strevor73's Forum Posts

  • 12 posts
  • In addition I have found that I can ONLY get the share link item to work on the PC platform, when I try the same app on iOS or ANDROID, the FACEBOOK object never becomes "Ready", so none of the FACEBOOK object items work, not even share link. Does anyone know if the FACEBOOK object is even supposed to work on iOS and ANDROID? And if so, should it work from Testflight, or does it only work once your app has been approved by Apple and up for sale from the app store? If anyone has any helpful information it would be greatly appreciated.

  • JJKhan - Did you ever get any help on this or figure it out?

  • The only one I can get to work is "Prompt to share link". Am I missing something or have all the wall posting options been stripped away by FB? If there is a way, please let me know about the login options needed also. The C3 manual states that some of the items require "Publish to stream permission", however, a look at the Facebook Permissions Reference doesn't even show that as being one.

    Tagged:

  • I've been having the same issue lately with export zip files from Construct 3. I found a way to make it work, however after that I am having an issue with making In App Purchasing work which may or may not be related, but here's what stopped the XCode crashes for me.

    1) Make sure your app is at least 25MB or larger for downloading (this will become important in Step 4), if it's not that large, simply import any video file large enough to put you over 25MB, you don't have to use it for anything, just import it into the app.

    2) Now export your app using the iOS-Cordova choice, with the XCode Project option.

    3) Download your app's .zip file to a WINDOWS PC (These steps MIGHT work on a Mac, but I haven't tested that.)

    4) E-mail the .zip file to yourself using a Gmail account (if it's over 25MB Google will automatically make it a Google Drive link instead of just the .zip in the e-mail, which is what you need for this to work.)

    5) Now go to your Mac and open your Gmail with Chrome.

    6) DON'T click on the normal link for the file in the square box lower down in the e-mail that probably says "Not virus scanned" under it (This will result in the same crash when trying to open the .xcworkspace file with XCode.

    7) INSTEAD click on the upper link for the .zip file (not in a square box), this will load a mostly black screen with a listing of the .zip contents in it.

    8) Use the download button near the top-right of the screen (looks like a down arrow above a line).

    9) On the next screen click the blue "Download Anyway" button

    10) Now unzip as normal and double-click the .xcworkspace file, in my experience it will now open correctly (after you choose to "Trust and Open" the file)

    If you are still having issues, try using a different unzipping app. I've had different results unzipping the file with different zip apps, but using "Archive Utility" always works for my C3 exports. (That's the one with a green square icon with a silver zipper running down it.)

    Doing this allows me to open my apps in XCode, however as I mentioned earlier I still get a problem with the IAP that may or may not be related. Issue is the Store Registration never completes. I will be putting in seperate post for that issue.

    Hope this helps you!

  • As you've no doubt discovered, the built in Scirra Facebook plugin does not work on mobile platforms (only PC games). You have to use a third-party-plugin for phone games. Cranberry has one that I haven't tried yet, as I've heard it's too hard to make it work, and the creator gives no support. The following one used to work well, and still does for creating a FB post, but it seems that FB recently made a change so you can no longer include any pre-populated text, such as "I got 150,000 points on level 7 of Crazy Driver. See if you can beat my score!" etc. Filling in the blanks for that kind of info in the events fields of this plugin no longer has any effect, when the post is created. Again this seems to be a change made by FB, so good luck getting them to change it back... It does however succeed in creating posts in Facebook with a link to & pic of your app. I've had the best luck so far with the "App Invites" & "Share Dialog", and of course follow the directions on registering your app with FB first so you get an APP_ID (and APP_NAME).

    https://www.scirra.com/store/construct2 ... nnect-2650

    Good luck,

    strevor73

  • For anyone still having this issue, see my answer to a similar post here.

    Strevor73

  • iOS No Sound Workaround!!!

    Hello,

    Obviously different people can experience the same symptom (iOS Sound not Working) for different reasons. I'm not sure WHY my iOS sound wasn't working, but I did find a work around that worked for me. I built a game that was working great in Android, but when I exported it from Construct 2 (as an XDK file), then wrapped it with XDK as an iOS app I got no sound. I was using the Cordova native audio plugin at first, then tried several others. One by one, I tried every single plugin I could find that mentioned the word audio. Eventually, I tried the Third Party Cordova Background Audio plugin (even though my app doesn't use background audio), annnnnnnd SUCCESS!! All of the sudden my sounds and music were working like a charm! The caveat here is getting it by Apple's review process since my app doesn't need it (background audio). Well, it took a few attempts and rejections before I was able to use it without them rejecting me for it. Here's how to do it in XDK (for building in other tools, adapting this info shouldn't be too difficult).

