citron2010's Recent Forum Activity

  • i will testing using all mobileIAP plugin method see which work, i already tried using has product in on start layout event but not working, maybe i will put it on every x second event

    Make sure you've registered the product first - from the manual:

    When making IAP events, the first thing you need to do is to complete the plugin's registration stage. You won't be able to make any purchases or check if a user owns a product until this is done.

  • I have a related issue where “on product owned” DOES’NT trigger when a promo code is used for an IAP so I’m also periodically checking “has product”. I wonder if you can do something similar as a working - i.e. ignore “on product owned” and just check “has product”.

    Also just noticed that you’re using “on purchase success” (not “in price owned”). I think you could still apply the above but also maybe try replacing “on purchase success” with “on product owned”?

  • Does "on product owned" trigger for you or do you check "has product" manually?

  • The problem is that "on product" owned doesn't appear to trigger if a promo code was used for the purchase but does if a normal payment method is used.

    I don't wait for "on store registration success" before showing the "buy" button but when it's clicked, I do check whether the IAP is available for purchase - if it's not, I prompt the user to check their network connection and I also attempt registration again.

    The IAP is non-consumable, and Google does stop me from buying it twice, but I don't think that's related to this problem.

  • Although it seems strange that when you delete an audio file there is no warning that asks you if you are sure you want to delete it in case if it's being used

    Agreed - like it does when you delete other object types and it offers to find all references to it.

  • Could you put a blank "Every tick" event as the first event in the event sheet and set it as a breakpoint?

  • You could use "Play (by name)" instead of just "Play" then deleting the sound file won't delete the action.

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  • I just recreated this project for fun and the weird thing is that it seems to work every other time - i.e. start the project:

    1. music plays
    2. press space
    3. music stops
    4. layout restarts
    5. music doesn't restart
    6. press space
    7. music stops
    8. layout restarts
    9. music restarts
    10. repeat

    I even inserted a "wait" as the first action in event 3, and regardless of how long I wait, the same behaviour is observed - perhaps there's a clue there?

  • Isn't just searching the project for the sound name enough?

  • Hi,

    When a user attempts to purchase an IAP, I make the purchase button spin and stop it either when "on product owned" or "on product purchase failed" triggers.

    I tried entering an IAP promo code as payment method and the icon kept spinning.

    So it looks like "on product owned" doesn't trigger when a promo code is used (like it does when using a credit card or if the user is a licenced tester) - is this a bug?

    I'm working on a workaround where:

    1. User clicks the button (and I make it spin)
    2. Set a "purchaseAttemptInProgress" bool = TRUE
    3. Every tick and if that bool = TRUE, check "has product"
    4. If "has product" = TRUE, then register the IAP and set that bool = FALSE
    5. If "on product owned" triggers, then I can do the same.
    6. If "on product purchase failed" set the bool to FALSE and stop the icon spinning
    7. If the user closes the window with the IAP button, then also set it to FALSE and stop the button spinning.

    Also, does anyone know what can cause "on product purchase failed" to trigger? Specifically, does "purchase product" ever time out?

    As it stands, the button will keep spinning unless one of the above conditions is met - although I don't think this will be a problem.

  • It's addressed in this beta so hopefully in production soon:

    construct.net/en/make-games/releases/beta/r394

  • Hi,

    Flippee Ball is a pinball/basketball hybrid game I've just released on iOS and Android.

    This all started 15 years ago when I was messing with a 2D physics simulator and game up with the basic game mechanic. 10 years ago I made a slightly more playable version in Construct 2. I've just had the opportunity over the last few months to turn it into a real game.

    The main feedback I've had from testers is that it's quite hard! I've played it a lot so have become quite skilled at it and I guess I lost sight of how frustrating it might be for a newcomer. I'm hoping some people will see the potential rewards if some time is taken to learn how to play. If not, then I've still made a game I love playing!

    https://www.flippeeball.com/

    P.S. Thanks for all the help I've had here.

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citron2010

Member since 12 Mar, 2014

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