pirx's Forum Posts

  • bump?

  • Hi,

    I noticed there is no 'consume product' action in the IAP object. Is there a way to achieve this? Is this a missing feature or is it intentional?

    Consumable products are crucial for my new app and I sort of assumed it would be there. Any help with this?

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  • Hi,

    Is it possible to have the application take a photo with the phone camera (request camera) and then send the photo to a php or ftp or the mail app or something? As in 'upload your avatar' or something like that?

    I know I can take the photo, but how to send it?

  • Hi,

    I'm not a specialist in IAPs so maybe someone more knowlegeable can enlighten me.

    As far as I can see, you can pretty easily have features unlocked via an in-app-purchase in Google Play. The IAP object allows to do that.

    Then you can request the info on whether the particular product has been purchased or not.

    However, what about quantitative purchases? Is it possible? For example, I want to have a couple of 'credit packs' in my app so that users can buy e.g. '10 credits' or '50 credits'. Sure, I could just add 10 to var_credits after a purchase but how would I verify that later? For example, the user could then hack the app's webstorage and manually add 1000 credits to their account and I couldn't cross-reference it with the 'has product' response from Google Play.

    Any help?

  • I think your're right. Actually it's even simpler than an array - I'm just saving the number of the max unlocked level in a variable.

    [Edit] Works like a charm. Thanks! I'm no beginner to C2 but I never needed WebStorage before. Now that I discovered how hassle-free it is I'm actually excited!:)

  • Hi,

    I love the Save&Load functions but I have trouble using them. I would like the levels in my game to stay locked/unlocked whenever the user quits or launches the application without the need for them to press a 'save game' button. Is there a way to do this?

    I can't do BOTH auto-load and auto-save using triggers in the menu because it will create a loop or not work as intended. The ideal situation would be to detect a 'on first start of layout' (load) and a 'on game quit' (save) events, but there are no such things. Any ideas?

  • I still love C2 for the ease of creating games and I will definitely continue using it. Working in C2 does give me genuine pleasure.

    However, I don't have the time nor desire to put up with the perks, limitations and issues of wrapping the applications so that they sort of work on mobile, maybe. This is simply too much of an issue: should be one-click-ish thing. So for the time being I'm leaving C2 to desktop HTML5 development, which is where it excels.

    In short, I gave up and I rewrote my app in native code for both Android and iOS.

    That said, things are getting better. I've just noticed that the new beta has AdMob support which is great. With the new iOS 8 and when the Build Service is supported it will all be WAY less painful. If you have trouble with getting your app to work on iOS try the Build Service. Apart from the lack of Admob support it was the only wrapper that didn't mess up my app.

  • I strongly doubt there will ever be native exporters in C2. C2 is built around generating HTML5 and JS code - it does not operate on things like views, activities, memory management and the like. Having native exporters (as in really generating native code) would probably require fundamental changes (i.e. crazy amount of work) in what's under the hood.

    On the brighter note, if all the annoying problems with wrappers (iOS restrictions, performance, cumbersome monetization, compatibility) are resolved then it really makes no difference.

    The thing that would solve it for me would be an official C2 ad plugin for Admob so that it works with Phonegap build service.

  • That's GREAT news Ashley. Can't wait!

  • Hi.

    So I have this popular app that almost topped some of the Google Play charts here in Poland. Nevermind the name (that's not the point) but it has 60k+ active users and growing.

    I selected the Intel XDK/Crosswalk as my exporter of choice and it seems to have done a relatively good job. The app works for most people, with a couple of bumps along the way:

    • the apk size is too big - a native app would be some 5 mb at the most; Crosswalk is 50 mb after installation,
    • a lot of one star reviews: "doesn't work", "crashes", "says too little free space when I have 2gb" etc. - disabling some old devices and limiting to Android 4+ helps but it still happens,
    • the performance could be better, and this is a simple app,

    All in all I doubt I could achieve better results with any other export option.

    Now I would really like to get my app on the Apple AppStore. To do that, I purchased the developer account and... it proved impossible.

    My first choice - the XDK had some problems with certificates but when I finally got the export to work, the app only displayed a white screen. Then someone in another thread told me that C2 doesn't really support exporting to iOS via the XDK.

    My second choice was Ejecta, as it seems this is currently considered *the* iOS exporter. Unfortunately though my app really needs textboxes, xml and other stuff that Ejecta just doesn't support.

    Sooo... right, CocoonJS. I got the premium account, exported, opened with XCode and launched. Starts slow, displays splashscreens. Then it turns out the textboxes are gone, my swipe gesture for some reason only works on one side of the app, the scaling is screwed (displays things outside of the layout no matter what scaling settings I choose in C2 and CocoonJS.)

    So as you see, I'm starting to think I'm beating a dead horse.

    Now, the funny thing: my app works perfectly well on any device in the browser. So one would think 'hey, then maybe the best option would be to have a version of Chrome without toolbars disguised as the app.' But wait... isn't that how these exporters actually work? So I'm wondering... why is it so problematic to create a working wrapper if the devices are already capable of running the apps smoothly on their browsers? I mean really.

  • alvarop Would you care to point to the Admob plugin you used with Ejecta?

    <-- this seems promising, but I'd rather use something that's been tested.

    [edit]

    Nevermind:

    [quote:ea8dm1ny]The form control plugins (Textbox, Button and List) are not supported.

    • The XML object is not supported.
    • The Facebook object is not supported.
    • The Text plugin's 'Set web font' action is not supported.
    • The WebStorage plugin's session storage is not available. Use local storage or global variables instead.

    Well, my app relies heavily on Textboxes, XML objects and Web Fonts so that's it for me. My last hope is CocoonJS then...

  • Oh. That explains a lot. HOWEVER, plot twist: I did get it to export in the end. It still doesn't work (blank screen) but it somehow managed to create the ipa. Thank you for the link, I'll use Ejecta or Phonegap then. I just hope the Admob plugin will work.

  • Well... nope. Using the Ejecta exporter also gives me the 'verify your assets error'.

    I export to the www subfolder in the XDK, set the info, provisioning profile, certificate, icons etc. and click build.

    Are there any extra steps needed for iOS?

    I have no problem building the same thing for Crosswalk...

  • I have the Apple developer account so this is not a problem. I was wondering why it wouldn't build when using the Crosswalk option. Cool, thanks!

  • Hi,

    Which export option do I use to export to Intel XDK for iOS?

    It seems there used to be a 'export for intel xdk' option but it's no longer there. Do I use the Crosswalk option?