Shack's Recent Forum Activity

  • I have been working at this for weeks now and still can't get it to work. I have a working Android version that I used Intel XDK to build. I have followed multiple tutorials and still cannot play the game on an IOS device or through xcode. I am following various Ejecta Tutorials and bringing the game from PC to Mac. Most of them involve me downloading Ejecta, unzipping the game on a mac, replacing some files within my App, then adding the folder to the Ejecta folder.

    Here are the issues I get:

    Recently I have gotten to the game center log in screen, but then it says my game is not recognized. I have created the app id, linked game center ids, created a sandbox account, and enabled it in xcode. If I hit cancel, I get a black screen.

    I exported a build without game center, disabled game center/IAP under capabilities and now every build fails and it says Auth failed.

    Can someone help me with these or at least point me to a recent tutorial? Everything seems to be outdated since they say to export using Ejecta when that is no longer an option.

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  • I´m pretty sure there is no difference once it goes to mono-colored things, as image-size is a mathematical thing, which should be equal within different pieces of software.

    Only improvement I can think of is using JPG instead of PNG whenever it allows you to (no transparencies) The missing alpha channel in JPG will grant you a bonus in file size.

    Thanks for the response, that is good to know. I have been trying to compress images to keep file sizes low, but it sounds like Construct does it's own compression to the game anyway.

  • Since the word "better" is subjective in this particular context, the answer is a resounding, "It depends." I know that is not the answer you wanted to read but it is the correct one. If you are more comfortable working with an outside program, it may be better to create it outside then import it. If you like the internal editor and can work with it on your simple graphics, it may be best to use the built in editor. Only you can decide which method is best for you.

    Personally, if I am just making a simple shape to use in a mock up or example, I use the internal editor. It is quick and easy to throw together a simple graphic and I don't have to take the time to switch programs. However, if the graphics I am building are going to be used in a real project, I will always use a more powerful image program to create my graphics no matter how simple they are. Even if I think it will stay as a simple box, there is always the chance I may decide sometime in the future to add more detail and I won't want to start from the very beginning. Having the image in a format that supports layers makes alterations much easier in my opinion.

    I do not mean better as in ease of use, I mean better as in optimized and smaller file sizes.

  • Can someone please point me in the direction of an up to date tutorial for getting Game Center to work in the most recent build of Construct 2 please? Everything seems to be out dated.

    >

    > > I've found with Ejecta and Game Center - when you run in the Emulator it will ask to sign in to Game Center but it will fail the first time. When you run the game in future it should then give you a Game Center 'not available' error in the console log, but still run the game OK. Game Center functions will work on a real device but only in Sandbox mode. Make sure you go to Settings on the device and set Game Center to 'Sandbox'.

    > >

    > > A black screen indicates something else is wrong however. Can you run a basic project in Ejecta e.g. just displaying a few sprites?

    > >

    > > Oh, make sure to use the Ejecta plugin for Game Center - not the native one, as that only works on a PhoneGap/Cordova build.

    > >

    >

    > Thanks for the quick reply. Which plugin is the correct one? I am using GameCenter in Construct 2. Should I be using Ejecta or something different? https://www.scirra.com/tutorials/926/ej ... ow-for-ios

    >

    > Also, the latest update for Construct 2 removed the Ejecta Export option and I had to do it with Cordova.

    >

    why removed c2 ejecta exporter?

    i make with cordova, have synex error

    I didn't remove it, it looks like Scirra did.

  • >

    > > I've found with Ejecta and Game Center - when you run in the Emulator it will ask to sign in to Game Center but it will fail the first time. When you run the game in future it should then give you a Game Center 'not available' error in the console log, but still run the game OK. Game Center functions will work on a real device but only in Sandbox mode. Make sure you go to Settings on the device and set Game Center to 'Sandbox'.

    > >

    > > A black screen indicates something else is wrong however. Can you run a basic project in Ejecta e.g. just displaying a few sprites?

