pirx's Forum Posts

  • Actually the 'verify your assets' error is known to appear when there's nothing wrong with the assets. I'm positive mine are all in place: icons, splash screens etc. I had some trouble with getting the Apple certificate to work but now that I got it sorted out there's this error and it won't go away no matter what I do.

  • Hi,

    I need a little help.

    I'm able to export my game to Crosswalk without too much difficulty now.

    But I can't, for the life of me, get past the 'error, please verify your assets' message when trying to export to iOS.

    I have valid certificates and provisioning profiles (although there are quite a few types of those in the apple developer console) and yet it won't build because of this error. The same source builds without any problems for Crosswalk.

    BTW which export option do I use? I've been using the 'android crosswalk' exporter but maybe for iOS I need to choose something else...

    IntelRobert, any help on your side?

  • this is absolutely what I was talking about. Thank you so much.

    Now, just two things:

    Sometimes it throws a js error: line 376, col 28, CocoonJS not defined [I'm not using CocoonJS at all]

    And, is there a way to resize the comment box below 750 px wide? If I do that, a horizontal scrollbar appears. No big deal, but it would be nice if there was a way to do that.

  • My Crosswalk app is definitely getting error reports from android 2.3.3-2.3.7. However:

    I just discoverd that you can set the minimum Android version in the XDK but you need to reference it by api levels: so it is 14 for android 4.0 etc. so maybe it will work. Currently my APKs say: 10 API levels required in the Console, so they are *surely* available for 2.x devices.

    If Crosswalk requires Android 4 then it would explain why it crashes on these devices.

    As said, the developer console has no option to limit the Android version, which I find rather odd. I have no issue with the codenames though, I just go to the error reports and look at which devices cause crashes, then flag them by the same names.

  • Ashley Thanks, I'll search for how to do that in a sec.

    BTW, is there any way of limiting the Android version the app can be installed on? Looking at the developer console 100% of the crashes come from Android 2.3.3-2.3.7

    So it seems the app simply doesn't work with these versions. I'd much rather just exclude them. There is a 'Minimum Android version' in the XDK but it doesn't seem to project to Google Play in any way.

    That game seems fun, I'll install it. In its description it says 'Requires android 4.2'. Did you set that requirement yourself?

  • I have an app with 2000+ users and growing. It is working very well in construct 2. I exported it to Crosswalk and uploaded to Google Play.

    So far so good.

    Now, however, I'm getting *lots* of one star reviews from people saying that it doesn't run on their phones or crashes the device. I excluded some of the phones in the Developer Console but still the majority of reviews are 'doesn't work' 'turns off by itself' etc.

    I tested it on four devices and on every one of them it was working perfectly but as the user base grows, so does the range of various devices. The worst part is, the people who like the app rate it occasionally, while those for whom it doesn't work rate it 90% of the time (1-star).

    I *love* Construct 2 but I HATE that the underlying system is HTML5.

  • troublesum, thanks, that was a really insightful answer. So basically the approach to security here is the same as anywhere else.

    I'm just wondering whether it is worth it to deal with all the handshakes and encryption just to send anonymous scores. Even if someone dropped the entire mysql table I'd just reup it from backup. On the other hand, why tempt fate.... I'll have a look at how cumbersome to implement would the mechanisms you described be.

  • I have a server where I keep my PHP scripts and images. At first I had a problem because AJAX requests returned nothing: turned out that cross-origin sharing needed to be set up in the .htaccess file.

    However, when I'm trying to load an image via 'Load image from URL' it still gives me this:

    (...) has been blocked from loading by Cross-Origin Resource Sharing policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

    I'm confused. How would I add this header specifically to an image file?

  • So my game does not send any sensitive data: just anonymous score values. Still, having it all on the table via seems kind of insecure?

    Basically it is very easy to inject something there or to exploit this url to add anything you want to the database (mysql).

    Can you recommend any ways to prevent this?

  • Also as a case study: I've got an app which has some 2000 active users (and growing).

    When the admob plugin crashed I immediately started getting exclusively one-star ratings which resulted in lost money, lost users etc.

    Ashley - we do need an official plugin for this.

  • Knifegrinder

    Are you saying that if I just update the URL in the XDK it is going to work again?

  • Hi, is there a problem with the repo or something?

    My project was compiling fine this morning when suddenly the XDK gives me this:

    Error: Plugin failed to install: Admob com.admob.admobplugin (https://github.com/gooogleadmob/phonegap-admob-plugin/)

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  • Hi,

    Will be a possibility to dynamically create the comment box via system->create object ?

    I mean it is possible but you can't set the parameters (ID and URL) so the box will be empty.

  • Is there no way to let invisible layers act like there were not there? (all objects not registering/blocking clicks)?

    I used some invisble layers for UI menus because its easier to just show/hide a layer instead of 30+ objects.

    I don't think so. In my case I finally gave up and used a different layout for my menus. After all this is not what layers are for. Still, if you HAVE to use layers for this kind of thing it is a pain in the butt. What I suggest is using control instance variables, like registering clicks only if "isClickable" is true.

  • Let me see... so far I have about 1,5% click ratio. I've got some 2500 impressions and about 40 clicks.