Simple Games's Recent Forum Activity

  • It was a long time ago, but at some point it used to work ONLY until I uploaded it to GP. I guess Google App Signing explains this, since Game Services was only linked to my private key. Now however, I linked same app with both keys (my private key and Google Play's key), but now it doesn't work neither when I install it directly nor when I install it from GP.

  • I don't remember. If I go to Release management - App signing there are separate App signing certificate and Upload certificate. I sign my game with Enhance before uploading it to GP

  • Nepeo I also thought it was because of the signature, but if I go to Release management - App signing and copy SHA1 certificate and try to link app in Game services, it says "Package name and certificate fingerprint combination already exists". Did I do something wrong?

    P.S. I also added SHA1 of the certificate I'm using to sign the game.

  • Okay, I just don't know what exactly "automated publishing to Google Play" is, but if it doesn't affect manual pulishing - it's ok.

    And about Game Services - any idea why it doesn't work? I linked the game, added plugin (it is also linked when I open Game Secrvices app on my phone) and as I mentioned, it always offers me to sign in when I start the game, but achievements don't work, and "List achievements" action doesn't do anything.

  • I tried clearing data of game, clearing data of Play Services and reinstalling the game, but achievements still don't work.

    As of API version, is it caused by Construct, or official plugins like IAP and Google Play. Or is it because of third-party plugins?

  • I have some issues with Google Play.

    First: I can't integrate Google Play plugin for achievements - there is login window every time I start the game, but Achievements don't work, as well as "List achievements" action.

    Second: in GP dashboard there is this warning:

    ACTION REQUIRED: Your automated publishing to Google Play will stop working on December 1, 2019

    Your app is using an old version of the Google Play Developer API. From December 1 2019, versions 1 and 2 of this API will no longer be available, and any calls to these versions will fail. Update to version 3 before this date.

    I'm using r177 and C2 runtime

    Tagged:

  • You can use Pin+ plugin. It gives many new options for pinning, including pinning to imagepoint and pinning size

  • You can use Enhance, but it is only currently available for C2 runtime.

    They told me, they are preparing to add C3 runtime support, but from my experience I wouldn't expect them to deliver it anytime soon.

    And if you are ready to pay, you can use this collection , there is Enhance for C3 runtime, and also separate plugin for notifications

  • If you want to play sound depending on speed of rotation - wouldn't it be better to actually compare rotation speed, instead of checking collisions? If I understand collisions correctly - they will not register if "collision" happens in-between frames, so you shouldn't rely on them when high speed is involved.

  • Maybe someone will give you a more detailed answer, but I'd suggest you to find Audio effects example (it's in intermediate examples in Construct 3). Also, you could try Set playback rate action for Audio

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  • Watch some video for beginners on how to make platformers in Construct 3 (or Construct 2), they always mention this aspect. Regular solution would be to use tilemap

  • I never made platformers in construct. However, simple sollution would look like this:

    Enemy on collision with Player

    Player.Y < Enemy.Y - 50

    Enemy destroy

    You can use any other number instead of 50

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Simple Games

Member since 12 May, 2015

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