fredriksthlm's Forum Posts

  • just a note, even without a plugin it is very easy to include this (and most other SDKs) just by adding a few js oneliners in the event sheet. They even have a description:

    docs.crazygames.com/sdk/construct3

  • Just out of curiosity.. What are you doing in Animate that you cannot do in C3, since you own a C3 subscription already?

    (The only thing I knew was video export)

    Ashley They released a new version of Cordova last week (update of Cordova fetch and Cordova create), so maybe you can try to update the build server.

    I highly doubt it will "solve" any issues for the few ones that experience such. But it can be good anyway..

    I suspect there's something in the root structure of the project that the server doesn't know how to work with and so it fails, maybe something to do with the language... I don't know.

    But you claimed you got the same error with a totally blank new project?

    Have you tried a blank project in incognito mode in the latest beta?

    Do you get any actual error in the console? OR get any failed connection to any domain or asset in the network tab during a build?

    "experienced some instabilities and errors"

    "recurring failures"

    "it really doesn't work"

    "it didn't work for me"

    How on earth do you think anyone would be able to investigate this?

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    To investigate..

    Playtronic try to create a new small project and build it, see if it works. Maybe you get a timeout since it takes to long to 'send and get' your project if it is large.

    Also verify which steps that works, does it start to 'build' or does it fail directly?

    • Connecting to build server...
    • Connected to server
    • Project uploaded successfully
    • Waiting to build
    • Preparing project
    • Building Android
    • Compressing builds
    • Build complete, beginning transfer

    Also verify in your dev console (network tab) to see if anything fails. (build.construct.net, downloads.scirra.net, etc)

    I just tried a build (I normally never ever use the build service), and it worked perfectly fine.

    If you buy a software/service, which works for everyone but not for you specifically on your specific computer, what do you think the software company should investigate?

  • > Can you build a project for iOS or Android without the Internet?

    Yes, you can, using the Cordova CLI.

    Every (cordova) plugin will be pulled from either npm or git.

    But also for a pure project without any plugin at all will still fail, since the CLI uses cordova-fetch to fetch the android/ios package from npm.

    Running cordova prepare offline will eventuelly timeout since it cannot fetch the npm package.

    Also doing a build will directly fail on the gradle, timeout.

  • There is indeed a need because I have many variables and the best thing is to have them organized... Likewise, when moving it to the folder it turns them into Local and that is not logical...

    If you have more than 500 variables, you'll see if it's necessary to have them organized... that's a Construct3 error, it's the first programming language I've seen that does that and also destroys the functions you already have designed.

    Try move a variable in javascript into a lower scope and see if you can access it within the top level again, you wont. :)

    I think you should try another approach than having 500 global variables for storing boolean data. Or if this is the approach you want to use just have one dedicated sheet with variables only.

  • So unfortunately, Global Variables need to be on an Event Sheet outside of Groups. The only way I can think of, to sort of organize global variables. Would be to have one Event Sheet dedicated to only initializing Global Variables. Then, include that Event Sheet on the other Event Sheets.

    I usually do an Initialize Event Sheet, which contains some general global variables, along with Groups/Events for layout initialization. If I have a Global Variable for say Player Health, then I will place that on my Player Event Sheet.

    You can always access a global variable, even if it is not on any included/referenced event sheet. In fact you don't even need to "initialize" the variables at all, they can be on a unreferenced sheet. You can see them as "hoisted"..

    Furthermore global variables can only be on the top level, and not in any other scope, since then they would obviously not be "global" any longer. If you need a variable inside a group (or event) it will be a local variable.

  • the construct-rate plugin that Iain wrote uses

    if #available(iOS 10.3, *) { SKStoreReviewController.requestReview() }

    for ios 10.3

    developer.apple.com/documentation/storekit/skstorereviewcontroller/2851536-requestreview

    these should also be added:

    for ios14+

    developer.apple.com/documentation/storekit/skstorereviewcontroller/3566727-requestreview

    for ios16+

    developer.apple.com/documentation/storekit/requestreviewaction

  • the apple ios storekit function requestReview is deprecated. Now we should use requestReviewInScene instead for ios 14+.

    I dont think all cordova plugins has updated this, so it might very well be that many cordova plugins do not work with review for ios 14+.

  • just download and install an updated version of the lunarray_tween, and it will work all fine. you do not need to amend or delete anything

    construct.net/en/make-games/addons/510/lunarraylitetween-c3runtime

  • If you build with Android Studio you can set the CutoutMode in the theme (to never)

  • According to this page, Chrome on Android is still actively supported on Android 7+.

    Ah okey, yea if chrome gets updates then it should be fine.

    I just checked this page, but thats for the Android OS itself I guess. en.wikipedia.org/wiki/Android_version_history

  • I know Cordova "supports" Android 7 and 8. But Google has stopped the support for both Android 7 and 8 long time ago. The oldest Android version that still is supported is actually 10.

    So maybe the content in some rare cases actually might render differently due to very old chrome version(?)