Toby R's Forum Posts

  • I have decompiled an APK file to check what's in the config.xml which has been compiled to the APK and it looks allright "<preference name="android-minSdkVersion" value="19" />". So it clearly a Google bug I believe.

  • Allright I've managed to fix that. Just in case someone else experience the same issue.

    1. It does not work with the official IAP plugin.

    2. It does not work with the cranberrygame Phonegap IAP plugin (that was surprising)

    3. It DOES work with the new cranberrygame Cordova IAP plugin.

  • I am surprised noone else is experiencing this issue. I believe noone have their app in alpha/beta testing atm.

    As I don't think this is a C2 issue but IntelXDK's (or Google's?) I have posted that on IntelXDK forum as well https://software.intel.com/en-us/forums ... pic/610062

    imaffett could you say if it's a known or unknown issue?

    I've googled that simillar issue was a Google issue last year. When app was in alpha/beta stage, Google was showing minimum required Android version as 1.6 instead of any other which was set in manifest file. But in my case it's showing 4.0, not 1.6 so or it's a different issue or it's a new face of an old issue. However I am not able (am I?) to check what is being send to Google Play after IntelXDK wrap C2 and IntelXDK config files to an APK.

    As I'm not an expert in IntelXDK config files, I'll show what's inside of mines.

    config.xml

    intelxdk.config.crosswalk.xml

    intelxdk.config.crosswalk.app.xml

    Is there any other place I should check as well?

    And here is what Google says about the app requirements.

    It is a critical issue for me. Any help is much appreciated!

  • It depends on the Data Center I believe. Same as with Google search. There is no one search result for everyone. It depends on the DC, if it gets updated already or not. Also your location against your app settings matter. The game types you've played till now also have an impact on your search results. Google tries to show you games which are most suitable for you/your interest.

    Last year I've released a trivia game and we were doing paid marketing, so we were getting many people daily and still had to wait hours for the DC to update. And even though we have thousands of downloads, I've seen the app on different position from Poland than my friend from UK.

    EDIT: BTW I see it on the 1st position.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hi mobile Devs,

    I am in the alpha testing with my app now, but even now I would like to set up the minimum Android API to 19 so the minimum required Android version be 4.4 KitKat.

    1. I set it up in C2 while exporting to Cordova (I don't think this one does matter but anyway).

    2. I set up min api to 19 in Intel XDK settings (and 21 as target api)

    On my app page on Google Play it says the requirements are 4.0+ (!?).

    I've checked Intel XDK config files manually, and in one config file (can't remember which now) the minimum api was set to 14 (which is Android 4.0). The rest of files were set to 19 (there are 3 config files regarding crosswalk I think).

    I've edited the file and set it manually to 19. Built, sent to Google Play. And it is still required 4.0.

    Anyone else compiled mobile app with IntelXDK recently? Is it my problem only or something is wrong somewhere? I can't find anything regarding this issue on Google :/

    ps. I have the newest IntelXDK and C2.

  • Overall interface just got reskinned. I think it's gonna stay more or less like that.

  • One of the cosmetic change you mentioned is perhaps the bullet?

    It is well visible, but, how to say, it' s too "cartonish" in a more realistic graphic...

    Maybe it should be ok with a simple ghost effect or some shining to resemble more the metal.

    Keep it up!

    Thanks for the feedback HR78! Well pretty much of the graphics need replacement still, but to be honest I didn't think about the bullet haha. The screenshots are pretty big and "static" so you see the bullet in details, but on mobile device during gameplay, you just see something bright moving fast. But that's true - it's a cartoonish bullet - good catch man! I have a real one too, let's see how it will look. Thanks again .

  • Thanks. Yes exactly. Once they touch the fence match ends. Every wave there are more zombies comming and the are stronger. So you will die at some point for sure. But you can upgrade your turret and rocket launchers. And try the wave again. I'll try to post some video later today.

  • Hi Guys!

    Soon I will release Zombie Annihilation. It's a casual top-down defence game, where you have to annihilate huge waves of incomming zombies.

    Game will be release on Android platform at first. Even though at some points there are hundread of objects at a time the game works pretty well even on devices as old as SGS4. Wrapped with IntelXDK.

    Game is in Alpha testing now and still need some improvements and cosmetic changes, but I think it's already enough for presenting it as a late prototype.

    I leave some screen below.

    I'll surely let you know once it's done, but if you want to stay updated till that time you may want to follow my FB site. Cheers!

  • I have only one product for IAP, which is basically a premium account, so one-time purchase. I don't need to cunsume product so I decided to use native C2 IAP object.