    > >

    > > Oh, make sure to use the Ejecta plugin for Game Center - not the native one, as that only works on a PhoneGap/Cordova build.

    > >

    >

    > Thanks for the quick reply. Which plugin is the correct one? I am using GameCenter in Construct 2. Should I be using Ejecta or something different? https://www.scirra.com/tutorials/926/ej ... ow-for-ios

    >

    > Also, the latest update for Construct 2 removed the Ejecta Export option and I had to do it with Cordova.

    >

    why removed c2 ejecta exporter?

    i make with cordova, have synex error

    I didn't remove it, it looks like Scirra did.

  • Is it better to create basic objects outside of Construct2 then import them or to build them in it. By basic objects I mean simple colors/boxes such as a background color or menu bar color.

  • I've found with Ejecta and Game Center - when you run in the Emulator it will ask to sign in to Game Center but it will fail the first time. When you run the game in future it should then give you a Game Center 'not available' error in the console log, but still run the game OK. Game Center functions will work on a real device but only in Sandbox mode. Make sure you go to Settings on the device and set Game Center to 'Sandbox'.

    A black screen indicates something else is wrong however. Can you run a basic project in Ejecta e.g. just displaying a few sprites?

    Oh, make sure to use the Ejecta plugin for Game Center - not the native one, as that only works on a PhoneGap/Cordova build.

    Thanks for the quick reply. Which plugin is the correct one? I am using GameCenter in Construct 2. Should I be using Ejecta or something different? https://www.scirra.com/tutorials/926/ej ... ow-for-ios

    Also, the latest update for Construct 2 removed the Ejecta Export option and I had to do it with Cordova.

  • Hi, I am trying to submit my game to the App Store and want to test it out first. Using XCode, I built a version that succeeded, but when I tried to test it on a device or emulator, I get the Ejecta load screen followed by a black screen that prompts me to log into my itunes account. It does not accept any account information and if I hit cancel it stays on the black screen. I am using Game Center for leaderboards and achievements, so could that be why the game is asking me to log in right away? I have it set to, on start of layout, sign in, but even if the user ignores it, shouldn't it go straight to the game? Any idea why this is happening or how to fix it?

  • Hi, I recently tried to update my app in the Google Play Store. I exported it from Intel XDK and put it in beta, but it lags now. I tried to install it directly to my device via the Intel XDK download link, and it runs completely fine. My question is if anyone knows what might be causing this? It is very difficult for me to test through trial and error because I can only see the lag when playing the Google Play version, but it can take about 5 hours for the store to actually update for me to test. There doesn't appear to be any leaks or objects being created to slow down the app.

  • You do not have to use a server, most stores (iap restore purchases) will provide a way to deal with lost data.

    If you do want to keep a users data, and don't want to own a server, you can use a service.

    Thanks

  • I don't see how you can escape a server. The very basis of Construct is HTML games, which implies a web server to run your HTML files on. I guess I am a little confused by your skittishness with servers.

    The server is the only safe place where you can do any kind of state tracking. The client only exists to display whatever the server tells it to. You cannot really run an HTML game apart from a server.

    State tracking server-side is done by sessions, like this: http://machinesaredigging.com/2013/10/2 ... sion-work/

    https://play.google.com/store/apps/deta ... .com&hl=en

    It is a mobile game, not web or desktop. It is my first game and more of a learning tool for me. I did not want to spend money on servers just yet since it is a simple high score game with not much depth. I would like to add more features which is why I am trying to get more info on IAP or in game stores.

  • They all use servers. Otherwise you are throwing your customers (or yourself) under the cybersecurity bus by letting people steal their data (or letting them manipulate yours; like giving themselves free credits).

    Alright, thanks for the info. Would it still be risky to use a pay to remove ads feature? That would not require servers, correct? It would just require the game to check if the IAP has been made through their Google/Apple account so it can restore the purchase.

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Shack

Member since 4 Jun, 2014

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