citron2010's Recent Forum Activity

  • It turns out to be fraud, you have made a button to restore the purchase but put another action on it.

    When publishing goods in App store you attach a screenshot with the button to restore purchases and the moderator necessarily clicks on it, and if he does not see the necessary action in the console, he will reject your application.

    You don't have to reinvent the wheel. Just put a restore purchases action on the button and if you have one-time purchases apple will restore them.

    Makes sense - thank you - will add that and hopefully submit later today.

  • In iPhones this button should restore non consumable account purchases after reinstalling the game.

    But what does the restore purchase action actually do? When a purchase is made, On Product Owned triggers so I know to unlock features or whatever. But it's not clear if anything triggers when Restore Purchase is made. Currently I'm just checking Product Owned when the restore purchase button is clicked and not using Restore Purchase. I'm fairly close to submitting to TestFlight where IAPs can be tested, so I'll know for sure whether my method works or if I do need to call Restore Purchases.

  • Hey - thanks for reproducing and good to know I could leave the button in Android builds.

    Also, on the subject of restore purchases, do you know what the mobileIAP's restore purchases action actually does? I assumed it would be sufficient to simply check whether the product was owned. Discussed in another thread here.

    Could you explain what you mean by this:

    By the way in my archive for Xcode in the folder "pods" were not all the files had to make "pod install".

    I see a pods problem after exporting as Xcode (easily fixed - see point 2. in that post.). But I noticed that if I export as Cordova first (needed to solve another issue described in my third post in that same thread), I don't that pods issue.

  • Hi,

    using platforminfo - Is on iOS condition, but it's not working.

    Have tried a simulator on Xcode and a real iPad and iPhone.

    Works fine for Android (using Bluestacks emulator).

    This is my code - any iOS device sets "platform" to "OtherPlatform"

    Am I doing something wrong or is this a bug?

    As I'm only targeting Android and iOS for now, I can set it to "iOS" if it's not Android as a workaround. But will need some other way to determine this if/when I target other platforms (I need to know whether it's iOS or not in order to show "Restore Purchases" which is only needed on iOS).

  • I have another question!

    In the manual for MobileIAP, it lists "Restore Purchases" as one of the plugin's actions. But what does that actually do?

    As I started working through implementing IAP's, the obvious (at least to me) way to implement restoring purchases was simply by checking "Product Owned". But then I noticed that entry in the manual.

  • Set Autoplay property to "preload"

    Use "Set playback time" action to scrub.

    Note I've not tried this myself, just pulled it from the manual:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/video

  • It's stored on the servers of the marketplace (Google Play or Appstore). I don't know if the device needs to be online.

    You can store the purchases in the app, but you still need to check if the product is owned when the app is launched for the first time - in case the product has been purchased before on a different device, or the app was re-installed.

    Also, people can refund the purchase. So it's still recommended to check if the product is owned occasionally.

    Thanks for the clarification - I'd completely missed the case where a purchase had been made on another device! I'll store it locally to enable offline play but also try to check on every session.

  • Hi,

    From the manual:

    On Product Owned

    Triggers when a specific product becomes owned. This triggers both after a first purchase for it, and on startup when the product was previously purchased, allowing easily identifying if the purchased product can be made use of.

    Where is the "owned" state stored? I was expecting to have to store it myself.

    Does the device need to be online?

    Thanks.

  • > Maybe different animation frames? One with dirt and one without?

    No, the task is to gradually erase the sprite.

    It might be possible using the Drawing Canvas:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/drawing-canvas

    Looks like you can use "paste object" to paste the currently picked sprite to the canvas.

    Then I guess you can erase over it using by drawing a small circle with 0% opacity at the mouse point.

  • Thanks for this very instructive topic !

    So you gave up xcode export to cordova export ?

    In tour second post, you write :

    > I got Cordova installed

    >

    > Then cordova prepare (had to install several dependencies to get this to work)

    Could you detail the whole install process including the 'several dependancies' ?

    I'll in the process of making my own app in a few weeks and your progress are veray useful to me. thanks !

    Hi Laurent. Yes, I need to hide the home bar indicator and the only way to do this is to export to Cordova then use the Cordova plugin from the Github repo before completing the build (then importing into Xcode).

    When you run cordova prepare it warns which dependencies are missing and gives commands to install them - I can't remember exactly but write here if you get stuck and I'll try to help.

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  • Just to follow up on my progress. I've been testing on real devices using Xcode but decided to try the simulator and tried an iPhone 15 where I noticed the "Home indicator bar" so searched on how to hide it and came across this post:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/include-cordova-plugin-172165

    Which lead to these instructions:

    https://www.construct.net/en/tutorials/building-mobile-apps-locally-21

    I got Cordova installed

    Then cordova prepare (had to install several dependencies to get this to work)

    cordova requirements showed no issues

    cordova build failed with "Value for SWIFT_VERSION cannot be empty"

    Figured out that I needed to open /platforms/ios/<project name>.xcworkspace, go to Build Settings and change "Swift Language Version" from "Unspecified" to "Swift 4.2" (similar to above post)

    cordova build succeeded so reopened the .xcworkspace file again and managed to test the app OK again.

    Then realised I'd not read that original post thoroughly and hadn't installed:

    github.com/chipbell4/cordova-plugin-hide-home-indicator

    (or updated config.xml to include a reference to it!)

    Once that was installed and I'd updated config.xml, cordova prepare and cordova requirements ran OK

    But cordova build failed with the same Swift version error plus another "'IPHONEOS_DEPLOYMENT_TARGET' is set to 11.0, but the range of supported deployment target versions is 12.0 to 17.2.99" error. So back to the xcworkspace file in Xcode to fix the Swift version error again. Haven't needed to fix the other error yet - the project's building OK on the simulator.

    And the result? I think it's working - I'm using the mouse to simulate clicks and I think iOS shows the indicator bar when it detects mouse activity. I can also control my game with a keyboard in which case the bar isn't show - so I'm hoping that's the case when using a real device with touch.

    Maybe a "Hide home indicator" option in the build settings? (Godot has had this for a while).

    Also wondering whether the build process needs updating to address some of the other issues I've described in this thread?

  • Not sure if C2 can do this, but C3 can - see the "Load image from URL" section here: construct.net/en/make-games/manuals/construct-3/plugin-reference/sprite

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citron2010

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