COGames's Forum Posts

  • I have apps that allow users to email me, but now I'm concerned about bots. I added the google recaptcha to my website forms, but now I think I should also do this for the apps. I see there's a way on C3 to add code, but what about adding an HTML div (I would need to add both a snip of code and some html)?

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  • I have an APK that runs fine on Android devices and the Chromebook. When I submit to Amazon I get the vague message:

    "We are unable to test your app as it does not function as intended. The app exits/ force closes/ freezes/ displays an error message after being launched. Please fix the issue and re-submit the app."

    So, I have no real way to track this down, so I figure I'll go the other route and publish the app as a web app. Amazon allows this. You can upload the zip file or give them the URL. I chose to give them the URL.

    AGAIN, I get the same message that I did for the APK! It's easy to see this app runs by clicking on the URL.

    I searched this rejection, and found that it's very common. Some even think that this is Amazon's screwy way of saying they're not interested in your app.

    So, has anyone figured this thing out?

    Edited: I opened a ticket with Amazon regarding the web app. I questioned how it didn't run when you can click on the URL and see it working. Six hours later they passed the app and it's now listed. Interestingly, someone mentioned to me that there are most likely testers that have quotas and they just fail apps without truly testing them, just to get through their workload. I wish I opened a ticket for the APK.

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  • I want to make sure I'm not missing a setting or something before I do a bug report.

    On Android, if a layer has a certain amount of sprites, the z-index of the objects changes.

    When I removed sprites, the z-index seems to work. So it seems that this problem triggers when there's a certain number of sprites on a layer.

    Cp3 Link: 1drv.ms/u/s!AobC4q3rBlr62Ik0GA-KK0MqAJkCWw

    This is a pic on how the layout should look (it's on PC chrome)

    Not sure if these pics will show up, but the first one shows all is well, and the second shows sprites behind other sprites.

    This is how it looks on Android

    Edited: Made a bug report, github.com/Scirra/Construct-3-bugs/issues/4560

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  • I'm running an app on the Android emulators on Android Studio and objects are going on top of each other when they shouldn't, seemingly ignoring the z-index.

  • I did this a while back and when I tried to play the app on the chromebook, it crashed (a complete crash). I did this in C2 a few years ago, and since C3 is way better for mobile deployment, I'm wondering if this is still an issue (playing on chromebooks).

  • Changing script type to classic works better than what I did. Now all my audio is working!

  • My latest builds on actual devices don't move on from the loading screen. I loaded an xcode project that I did successfully on Monday and it loaded fine. I go back and rebuild it with C3-Cordove-Xcode and then it hangs up on the loading screen. I make a simple C3 project to test, and that loads with no problem, all other more complex projects are hanging on the loading screen (except for those made prior to Tuesday). I thought it might me an issue with memory on my devices, but on my iPhone there is plenty of memory (my iPad was a bit tight).

    This is all making me think that something broke on Tuesday of this week with cordova.

    Edit to add:

    After fooling around with this, I noticed that in the projects Advanced settings, there were two things that were different from a NEW project versus an older one (not that old). They are 1. Use Worker and Cordova iOS scheme. The old default was set to: no and legacy. The new default is: auto and modern (app:). Once I changed to the new default way, the app loads.... BUT now there's no sound! :(

    Edited again!

    So now it seems you have to preload sounds or there is no sound at all.

  • Wow, I was just about to post this very question! I save a backup of a game, but now I'm testing this feature on an iPad and it will save it to a slot, but then I invoke a download (where I usually can select where to save it) and it won't do it.

  • Nothing other than address your local memory concern.

    Note the update feature has nothing to do with local memory.

    Ah, got it! Thanks! :)

  • When I say wipe out everything, I meant everything in the game folder, not my browser cache.

    Overwrites will happen only if there is exactly the same number of files and with same names

    I do this because Construct creates sprite sheets and gives them names without my input. It is possible that a different export will have more,fewer and/or differently named sprite sheets, so if your javascript files do not all update you get code pointing to a sprite sheet that is still there from the old version and a screen that makes no sense ( random sprites all over the place )

    So just to be safe, delete everything, then opload the new export

    I didn't think doing this was necessary. I do see the sprite sheets changing, but I just have to make sure to send them out to the server with all the other files. When I forgot, I did see strange things in the layouts!

  • Supposedly you can do all that via the Browser plug using "on update found", and "on update ready" followed with a "reload" given that you have uploaded a new offline.json with the new export.

    https://www.construct.net/en/tutorials/offline-games-construct-8

    I'm thinking that this being tied to the offline settings is causing some confusion.

    Here's a simple project to show the basic idea.

    Export and upload the project then add some content and re export and upload again.

    https://www.dropbox.com/s/joqtfag6eptv0jj/updater.c3p?dl=0

    I'm confused how this works. Shouldn't there be a line that checks the local memory to see if the browser should be reloaded?

  • I've been wiping everything before uploading a new version. I guess because of the way sprite sheets are generated they may be different in different exports while retaining the same file name. In that case things will look messed up ( Code pointing to images on a sprite sheet that now in the new version does not contain those same images, or in the same order.

    So, I really don't see a solution, if you really want to be sure everything works, other than having them download everything again with each new export. This should make sure all sprite sheets are correct and they will not lose any data saved in local storage since they are not clearing their cache.

    Of course they still may have to refresh the page once in a while.

    You really don't have to wipe out everything. If you export to HTML just overwrite your files and then open the game. If it didn't go to your latest and greatest, open F12 then hit refresh (Edge and Chrome). I used to always clear my browser, until I realized I could do this.

  • This is my fix for the caching problem (I'm still testing it and it seems to be working).

    Create an .htaccess file that will tell the browser not to cache certain files. I chose to not cache the following files with the extensions: css,html,js. I do want to cache my images and audio files.

    Make an .htaccess file (in the root directory of the export files - where the index.html file is) with the following code:

    RewriteOptions inherit

    # php -- BEGIN cPanel-generated handler, do not edit

    # Set the “ea-php56” package as the default “PHP” programming language.

    <IfModule mime_module>

    AddHandler application/x-httpd-ea-php56 .php .php5 .phtml

    </IfModule>

    # php -- END cPanel-generated handler, do not edit

    # DISABLE CACHING

    <IfModule mod_headers.c>

    Header set Cache-Control "no-cache, no-store, must-revalidate"

    Header set Pragma "no-cache"

    Header set Expires 0

    </IfModule>

    <FilesMatch "\.(css|htm|html|js)$">

    <IfModule mod_expires.c>

    ExpiresActive Off

    </IfModule>

    <IfModule mod_headers.c>

    FileETag None

    Header unset ETag

    Header unset Pragma

    Header unset Cache-Control

    Header unset Last-Modified

    Header set Pragma "no-cache"

    Header set Cache-Control "max-age=0, no-cache, no-store, must-revalidate"

    Header set Expires "Thu, 1 Jan 1970 00:00:00 GMT"

    </IfModule>

    </FilesMatch>

  • If you have control of the server, and what ever method is used to point to the game, then a different directory is by far the most dependable method.

    Its also better for testing, version control, etc.

    The problem with doing it this way is, for people already using the game, the browser will set and get local memory from a new area, so they will be starting all over (unhappy customer).