LukeW

    I play the game, love the art, gameplay, performance, Love it!

    Question 3: What is the full-screen mode you use? Is this game suitable for all screen sizes and ratios? If so, how did you do it?

    Thanks

    Cheers

    I'm using scale outer for fullscreen. Seems to work best on the most types of devices. Just had to make test it on a bunch of different screen ratios to make sure things looked okay. I had to borrow a few different devices like ipads and iphoneX's to test on those weird screen sizes too.

  • I had users request gamepad support. Apparently some people play mobile games with controllers.

    I'm going to upload a build on Monday that *hopefully* addresses this issue. I still can't work out why this only happens on iphone though.

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  • Are you sure the collision polygon for your buttons is wide enough ?

    At times, a smaller collision polygon may give the impression touch is not recognized, when in fact it is the actual colliding surface which is so small that it makes it hard to properly click as intended.

    The collision box is larger than the button. Pretty sure it's not this, as a lot of the reviews I've had state that the controls feel unusually good for a mobile game, and I spent a lot of time refining collision placement. Plus this can't be replicated on Android.

    As I use 'is touching' a swipe of the finger onto the button triggers that action, so a user can control the player by moving their finger on and off the button without removing their finger from the screen. When this touch is missed, that no longer happens for the duration that that specific finger is in touch. It's like the device doesn't recognize there's a finger on screen for anything. If I put another finger on the screen, while the other one is still touching, it recognises that second touch and acts like expected, but still ignores the first. I'll need to do some more testing, but from what I can tell, spamming taps seems to be what triggers it.

    It's definitely only happening on iPhone, but it's starting to hurt my overall ratings.

    Here's an example of how I'm registering user input

  • Seeing this complaint from several 1-star user reviews that sometimes the buttons on my game don't respond. Had a test then on a couple of student's Iphones (an iphoneX and an SE) and, sure enough, there are times when touch is not recognised at all.

    I was able to get this to reproduce by spamming the jump button on my game while tapping left and right quickly. Occasionally, touches don't always trigger. During one of these, I kept my finger in touch and moved it to other buttons and it didn't trigger any 'is touching' conditions.

    I can't reproduce this on Android.

    Not sure what's causing this so will not file a bug report until more information is discovered, but right now I'm hoping someone has a suggestion. Could it be related to the white line at the bottom of the app that shows up in iPhone? Is there something I need to disable in xcode?

    Cheers

  • I was wondering about the iOS 12 min version today but, having tested on a fair few older iphones that my students owned, I've not once experienced a student saying they can't access the game off the App Store.

    If you look at iphone models that support 12, it goes all the way back to Iphone 5s in 2013. I mean, I guess there are people out there using older phones, but I personally haven't seen too many (maybe iphone users are more inclined to upgrade?)... Android min version on the other hand...

  • LukeW why minimum Android version 7? You can reach more download if you downgrade android version.

    Unfortunately, it was a choice I made based on how webview is updated on versions below 7, meaning that the chance of the app not launching correctly is far greater - which in turn can lead to more 1 star reviews. There's a thread about it here: construct.net/en/forum/construct-3/general-discussion-7/c3-runtime-viable-android-148020

    You succeed in adding IAP?

    Yeah, but it was a pain. You've got to make sure everything's setup correctly in the app and the Playstore/App store backend.

  • Thanks

  • this is a bit weird. I set my project to scale outer with autofit = cover so that it displays well on different devices, and it does. uses the fullscreen on iphonex, including around the notch, and likewise on 4:3 devices like ipad.

    Except my menu screen for some reason, and I can't work out why. Every other layout is perfectly fine. You can see in the piccy below, there's a lot more to the background that's hidden by those black bars.

    https://cdn.mobilesyrup.com/wp-content/uploads/2019/11/cracked-crusaders-header.jpg

    Any ideas? I have the layout size at 320x180, but there are other layouts with this size and they don't have the black bars around them, just this one.

  • CGamez

    You could probably cut those 5% of users off by building apk for android 7+ only.

    I think this is what my stance is going to be moving forward. It sucks a bit, but having looked through other Construct games on the Play Store, the number one running theme for 1 star reviews is 'it doesn't work'.

  • Thanks for checking. I had a look at the gamepad template and I don't see anything different to what I'm doing, so I'm wondering if it's my device. I'm on Android 7.0

    Cheers

  • Hey Lumicreative.com, got another question if you don't mind.

    Just looking through your reviews on Football Dash (well done btw) and I've noticed a trend where your low scores tend to be from users with out-of-date software who can't launch the game.

    I was wondering if you found any way of dealing with this? And what min version Android were you exporting to (I'm currently running it a v6 but not sure if I should raise that).

    Thanks

LukeW's avatar

LukeW

Member since 26 Mar, 2017

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