LukeW's Forum Posts

  • Seeing this complaint from several 1-star user reviews that sometimes the buttons on my game don't respond. Had a test then on a couple of student's Iphones (an iphoneX and an SE) and, sure enough, there are times when touch is not recognised at all.

    I was able to get this to reproduce by spamming the jump button on my game while tapping left and right quickly. Occasionally, touches don't always trigger. During one of these, I kept my finger in touch and moved it to other buttons and it didn't trigger any 'is touching' conditions.

    I can't reproduce this on Android.

    Not sure what's causing this so will not file a bug report until more information is discovered, but right now I'm hoping someone has a suggestion. Could it be related to the white line at the bottom of the app that shows up in iPhone? Is there something I need to disable in xcode?

    Cheers

  • I was wondering about the iOS 12 min version today but, having tested on a fair few older iphones that my students owned, I've not once experienced a student saying they can't access the game off the App Store.

    If you look at iphone models that support 12, it goes all the way back to Iphone 5s in 2013. I mean, I guess there are people out there using older phones, but I personally haven't seen too many (maybe iphone users are more inclined to upgrade?)... Android min version on the other hand...

  • LukeW why minimum Android version 7? You can reach more download if you downgrade android version.

    Unfortunately, it was a choice I made based on how webview is updated on versions below 7, meaning that the chance of the app not launching correctly is far greater - which in turn can lead to more 1 star reviews. There's a thread about it here: construct.net/en/forum/construct-3/general-discussion-7/c3-runtime-viable-android-148020

    You succeed in adding IAP?

    Yeah, but it was a pain. You've got to make sure everything's setup correctly in the app and the Playstore/App store backend.

  • Thanks

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  • this is a bit weird. I set my project to scale outer with autofit = cover so that it displays well on different devices, and it does. uses the fullscreen on iphonex, including around the notch, and likewise on 4:3 devices like ipad.

    Except my menu screen for some reason, and I can't work out why. Every other layout is perfectly fine. You can see in the piccy below, there's a lot more to the background that's hidden by those black bars.

    https://cdn.mobilesyrup.com/wp-content/uploads/2019/11/cracked-crusaders-header.jpg

    Any ideas? I have the layout size at 320x180, but there are other layouts with this size and they don't have the black bars around them, just this one.

  • CGamez

    You could probably cut those 5% of users off by building apk for android 7+ only.

    I think this is what my stance is going to be moving forward. It sucks a bit, but having looked through other Construct games on the Play Store, the number one running theme for 1 star reviews is 'it doesn't work'.

  • Thanks for checking. I had a look at the gamepad template and I don't see anything different to what I'm doing, so I'm wondering if it's my device. I'm on Android 7.0

    Cheers

  • Hey Lumicreative.com, got another question if you don't mind.

    Just looking through your reviews on Football Dash (well done btw) and I've noticed a trend where your low scores tend to be from users with out-of-date software who can't launch the game.

    I was wondering if you found any way of dealing with this? And what min version Android were you exporting to (I'm currently running it a v6 but not sure if I should raise that).

    Thanks

  • I didn't think this was a thing, but then had a user request controller support for my iOS/Android game.

    I added the plugin in C3 and it works nicely in Windows, but as soon as I export to Android and try using my controller, the game doesn't recognise it (the device is recognised by the phone though, can move around and select items on the phone's home screen).

    Tried with both a Xbone and PS4 controller. Only tested on Android as I don't own an iphone.

  • I can't help you, but to add to this, I connected my controller to my PC via Steamlink and found that the controller in C3 apps doesn't get recognised, but when connected directly to the PC there isn't a problem.

  • It would definitely be nice if there was an override somewhere... For now, I'll play around with Android Studio. I still have a couple of weeks until release date, otherwise I might be panicking over this XD

    Cheers

  • Hey Nepeo

    As I mentioned, I really don't want my release version number to be 10.0 in the Play Store as I think that's confusing for users.

    I might try changing it in Android Studio, though I have no experience using that. As it's only a minor change, hopefully it's pretty straightforward. Still, kind of annoying that I'll have to do this every time I release a new build from now on.

  • Hi,

    So I've been using the version property in C3 incrementally every time I roll out a new update, using a 0.xxx format. I honestly couldn't imagine this would cause any problems for me, but apparently it can.

    So as I'm nearing release of my app, the last build that I uploaded was 0.998 - all seemed great, the light was there at the end of the tunnel, I was about to celebrate as I uploaded 1.0 in readiness for my app's launch, when the Play Store decided to slap me down with vigour.

    Turns out, when our apps are exported, the version number is used to generate the versionCode and versionName for our APKs. The problem I'm having is that the versionCode for 0.998 is 9980000 while the versionCode for 1.0 is 1000000. Now, I'm not 100% sure why this is happening, but I think it has something to do with me not following a 0.x.x.x version structure when I first started.

    Essentially, I want versionName to be 1.0 and versionCode to be 10000000 (higher than the previous build). As VersionCode is what the Play Store uses to roll out the highest version, it can't be less than the previous one.

    I'm hoping there's an easy way to change versionCode, but I haven't been able to do it in C3.

    My other option, which I'm really loathe to do, is to export with a version of 10.0 - that will give me a higher code, but users will see the app version and that's not really something I want. While I'm on this topic as well, I noted at developer.android.com/studio/publish/versioning that it states that

    the versionCode value does not necessarily have a strong resemblance to the app release version that is visible to the user (see versionName, below). Apps and publishing services should not display this version value to users.

    ^ Based on that, I feel like maybe there should be two separate fields in C3 for these values.

    Here are the screens from the Play Store that show my issues between 0.998 and 1.0 converting to codes.

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