Sofa_King's Forum Posts

  • C3 is right for you.

    I was a complete n00b a year ago and now I have my first game up and running on the Play Store.

  • Check to see if they are WebM format?

  • Hi all,

    Just wanted to *bump* this because I am interested in the same thing.

    Also, i'll add some resources to get the conversation moving:

    1. I also saw that Photon may be the easiest way to do this? Not exactly sure why this is the case though. And it also looks like the plugin still works on C3 (based on 's comments at the bottom of this tut page).

    2. The multiplayer plugin also seems like a good bet. I found Ashley's 'Online multiplayer in Construct Game Dev Course'. TBH I have yet to read through it, but it will be the first thing I look into, because it uses the C3 native multiplayer plugin.

    Thanks!

  • WackyToaster

    Mannnn, i've been trying to get the physical iPhone hooked up to this VM for a week now and no luck. My Android device wont connect either, while a USB stick has no issues. I've followed all the tips online and I just cant figure it out. Did you run into this issue? I'm about to give up on the VM idea and shell out some money for a MacintheCloud.

    fredriksthlm

    I know that another poster has already asked this, but can you really hook up a physical iPhone to the MacintheCloud set up? Did you ever have any issues with this?

    [edit - just found

    this thread which talks about the limitations for MacinCloud USB connectivity.]

    Thanks!

  • Artpunk Thanks! I'll make that fix right now.

  • WackyToaster

    You absolutely have to test a proper xcode build! In terms of mac I had xcode successfully running in a VM, though Ashley adviced against it since Apple may not exactly like that. If you have an old macbook around, you can use this dosdude1.com/software.html to update it to the newest macos even if it´s not officially supported. Worked like a charm for my 2009 macbook.

    Thanks for this tip! After much fiddling I got it up and running on a VM. I was even able to get the emulator working on a simple minification export. I can see 39 ominous yellow warning symbols though.

  • WackyToaster

    Works just fine in remote preview on an iphone, but I'm curious to see what will happen when I try to run it through Xcode. I don't have easy access to a Mac computer, so it's making this part a little wacky.

  • WackyToaster

    And obviously all the services you might use that are tied to google (highscore lists and such) need to be adjusted for iOS.

    I saw somewhere that XCode was giving errors due to there being Google stuffs inside. Will I need to delete all of the plugins that are related to the opposite OS? Or can I keep them in there and just create a 'PlatformInfo' condition?

    Here's a picture to help explain what I mean:

  • You can use online generators to make it quickly and easily. Then add it to a page on your website.

  • Nice! Thanks guys. I will have a go soon and hopefully it goes smoothly.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have finished up my Android APK and its now sitting happily on the PlayStore. I will now begin looking into the iOS port of my APP.

    What things should I look out for when I start this process?

    For example, one issue I know that needs to be fixed is sound. Everything works fine in Android, but certain sounds dont play in iOS. I recently found out that this could be because I have MP3s, which is a format that doesn't jive well with iOS.

    Anyway, is there anything that should be converted, changed, tested, etc when moving from Android to iOS?

    Thank you for your help!

    Tagged:

  • Hi all,

    My educational game is now on the PlayStore! If you want to learn Chinese, Korean, Vietnamese, (or English), then give it a try!

    Google PlayStore Link

    TestPlay Website Link

    Subscribe to Construct videos now

    Thanks!

  • When I export my android game using "advanced minification",the game hangs on the loading screen. Hence I use simple minification. If you use simple minification then maybe your problem may get solved.

    I was hitting this bug too. Have been freaking out for the past couple hours because I pushed an update through to all of my users (all 10 of them). This fixed it! Thank you so much!

    Hopefully the mighty Construct team can fix this ASAP.

    Ashley I also want to note that this is not just an issue on iOS but Android too. The app opens but then gets stuck on a "0%" loading screen (on export with advanced minification).

  • Just update to the C3 beta and export your APK. It'll set it at 29.

  • You do not have permission to view this post