    Step 1) Add the background audio plugin ...

    - You can keep the others (like cordova-plugin-nativeaudio) if you want, but this one will work by itself.

    - On the Build Page, under Plugins, click the button to add another plugin

    - Choose Third Party Plugins

    - Paste the following into the top textbox "nl.kingsquare.cordova.background-audio" (without quotes of course!)

    - Click Add (Test it!)

    Step 2) To get it approved by Apple if your app doesn't use background audio ...

    - After adding the plugin goto the 'Develop' tab

    - Do a 'Find in files' and search for "UIBack"

    - You should get one result, the plugin's .xml file

    - Just below "UIBackgroundModes" (about 3/4's of the way down the page) remove the following lines/tags ...

    <array>

    <string>audio</string>

    </array>

    -Then save and close the file, that's it. Now you can submit the app to Apple without them rejecting it for "declaring" a feature it doesn't use.

    I hope this helps you . . .

    P.S. - For those who don't know, background audio is the ability for your app to continue to play sound even when it's in the background (ie: user has hit 'Home' button and/or has gone on to some other app.)

  • I am trying to make a dice game and having some difficulty with the visuals. I have no problems creating dice that can randomly come up 1-6, the issue is making them LOOK realistic. Imagine the phone screen is a flat green felt with wooden walls around the edges, sort of like a mini Craps table. I want to make 2 dice that sit on the felt and quickly slide around based on which way you tilt the phone. I also want to use shaking the phone to randomize the dice faces, but that part I know how to do. I am aware of how to use Touch.Gamma to get the tilt of the phone, I just can't seem to then have that info effect the gravity on the dice in a quick realistic looking way. Someone suggested using 8-direction movement instead of gravity, but that looked slow and terrible. Essentially it would be the same idea as creating a tilt puzzle game. You know, those ones where there is a ball on a flat surface with walls that block the ball, and you tilt the phone to move the ball around the board. Any help would be greatly appreciated.

    Thanks,

    strevor73

  • If you're like me, and found the FAQ on 'how to post a new topic' the stupidest, most asinine FAQ entry in the history of all FAQs entries that have ever been, I will save you a LOT of time bouncing around. That FAQ entry tells you to "click the relevant button on either the forum or topic screens". WHAT RELEVANT BUTTON?!! How about simply telling us WHERE it is, since it appears nowhere that's easily visible on almost any forum page!

    Okay, okay, enough venting . . .

    ANSWER: From any Forum page (Except Forum Home, figures) scroll to the bottom, and look for the "Jump To:" drop-down menu. Scroll down and choose any of the "General" choices (I recommend General>Open Topic), then click the "Go" button to the right. Now you'll see a "Post New Topic" button at the top of whichever page it opens.

  • Hi, I like your game. I'm working on a dice game, and I want the dice to slide around the board just like your ball does based on the tilt of the phone. How did you achieve this? I know it sounds like a simple question, but I can't seem to find an answer anywhere. I know about using Touch.Gamma to record the current tilt of the phone, but I'm having a lot of trouble using that to constantly adjust the angle of gravity of the dice (or ball).

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  • Yeah, I figured it out. Apparently if you combine Physics behavior with Bullet behavior, it no longer uses the physics behavior. It just ignores it.

  • Kyatric

    Hey guys, I am creating a game that has balls that bounce off other objects and for the balls Collision Masks even though I may choose "Bounding Box" or "Circle" (of course I want Circle), it still uses the collision polygon. I know this to be true because for testing purposes I made the polygon much smaller than the size of the ball and when it hits something I can see some of the ball overlap the object before bouncing away. Is this just a bug or limitation in the free version only (which is what I'm using), or a larger or different issue. BTW, the ball has the following behaviors: Solid, Bullet, and Physics. I need to use the Circle mask to get accurate bounce off results. Any help or suggestions would be appreciated.

    P.S. - Kyatric, thanks for the great tutorials, they've been a big help.

    Sincerely,

    Flummoxed in Fairfax (A.K.A. strevor73)

  • 12 posts