radbrothers's Recent Forum Activity

  • Hi all!

    AshleyR0J0hound

    I choose png image via file chooser plugin and I can get dataURI of this image file, but I want to get imageData (Uint8ClampedArray) of this image file. How I can do it?

  • Hi rafaelfl

    Thank you so much for your work! Plugin work perfectly! But I have a problem - I use Phonegap Build for creating my app, when I add this plugin and build for android he renames my app to "Multiple Image Select". Why it happen? How I can fix it?

  • - Problem Description -

    I'm trying to pass the certification in the program IDtus@Xbox but I get this rejection report:

    For saving and synchronizing game progress between devices, I used the Roaming storage from Windows Store plugin, but it turned out that it can not be used for this. For Xbox Live games we must use Xbox Live Title Storage or Connected Storage:

    docs.microsoft.com/en-us/windows/uwp/xbox-live/storage-platform/storage-platform

    - Attach a Capx -

    Any project with Xbox live integration for IDhpo@Xbox

    - Steps to Reproduce Bug -

    1. Device 1: Sign into an Xbox Live enabled Microsoft account and launch the title.

    2. Device 1: Complete at least one level and change all options to non-default values.

    3. Device 1: Terminate the title and sign out of the active account.

    4. Device 2: Sign into the Xbox Live enabled Microsoft account from step [1] and launch the title.

    5. Device 2: Observe that the user's progress and settings have not successfully roamed and instead display their default values.

    - Observed Result -

    User's progress and settings have not successfully roamed and instead display their default values.

    - Expected Result -

    The title must roam all the user's progress and settings when signing in on a second device.

    - Affected Browsers -

    Chrome: (NO)

    FireFox: (NO)

    Internet Explorer: (NO)

    Visual Studio: (YES)

    - Operating System and Service Pack -

    Windows 10 version 1803

    - Construct 2 Version ID -

    r262 64bit

  • e.g. "State = finished, update achievements" will make an "update achievements" request 60 times a second while that condition is true

    Yes, I understand this, and I do not have such conditions in the project. I provided you with a screenshot of Xbox Live Trace Analyzer where you can see that the main problem with the Profile and Presence services. Also, you can see that I'm calling "Set presence" and "Request profile info" only once after triggering "On local user added". So I do not understand why so many repeated requests of this services?

  • Hi Ashley!

    Is there any chance that problems with Xbox Live plugin will be solved in the near updates?

  • - Problem Description -

    I'm trying to pass the certification in the program IDspk@Xbox but I get this rejection report:

    - Screenshots -

    - Attach a Capx -

    Any project with Xbox live integration for IDtcp@Xbox

    - Steps to Reproduce Bug -

    - Observed Result -

    Service Access Limitations

    - Expected Result -

    No Service Access Limitations

    - Affected Browsers -

    Chrome: (NO)

    FireFox: (NO)

    Internet Explorer: (NO)

    Visual Studio: (YES)

    - Operating System and Service Pack -

    Windows 10 version 1803

    - Construct 2 Version ID -

    r262 64bit

  • Hi again!

    Ashley

    I partially solved this problem, but now I have another.

    I found the code on the forum for xbox developers, which allows you to catch the player's exit from xbox live:

    Microsoft.Xbox.Services.System.XboxLiveUser.addEventListener ('signoutcompleted', function (event) {
    c2_callFunction("xboxlivelogout", []);
    });
    

    With this code I can notify the player about leaving Xbox Live and show him a message and transfer game to the initial state. I do not know why, but after the player's exit, the "Sign in" and "Sign in silent" calls stop working. To get around this and again invite the player to log in to the account, I have to reload the game: Browser -> Reload. The game is reloaded and the "Sign in" calls are working again and I can invite the player to sign in to the Xbox Live account again, if player choose an account different from the past, the log in is successful and the sign in triggers are works. But if the player chooses the same account from which he logouted, then I get this error in the Visual Studio console:

  • Hi!

    boulerzzzAshley

    If this still matters, this was solved when I disabled the preload of sounds in the project settings

  • - Problem Description -

    I'm trying to pass the certification in the program IDsyo@Xbox but I get this rejection report:

    - Attach a Capx -

    Any project with Xbox live integration for IDakp@Xbox

    - Steps to Reproduce Bug -

    1. Device 1: Sign into an Xbox Live enabled Microsoft account and launch the title.

    2. Device 1: Proceed to the main menu.

    3. Device 2: Sign into the Xbox Live enabled Microsoft account from step [1] and launch the title.

    4. Device 2: When prompted, select to 'Sign in here.'

    5. Device 1: Observe that the title does not react in any way and the user is able to continue gameplay uninterrupted.

    - Observed Result -

    The title does not react to the active account being signed in on a second device.

