1StepCloser's Forum Posts

  • Basically the camera is jumping from pixel to pixel at the low window resolution (312 x 240)

    The quick and simple solution is to set both

    Fullscreen Quality to High

    Pixel rounding off

    You need to set the fullscreen quality to high (to to render at max resolution ) to see the benefit of setting pixel rounding off.

    If you just set pixel rounding off without setting fullscreen high there will be no difference as the game is still rendered at the low resolution

    you can also add a lerp to ease the camera to and from the position but not really nessesary at that speed.

    This works with this game because the game assets are of a constant pixelart scale. If there were assets of higher resolution being passed off as pixel art (using fullscreen quality low) this would expose them for the higher resolution sprites that the really were .

    Unfortunately the fullscreen quality is only reasonable in small layouts. One weird thing I have noticed is that if I create a camera object that follows the position of the character and keep the camera speed at 60 or 90 (custom movement behavior) the diagonal scroll is smooth however any other speed returns the jerky scroll experience.

  • What's the resolution of the project? I'm if it's very low. I'm guessing you're not doing subpixel scrolling. Make sure pixel rounding is off, and that you're not using "round" on the scroll to position event. If you're scrolling to the character that can't stay on half pixels, maybe you can try add a little lerp to the scroll to make it more smooth?

    I maintained the exact resolution of the Demo Project. Pixel Rounding is off. I think I have tested both with and without scroll to position event. What does work is round the position of the character however that makes the actual movement speed imbalanced. Ok thanks, will test and get back.

  • Ashley I'm working on a project and this would be a huge fix if I can figure out.

  • When messing around with the Demonoire project I have noticed that when I move the character in a diagonal manner that the camera scroll moves in a horizontal-then-vertical manner. I have tried a variety of settings for the project (pixel, rounding, point sampling, etc.) and have yet to find a lasting solution to this problem. I have searched for solutions through the forum and the web and haven't found a definitive way of going about it that doesn't involve super-sampling the size of the game. I know the diagonal movement changes the speed either 1.707 or .707 times the vertical-horizontal speed when rounding the position of the sprite, but this alters the gameplay in a negative manner in my opinion.

    So first off, do you notice this camera jerkiness on diagonal movements as well?

    Secondly, any thoughts on how to go about fixing it, if it is possible?

  • Wow, great job! I couldn't get any scores to submit or leaderboards to show yesterday. And one Google Play event/trigger is crashing my game.

    Would you mind taking a screen capture of your events to submit score and display leaderboard? Or copy and paste as text? That would be helpful. Or PM me.

    Still need help?

  • I've managed to get a working achievements and leaderboard but the actual values aren't correct, perhaps due to a lack of "trigger once while true" conditions.

    Essentially I set it up as If (is boolean set)-> unlock achievement/submit score

    Then I go into my game services and locate the corresponding ID for the intended achievement/score and insert that into the action.

  • Awesome, keep me posted!

  • It's not an issue with the order of events. The sign-in basically fails. As a test I placed an -> on auto-sign in failed-sign-in event on the title page of my game and it is a continuously repeating instance of how you describe it: a dimming of the screen and the notification bar coming visible but nothing happening. Thus, it has to do with the setup of the google play plugin not the order of events.

  • bump

  • Any update on proper documentation now that it's been rewritten for native?

    As it stands now Android development feels severely limited in terms of publishing the app to the play store without a working Google Play Games Service. Ashley

  • Yes on both accounts.

  • Any updates on the matter?

    Does anyone else export to mobile, do you know of a way to use google game services, do you use another service altogether?

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  • bump

  • The Google play plugin was rewritten to run in native form rather than web, Thus, the game ID is present instead of the Client ID. I haven't been able to get it to work though, It doesn't even attempt to sign-in.

  • I have spent several hours....days trying to get the google play plugin to work for mobile android without success. When I run my game, there isn't even an attempt to sign-in. I followed these instructions:

    "To get around this I've rewritten this plugin to use the native API instead when running in a webview. This should fix the problem, but when creating your app with Google you need to set up your app as a native one not a web one. I will need to update the tutorial for this as there's a number of frustrating pitfalls ( surprise surprise ).

    On the plus side some new actions for using native leaderboard and achievement dialogs now exist! They only work in the Android build though.

    The fix actually snuck out in the r87 release without a changelog, so it can be tried now.

    Pitfalls

    Create your game through the Google Play Console NOT the Google API Console.

    Builds MUST be signed with a key or you will not be able to log in ( can be release or debug builds ).

    Specify your app ID as the new "Game ID" property in C3, this is a 12 digit number and can be found in the Google Play Console > Game Services section. If you don't do this, your build will fail.

    You need to specify the SHA1 signature of your signing key in the Google Play Console when setting up your game, this needs to be the same key that you will use to sign your game for release. If you don't do this, you will not be able to log in.

    Adding new leaderboards and achievements to your game during testing can cause some synchronization issues. Google Play Games Services ( the app that runs on your device ) uses some pretty heavy caching and it can take a long time for new things to appear.

    Make sure you list the Google account that you use on your testing device on the Apps testing user list, otherwise you will not be able to log in.

    If you miss something on this list, your unlikely to get anything other than a failed log in. I'd like to show more, but google doesn't give you anything to go on really.

    Common errors I saw when one of the above wasn't done correctly:

    8 - INTERNAL_ERROR An internal error occurred. Retrying should resolve the problem. ( Retrying doesn't really help )

    12501 - SIGN_IN_CANCELLED The sign in was cancelled by the user ( This one seems to happen without the sign in screen actually being shown to the user, so the description is also useless )

    FATAL_DEVELOPER_ERROR ( Google Play Games Services was crashed by this, and nothing useful was sent to the game )"

    Am I doing something wrong or is the mobile service for the google play plugin still faulty?