FatesjokeStudios's Recent Forum Activity

  • I'm trying to get geolocation to function properly in an app I am building and am running into problems with it not always working as designed. So I'm testing it locally and seeing that the feature tends to return an error pretty frequently.

    I read and reread the Geolocation part of the manual and have been playing around with the example linked in the manual. I keep coming across the same problem. Sometimes the plugin works perfectly and I can get the position to show dozens and dozens of times without an issue. Then it suddenly stops working and give a timeout error.

    Doing some testing and checking the timestamp, the only thing I can figure out is that it limits the requests in a 10 minute and ten second span of time because in both my app and the example I get the exact same timestamp with the timeout and they are in 10:10 increments. Even though the example is set for a 10 second timeout and my app is set for 30.

    Anyone know why this is and how to get around it? I need more frequent geolocation info than 10 minutes.

  • So, I was unable to figure this out using Cocoon. Decided to just use AS moving forward and am having no problems.

  • I've just encountered the same problem.

    I was able to get geolocation permission just fine when exporting as an Android Studio Project and building my apk from there but today I tried switching over to cocoon.io (because I was getting annoyed with AS) and building my apk there which solved some problems but introduced the problem of not having access to geolocation.

    I'm guessing it is actually a cocoon issue because it was working in AS but I also switched from downloading as an AS Project to HTML5. So that might be it.

    Still doing some testing to figure out where the actual problem is.

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  • Any chance of seeing this ported over to C3? I'm looking for something exactly like this and am willing to pay for it.

  • Okay, I figured it out for Android. It isn't exactly easy (you have to compile with Android Studio and make some tweaks to how that normally works), but it for sure works.

    *Export as an Android Studio Project.

    *Make sure you have Android Studio installed and running Gradle in the latest version per this Android Developer update.

    *Import your project into Android Studio.

    *Edit the build.gradle file for your project to insert the code below beneath "dependencies" after marking out the "library modules" section. This is done to prevent errors when compiling your apk since you will now have to use Android Studio to align, sign and compile. Then sync project.

    implementation project(':CordovaLib')[/code:2jie87zv]
    
    *Now go to your config.xml file (/res/xml/) and add this line in the appropriate spot to prevent a time-out during emulation for testing. Then sync project. [code:2jie87zv]<preference name="loadUrlTimeoutValue" value="700000" />[/code:2jie87zv]
    
    *Now for the actual app icon- in Android Studio right click the "res" folder in your project (must be in Android view) and go to New --> Image Asset. 
    
    *C3 seems to call the app icon "icon" so you'll want to change the image asset name to "icon" and then simply import a 512x512 png file and save it.
    
    To complete the build in Android Studio you'll have to have a keystore and everything, but if you've gotten to this point you probably already know what to do from here. Just make sure to select V1 [b]&[/b] V2 for the Signature Versions to have an aligned and signed apk that is ready for upload.
    
    I've tested the above and it worked perfectly for me (after hours of playing around with things to get to this point since I've always avoided Android Studio). Hopefully it works for some other folks out there.
  • For anyone looking for a random room generator this is a great resource that is pretty well documented.

    I found it generalized enough to make some custom tweaks that fit a project I was working on perfectly. There are a lot of built in features I didn't use for that project, but I look forward to experimenting with them more in future projects.

    Easily worth the money for the time it saves and an added bonus are the number of things it can do that I didn't even think of.

  • Having a similar problem with Android.

    Compiling my builds using C3 and getting the default Android icon on the Play Store. Which of course means I can't exactly publish them.

    Seems that a compiled app can't be edited by Android Studio (from what I've discovered importing them as a Project) and that leaves me with no way to put the custom icons in the apk for release.

    Anything I am missing? I can build my apps just fine. Compile, align and sign them. I've even got them on the Play Store but without the icon they should have.

    HELP!!

  • Has anyone come up with a way to do this with C3?

    I know OneSignal was a possible way to accomplish it using C2 (though I never played around with it enough to confirm this). Is that still the best option?

    Thanks.

  • Thanks, rexrainbow!!

  • I am just now getting around to playing with C3 but I've encountered the same problem trying to convert an existing C2 game into a C3 game.

    I am getting this warning in my Google Play Developers Console: You uploaded an APK that does not have BILLING permission, or has a BILLING permission that is limited to specific sdk versions. BILLING permission is required for selling in-app products.

    I used XDK in the past so getting these permissions to work was handled there before. I checked and I have the native IAP and Google Play plugins set-up correctly.

    Am I missing something?

  • rexrainbow - Please also convert your firebase plugins. It's the only stable backend we've got.

    I second this!! I see a couple in the repo but Item Monitor would be appreciated rexrainbow (really appreciate all the ones you have moved to c3!!)!

    Yann, any chance of seeing your JSON plugin ported?

    , any chance of Notifications making the move?

  • Okay, I figured it out.

    Ended up using RexRainbow's Date plug-in and creating an event to save the Unix Timestamp to a GV before saving the game. Then when a saved game loads it records the Unix Timestamp. From there the timestamps are compared, difference is divided and the Turn and Health ratio is used to increase those GVs.

    So far it seems to work perfectly.

    A note to anyone trying this; compare the variables in a place where the saved game will launch (ie; not right after the game loads but on an event sheet that was used when the game was saved).

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