fredriksthlm's Forum Posts

  • I am mostly using spritefonts yes. but in this case it is not possibl (since it is for displaying names in a multiplayer game and the names can be on any alphabet, cyrillic, vietnamese, nordic, greek, you name it, so spritefont doesn't work :)

    So it is not possible at all to turn off the font smotthing for text objects?

  • Hi,

    How do I set the font-smooth (to none) for a project. Can I set it via call javascript (Browser) somehow?

    developer.mozilla.org/en-US/docs/Web/CSS/font-smooth

    As far as I understand it is the -webkit-font-smoothing I need to set to none. It can be set for all texts in the project. As far as I understand it is supported in chromium +76 caniuse.com

    (Or does it exist some other way to turn off the font smoothing in C3?)

  • You changed two things there: both the runtime and the API level. You should only change one thing at a time to identify what is really causing permissions to be added.

    Targeting API level 23+ (Android 6.0) may help since that release introduced the new permissions model where it prompts on-demand instead of requiring permissions up-front.

    Hi, yes I know. But I did not do this for testing purposes really. It was just something I noticed in an upload, so thought it should be nice for you to know.

  • Game created and exported with C2runtime, API 23+

    Same game exported with C3runtime and API 22+, now the READ_EXTERNALSTORAGE and WRITE_EXTERNAL_STORAGE was added.

    Nothing was amended in the project except runtime and api level in the export.

  • Hi. I'm looking for Android push notifications. Does your plugin (or all of the collection) work with the construct build service?

    The Notification plugin is not white-listed in the C3 Build service. (So no, it does not work).

    I've not tested many of the other plugins so for the rest I cannot say :)

  • I have commented this before in another thread.

    When I switch between C3/C2-runtimes and switch between andriod versions 5.0/5.1/6.0 the permission for READ_EXTERNAL_STORAGE and WRITE_EXTERNAL_STORAGE changes for me. I am not not fully sure when it is requested and when it is not.. but sometimes I get it, and sometimes I don't, without changing anything in the project expect the runtime and export.

  • you will never get scores from requesting info of the connected players (getConnectedPlayersAsync). Since there can be several leaderboards, so it is impossible to know which score to fetch. So no info of any score is part of this request.

    you can though get scores from connected players using the leaderboard function (Leaderboard.getConnectedPlayerEntriesAsync) as you say. Which is the update in v6.2 and it is already implemented which I described, so yes, it is covered! But from this function you will not get the IDs.

    Scirra do not decide this, this is how the IG functions work. You will need to adress this to Facebook, not to scirra.

  • I was replying to your question "From version 6.2 there is an option to fetch score data for connected players. Where is that on Construct's plugin?"

    And I told you where it is.

    But you cannot get the player ID from that function, because it is not part of it.

    So you have to ask your question to Facebook, not to scirra.

    (the answer will be that you need your own backend though... )

    TheRealDannyyy v78 will be stable Oct 22.

  • That functionality exist in Load Leaderboard data, just change Results into Connected players.

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  • I cannot say for sure what effect this setting will have for an app. But I can obviously say that I from time to time see other scores (updated ones) in the native GooglePlay Leaderboard dialog screen than what I can get while fetching scores inside the game.

    If that depends on the API or if it would be "solved" by this setting I am not really sure of.

    But if you say it is "easy" to investigate/implement I think it would be nice, but it can be defaulted to False

  • hmm.. actually When i use Fetch Leaderboard data in the game it sometimes gets "old" data, the same data as I had when I opened the app, even though new postings have been done while playing. then if I open the "real" GooglePlayGames app on the phone I can see new/higher scores there. then if I am in game again and try to fetch score it might take a couple of reloads before I really get the same scores as I see in the PlayGames app.

    To just show a leaderboard this is acceptable, but when you fetch a score within the game for use in some game logic it must be sure that it is the latest score and never an "old one".

    this is not something you have seen in any testing?

  • It seems the forcereload of the leaderboard in the GooglePlay plugin is missing? In the GooglePlay SDK you can send String leaderboardId, int span, int leaderboardCollection, int maxResults, boolean forceReload. All of them exist in your plugin, but not the last boolean.

    Normally it is fine to use cached data (the boolean is defaulted false if not stated true) if you just want to display a leaderboard for the users, then the data may not have to be totally uptodate, cached data is fine. But if you use the playerscore in the game logic it is crucial that you can assure that the fetched data is totally fresh and not cached (old lower score)

    Or am I missing something?

    Nepeo

  • If you select T you are not allowed to target children for your app. If you target children you must set G. If you app is 13+ then you can use T for ads.

    You set the age targets in the console for the app.

  • Ah! Sorry, thank you! :) That looks more correct! (still it is a huge hit for the revenue...)