    The problem is that when I reinstall the app I would like to set te premium account if it has been bought before.

    Now according to the manual

    [quote:pyeh913s]When On store listing success triggers, the product names and prices are available, and purchases can start being made or checked with the Has product condition.

    That's a bit confusing to me. Has product condition checks whether the non consumable product has been bought already or not. So how come Request store listing action can handle it without Restore purchases action? I think it can't. Is it a bug in the manual?

    Now what I do is runing Request store listing and Restore purchases just after. In On store listing success section I'm checking with Has product, but it gives false and I cannot restore the premium account.

    I would expect something like On restore purchases success, but there is no such condition in C2 IAP.

    Is there a way to handle that with C2 IAP? Or I need to use Phonegap IAP plugin?

    ps. And if it's not possible... then is C2 IAP useful anyhow? I mean when you cannot manage non-consumables, and it does not support consumables...

  • Allright I've fixed it. So it turned out that there was something else in the project causing unwanted behaviour... but it doesn't matter cause at least I've played around with the On collision condition.

    So the results.

    I really hoped that blackhornet solution would work cause it looks really decent, but unfortunately as I predicted in my previous post it run multiple times anyway just the events under this condition impact the instance 0 (multiple times).

    dsminor trick with destroying finishing line worked (I didn't get what you mean at first .

    I haven't try Is Overlapping as Gumball suggested, cause this would be a performance killer in my case for sure... I have hundreads of enemies on the screen so I really have to think about the performance. I am even combining On collision with Every X second to save some CPU ;D (BTW: it works )

    I don't think there is any decent solution for executing event under On collision condition only once, but surely there are many workarounds we can do.

    Again thanks for your help guyz!... I can finally go a step further with finishing this game

  • Ok then the hardcore way.

    on collision--->destroy the finishing line!

    The levels ends anyway so you dont need it anymore.

    It won't work. On collision condision trigger SOL is already in the memory so there is no second check if the line is there or not. That's why it's kinda tricky

  • Thanks for the replies Guys.

    You could also use the Is Overlapping condition (...)

    Is Overlapping is not an observer condition, so with the number of my enemies that would be probably way to much CPU consuming...

    On collision ->

    Pick instance 0 ->

    some actions

    If I'm not mistaken this will run multiple time anyway, just the effect of actions will go to the picked instance.

    You could make something like a trigger.

    Create a local variable called "trigger" (needs to be static and needs to be reset to 0 at start of level)

    For the collision event to run the trigger needs to be 0.

    And if the collision event triggers set the trigger to 1.

    So it should just run ones.

    Well yes I was thinking about adding a variable to check this, but somehow I don't find it the elegant solution, so I thought there must be some simplier way.

    Anyway I will give a shot to all of the propositions. Thanks!

  • I struggle with this for a while now.

    I have several sprites in the "enemies" family. Enemies are walking from top of the screen to the bottom. At the bottom of the screen I have an invisible sprite which is simply a - let's call it - finishing line. So when the enemy touch the line, player loose and the score screen appears.

    Now the problem is that if more than one enemy touch the line in the same time "On collision" events run multiple times.

    I've tried even something like that

    On collision ->
         some actions
         disable "on collision" group[/code:3bkoshp2]
    
    And it is fine for a while, because indeed it runs only once even when many enemies touch it, but then when I back to the play screen I have to enable this group again and then it instantly runs again. Like it have in the buffer.
    
    Any ideas how to run On collision efect only once even when there are multiple enemies touching it?
  • Hi mobile devs,

    As we know C2 apps have some restrictions regarding mobile apps. We cannot build very complex apps because of mobile performace. However there is still a variety of actions we can do to make the app work pretty decent.

    * First thing is to optimize our app. We can optimize our game to be less memory consuming, CPU consuming etc. This topic has been covered many times.

    * Now if we couldn't resist our fantasy, and we've built some "heavy" app which we want to publish as an Android app we can target the app for particular group of devices - strong devices. In this way we obviously lose some potential customers, but at least we are sure that those who have the app will have fun, and we won't get bad ratings and comments like "it laags!", "it is so slow!" etc.

    Now I'm wondering how many helpful info can we find in the Internet to do the valid targeting. We can limit our app to be able for download only for the particular Android version (and up). The percentage use of various android versions can be found here: http://developer.android.com/about/dash ... index.html

    Right now KitKat takes around one third of all Android devices. That's a good news, because KitKat's devices are already pretty strong and usually have at least 1GB of RAM.

    Does anyone know any other sites which would help setting app targeting? For instance does anyone know if there is any info in the Internet regarding which is the weakest device with KitKat/Lolipop etc?