Bootfit's Forum Posts

  • Once a game has been released to the App Store/Play Store and downloaded to the user’s phone, is there any way the user can then open the downloaded file and access the individual files to alter the gameplay or access the graphics files etc?

  • OK then - if there aren’t any native rate/review plugins, how do you get people to rate/review your app? Do you simply link to the app in the App Store and direct people there?

    Hello? Is this thing on??

  • Any feedback on the above question?

  • Can anyone suggest a repository for royalty-free/free to use etc coin sounds? I’m looking specifically for dings or blings?

    Is there a website that caters specifically for that type of thing, as I don’t want to keep trawling through numerous SFX websites and having to listen to coins spinning on a tabletop because the file was named coin.mp3, coin2.mp3 etc...

    Thanks all

  • I have a social share button that allows users to share my app across a number of social apps they have installed. It has a pre-written message that reads:

    [quote:2ejbgckt]OMG! I’m losing my mind playing App Name!! Can you beat my high score of highscore? URL link

    What’s a better, more engaging message that will grab users’ attention when they see it in a message or on Twitter etc?

    Thanks all

  • Sorry folks - just realised I'd posted a similar question a couple of weeks back. Ignore this.

  • After developing my game on my Mac and testing on my iPhone I've finally gone over to the dark side and bought an Android phone to test on.

    For my iOS export I do a build in PhoneGap and drop the .ipa onto my phone via iTunes. Obviously I can't do that on my Android phone, plus I've not set up a Play Store dev account so have no signing keys to use via PhoneGap, so my question is how do I download/export from Construct to then open as an app on my Android phone?

    I've also downloaded Android Studio - Can I import the exported files into this and compile/build my exported files and drop the app on my phone via this? If so can someone give me a step-by-step guide on how to do this?

    Thanks all

  • Here's the opening of the Game page where NumberOfRounds appears:

    And here's the Game Over page where the NumberOfRounds is pulled in:

    Any ideas?

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  • This...

    > LocalStorage > on item "numberofrounds" exists > LocalStorage > Set item "numberofrounds" to HighScore

    > LocalStorage > on item "numberofrounds" exists > System > Set NumberOfRounds to LocalStorage.ItemValue

    >

    should be set to ...

    [quote:38wxoyg8]LocalStorage > on item "numberofrounds" exists > LocalStorage > Set item "numberofrounds" to NumberOfRounds

    LocalStorage > on item "numberofrounds" exists > System > Set NumberOfRounds to LocalStorage.ItemValue

    Yep - sorry, that's me cutting/pasting from the top example to the bottom. The current code I have is:

    LocalStorage > on item "highscore" exists > LocalStorage > Set item "highscore" to HighScore

    LocalStorage > on item "highscore" exists > System > Set Highscore to LocalStorage.ItemValue

    ...and...

    LocalStorage > on item "numberofrounds" exists > LocalStorage > Set item "numberofrounds" to NumberOfRounds

    LocalStorage > on item "numberofrounds" exists > System > Set NumberOfRounds to LocalStorage.ItemValue

  • In regards to Local Storage items, I have two for the Highscore and the Number Of Rounds...

    LocalStorage > on item "highscore" exists > LocalStorage > Set item "highscore" to HighScore

    LocalStorage > on item "highscore" exists > System > Set Highscore to LocalStorage.ItemValue

    ...and...

    LocalStorage > on item "numberofrounds" exists > LocalStorage > Set item "numberofrounds" to HighScore

    LocalStorage > on item "numberofrounds" exists > System > Set NumberOfRounds to LocalStorage.ItemValue

    Both the Highscore and Number of Rounds being recorded taken through to the Game Over screen and displaying correctly. However, when I quit the game and restart, only the High Score is saved and displays again but the Number of Rounds is reset to zero.

    So in regards to LocalStorage.ItemValue - are you only allowed one or can you have multiple? It's also quite possible that the rest of the my code is missing something so Im not ruling that out yet.

    Cheers all

  • Just bumping this folks.

    Any idea if there's a native Review pop-up plugin that works for iOS and Android?

    Cheers all

  • Yeah I’d like to know what plugins you used also, as this has the potential to affect a lot of us hoping to publish in the App Store.

  • So what’s a mid-range phone model? Samsung? HTC?

    Is there a specific version of Android that needs to be installed on it.

    I’m based in the UK so not not sure how your price range would equate over here.

  • To date I’ve done all my dev and testing on my Mac devices (Mac mini & iPhone 6s+), but I now need to start testing on an Android device. I’ve zero experience with Android, so can anyone suggest a handset that is good to test on?

    As this will be a test-only handset and not being used for calls etc, I’m just going to get one second hand as I don’t want to lay out too much cash for a brand new one. So what’s a decent brand/model/spec?

    Cheers all ??

  • Sorry to resurrect an old thread folks but have an admob related question.

    For games like (for example) Flappy Bird where each round was over very quickly, did the game have a new ad appearing on screen each round, or was there a single ad placement that rotated every 30 seconds or so regardless of the game(s) going on above/below it?

    The former seems to be a cheat of the system whereas the latter would deliver significantly less ad but seems fairer and less an abuse of the admob service.

    Also, if the former system was employed, would the ad numbers served count towards the dev’s revenue even if they’re only been served for a second or two?