mollaq's Recent Forum Activity

  • Hi Mat,

    where did you find the var

    "var isTestMode = false;" ?

    in the file c2runtime.js that create construct2 when export the game?

  • OK its probably a Ludei issue.....

    and its probably a issue of ludei server that don't manage IAP, infact I found a discussion on the ludei dev portal that I link here:

    http://support.ludei.com/hc/communities ... cale=en-us

    and this is the part that I think is interesting:

    "second - I fixed the purchasing process (by a workarround)

    This might help others:

    You do NOT want to use „managed“ mode! Just implement the onProductPurchaseVerificationRequestReceived, take the productId and store it somewhere on your own with localstorage (implement some security, so that the storage cannot be manipulated).

    That will save you a lot of troubles!

    Why:

    There are server errors on the ludei backend

    You won’t get restorePurchases to work properly, because you will not receive a proper purchase item

    I cannot post more infos right now - this is too complex to write."

    At this point I think we should try to set Store Modo UNMANAGED...

    but I do not know how to follow the steps described above....

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  • No I only send the game to the apple store....

    Now are 2 days that I send the binary to the apple store for reviewing...I also will write here if my app pass the check and will be approved.

    how do you set the setting of cocoonjs plugin in construct2?

    I set the store mode MANAGED

    and I set the store sandbox to DISABLED

    and you?

    you had used the cocoonjs object in your construct2 game? or you used the cocoonjs opensource plugin?

  • Here the answer of ludei team:

    "You can double check if the xcode project that you use to generate the ipa has the sandbox mode disabled. Maybe you'd try to open the project (right-click on the xcodeproj file and select "Show package contents". Head to the folder appData/game and double check that the code has the proper flag set"

    there is a button or procedure in xcode to disable the sandbox mode???

    I only know that on the setting of the cocoonjs plugin in construct2 program I can disable this function....it true?

  • thanks but my problem is that my game was two time rejected for the same reason.... my IAP don't work! (the apple's person that controls my game says that tapping on buy button nothing happens!)

    but when I test my IAP on my iphone (in sandboxmode enabled) all works fine.....

    you have a consumable IAP that work?

    your game was approved on the apple store?

  • Hi to all,

    is already the second time that apple reject my game for the same reason!

    they try to buy "continue to the same level" iap (tap the buy button) and they write to me that does not work!

    Before to send my binary on itunes connect I tried my IAP on the sandbox enviroment (store sandbox enabled on Cocoonjs plugin) with my test apple account and all works fine.....so I switch to store sandbox disabled, export to cocoonjs, compile the project and send the binary to

    itunes connect via xcode.....

    I waited a week before they reviwed my game and the response was "Rejected" for the same reason, they can't buy my in-app purchase!!!!

    At this point I do not know what to do....

    in test mode with test account all iap works fine on my iphone and ipad but when i disable the sandbox mode and send the app to apple for review this is regularly rejected!

    I ask if anyone has the same problems like me....

    I write for completeness that:

    • I have 2 in-App purchases (1 consumable and 1 unconsumable)
    • the first time I used the IAP plugin from construct 2 (and the iap works in test-mode but don't work for real purchase)
    • Now I used the CocoonJS plugin (the plugin that is integrated in construct 2, not the beta plugin opensource)
    • I set the store mode MANAGED
    • I set the store sandbox to DISABLED

    is there anyone who has managed to put its application on the apple store with the iap working?

    thank's in advance

  • Hi Irina I submit today my app and I've received the same email by apple.....

    (I use cocoonjs too)

    I would like to know if at the end your app was rejected or no....

    I red on other forum that this issue is only a "warning" apple don't reject the app affected by this problem, it is true?

  • aquinn

    Confirm that with IAP plugin and Ejecta Restore Purchases working well

    you are right when I launch the game using ejecta with xcode 6 (or Xcode 5.1) there are 11 "warning" but at the end the game run on my iphone 5c.

    I've noticed a lot of errors with Xcode 6 (or xcode 5.1) if I don't enable WEBGL on construct2 game settings, in addition on the xcode on the "capabilities" tab I must switch ON the "GAME CENTER" service and on the "IN-APP PURCHASE" service......

    also If I don't have the game center service on my game I must put it ON on the xcode otherwise the game not start (cause errors when i try to launch the game)....I don't know why, but I think this cause the login request at the game startup.

  • Hi,

    with IAP plugin of Construct 2 and exporting for Cocoon all work well, also restore purchases.

    I tested, few days ago, also Ejecta and with IAP plugin (not ejecta plugin) for construct2 and export to ejecta, all my purchases work well (consumable and not), but I didn't test restore purchases with ejecta.

    If you want I can test restore purchase with ejecta.... and say to you if work or not.

  • Hi

    actually on my game I test both (ejecta and CJS) and my 2 products (IAP consumable and not) work well!!!

    But I do not use the CJS plugin or the Ejecta's plugin, just use the Construct2 plugin IAP

    this plugin works well for both exporting (Ejecta and CJS), but I prefer CJS because for my game is more powerful, infact I have 60fps on my iphone 5c....

    I don't know why but with ejecta i lose from 5-10 fps!

    p.s. my game is not on the Apple Store yet, I make the IPA file with XCODE 6 and install it on my iphone for testing

  • Ok perfect I think I'll make my boss a little smaller, I can't break it because it is a single black block....

    this way I think I can stay within the 20-30MB on the boss level,

    it is acceptable as a value for mobile devices?

    the others 60 levels are about 6-7 MB each one of Image Memory.

    thank's

  • Ok I know...

    but if I have a big boss enemy how can I do it?

    my images size of the boss enemy are 600x600 now,

    I can resize them to 256x256 with photoshop but on the construct2 if I scale the enemy to 600x600 it is "blurry" when I play the game....

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mollaq

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