    - Expected Result -

    The title must react appropriately to the change in user state, preventing the same account from gaining progress on two devices simultaneously.

    - Notes -

    1. Following step [5], the user on device 1 is able to continue gameplay and any progress made is awarded to any account that signs in subsequently.

    - Affected Browsers -

    Chrome: (NO)

    FireFox: (NO)

    Internet Explorer: (NO)

    Visual Studio: (YES)

    - Operating System and Service Pack -

    Windows 10 version 1803

    - Construct 2 Version ID -

    r262 64bit

  • Hi

    As a temporary solution, I managed to implement the purchase by running this js code using the Valerypopoff Javascript plugin:

    -> On touched purchase button: Execute js code:

    	var StorePurchaseStatus = Windows.Services.Store.StorePurchaseStatus;
     var storeContext = Windows.Services.Store.StoreContext.getDefault();
    
    storeContext.requestPurchaseAsync(#0).done(function (result) {
     if (result.extendedError) {
     SdkSample.reportExtendedError(result.extendedError);
     return;
     }
    
     switch (result.status) {
     case StorePurchaseStatus.alreadyPurchased:
     c2_callFunction(#1, []);
    
     case StorePurchaseStatus.succeeded:
     c2_callFunction(#2, []);
    
     case StorePurchaseStatus.notPurchased:
     c2_callFunction(#3, []);
    
     case StorePurchaseStatus.networkError:
     c2_callFunction(#3, []);
    
     case StorePurchaseStatus.serverError:
     c2_callFunction(#3, []);
    
     default:
     c2_callFunction(#3, []);
     }
     });
    

    Where:

    #0 - Purchase ID from Windows Dev Console

    #1 - name of C2 function for restoring purchase

    #2 - name of C2 function for success purchasing

    #3 - name of C2 function for unsuccess purchasing

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Please use the existing feature request/bug report systems. We are busy with a couple of long-term projects, regular bug reports, and hundreds of existing feature requests so I can't really promise anything from a forum post.

    Sorry, I made it!

    construct.net/forum/construct-2/bugs-21/c2-c3-improve-windows-store-pl-137268

  • - Problem Description -

    My game was approved for IDdxo@Xbox program and now I'm integrating the achievements into game. But I found a problem with C2 IAP's - they do not work. IAP works if Test mode is "on" but not working in published game. Apparently for applications with Xbox Live we need to use a other namespace for purchases, that's what I found in the documentation:

    docs.microsoft.com/en-us/uwp/api/windows.applicationmodel.store

    At the moment, my game is in Xbox Creators Program, and purchases also do not work. I didn't know about it, but the players told me about this issue. Before Xbox Live was added IAP worked flawlessly.

    - Attach a Capx -

    Any project with Xbox live integration for Xbox Creators Program or IDsrk@Xbox.

    - Steps to Reproduce Bug -

    Step 1 - Export project from C2 with IAP plugin (or Windows Store plugin) and Xbox Live plugin as UWP and open in Visual Studio 2017.

    Step 2 - Build app package and publish on Microsoft Dev Center.

    Step 3 - Launch app and try to purchase IAP.

    - Observed Result -

    No response from purchasing.

    - Expected Result -

    A window for confirming of purchase appears.

    - Affected Browsers -

    Chrome: (NO)

    FireFox: (NO)

    Internet Explorer: (NO)

    Visual Studio: (YES)

    - Operating System and Service Pack -

    Windows 10 version 1803

    - Construct 2 Version ID -

    r262 64bit

radbrothers's avatar

radbrothers

Member since 30 Sep, 2015

None one is following radbrothers yet!

Connect with radbrothers

Trophy Case

  • 9-Year Club
  • Forum Contributor Made 100 posts in the forums
  • RTFM Read the fabulous manual
  • Email Verified

Progress

12/44
How to earn trophies