MrClifford's Forum Posts

  • 3rd update: Tried another game and it worked! Noticed the file mode for the first game was on legacy not app, this could be the issue, but rebuilt the first game in R268 on app and it works!

    Will test R270 on Monday with the same config and see if its all still working

    Edit: working on the 2020 SE but the 12 pro still nada

  • Removed ads and IAP earlier to see if this was causing the issue but sadly not. Random reboots to splash screen anywhere between 10-30 seconds into the game.

    Ashley any known issues with R270 and iOS? Can't really submit a bug report as I can't provide any reports etc, TestFlight is showing 0 crashes.

    I'll try my other game tomorrow and see if that one works.

  • Hi guys,

    Thought I'd get my games onto iOS and oh my how it's a pain compared to android. So, I don't own an iOS device of any time so I've bought a virtual machine, full root access etc.

    After an agonising few hours of head scratching regarding certificates, finally managed to self sign as I couldn't get the auto sign to work. Obviously as I'm using a VM I can't use the simulator properly as it's really laggy but got a couple of friends with iOS so invited them to TestFlight and had one of them round so I could test physically.

    So initial observations: the app would load, start, IDFA would prompt and consent given. Started to play and the app would restart back to the loading screen, did this a couple of times but finally was playable. Then the ads were not displaying and IAP price not reflecting.

    I noticed in xcode that the metadata was missing for the IAP, on Android, as long as the product ID's are the same then the app pulls the data from the play store listing, is this not the same for iOS?

    And with the ads, they're all configured correctly, work fine on Android (and yes, I changed advert IDs), is there any additional configuration needed in xcode to get these running?

    I believe xcode had 42 yellow depreciation flags so maybe a few of these dependencies need updating? The big worry is the constant rebooting - tested on a 2020 SE and a iPhone 12 Pro, so memory shouldn't be an issue

  • More gameplay of our incoming Neon game (Brake The Lights)

    Still work in progress

    Things to do:

    Trails for the balls, some other effects.

    Looks really good, could imagine it's been tricky to optimise this but looks very smooth. Great job

  • I forgot to add another event to create a new ad after the first and has been shown. Sorry did it quickly on my phone.

  • Gameplay wise it took me 5 hours 45 minutes to complete the 68 levels, and used about 130 respawns. To polish up missing achievements/trophies it was another hour so a solid 6 and a half hours of gameplay without ads.

    Small video of graphical improvements

    twitter.com/i/status/1443168969398104066

  • 504 days after I first posted this thread and.. Shukuchi Ninja is (nearly) done!

    Lots has been done to visually improved since the initial trailer release, lots of new effects including rain, thunder and lightning, fog and the usual lighting from torches etc.

    Got about an hour left just to go through and compress as many sprites as I can as the game was circa 180mb, aiming to reduce it down to about 100-110mb.

    Performance wise has been a bit of a struggle on seriously budget phones. It'll run and play, but a bit laggy on a £70 phone which is to be expected. On the upperend scale of budget phones i.e a redmi note 9, it runs 60fps most levels, although some of the huge levels require the details button I added to be pressed onto low.

    Midrange-highend it'll run 60 FPS on max details all day long.

    Global release will be coming very soon, currently in talks with a publisher, so keeping my fingers and toes crossed I can get a deal. If not, I'll be self publishing so you guys can hopefully enjoy it!

  • Cheers cascade, just finished ads on my next game and was wondering why the ads were only triggering once on export but running fine and dandy in preview.

    Kept going over the code and put it down to the package name not currently being connected to admob, but obviously not!

  • Doh! Completely forgot about that. Cheers newt, all sorted.

  • Hi guys, need a button to sine size while in the pause menu. Using timescale=0 to freeze the whole game, but need a button to sine while timescale=0.

    Was thinking about altering the sprite size over time in comparison to the wallclocktime, then scaling it back down when max width/height has been reached but unsure how to write/compare the values to make it work.

    Any pointers much appretiated,

    Cheers

  • Like Maverick said create the spawned objects into a family.

    You can also save a bit of memory by inverting the "is overlapping" event so that the object won't spawn at all. This will work better if "on destroyed" is scoring points etc.

  • Thanks for that Allan, and thanks for your previous help lionz.

    Just used Allans simple example and it works great (although I had to massively increase the times due to the number of instances.

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  • Also tried variables to cancel it out, maybe I'm putting the events down slightly wrong which is conflicting, would you be able to give me an example? Thanks

  • On computer now, by the debugged its only picking one instance at a time that has an animation frame of 2. If they are all running at the same animation speed/frame then its fine and will spawn a new sprite on each.