MPPlantOfficial's Recent Forum Activity

  • hi guys I don't the options to install desktop apps of releases 148 and 150. Do I have to uninstall my current C3 desktop app? Will doing so delete the saved browser files and 3rd party plugins?

  • bump.

  • IAP does nothing when I try to buy my item.

  • try set x = pos

  • Simply use Browser Open URL "http://play.google.com/store/apps/details?id=yourappid"

    Yep. That's what I was planning to do instead but the whole scrolling down and going to "rate this app" is a step most users can't be bothered with.

    Is there no other way?

  • bump. I cannot get it to work. Anybody have ideas?

  • found these:

    private void launchMarket() {

    Uri uri = Uri.parse("market://details?id=" + getPackageName());

    Intent myAppLinkToMarket = new Intent(Intent.ACTION_VIEW, uri);

    try {

    startActivity(myAppLinkToMarket);

    } catch (ActivityNotFoundException e) {

    Toast.makeText(this, " unable to find market app", Toast.LENGTH_LONG).show();

    }

    }

    public void launchMarket()

    {

    Uri uri = Uri.parse("market://details?id=" + this.getPackageName());

    Intent myAppLinkToMarket = new Intent(Intent.ACTION_VIEW, uri);

    try

    {

    mContext.startActivity(myAppLinkToMarket);

    }

    catch (ActivityNotFoundException e)

    {

    Toast.makeText(this, " Sorry, Not able to open!", Toast.LENGTH_SHORT).show();

    }

    }

    here: stackoverflow.com/questions/11270591/rate-google-play-application-directly-in-app

    do these still work?

    Guess I'll have to try myself when I get the chance....

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  • I installed the .c3addon files that used to be able to request reviews in apps but can't find them when adding plugins in c3.

    Tried right clicking the box to find the "show deprecated plugins" checkbox but that doesn't work either.

    How do you request reviews for your apps now?

    any Javascript command I can use?

    Tagged:

    Niiice!

  • At the risk of reiterating what has already been said, I only use Unity3D when I absolutely have to. Right now, I am spending most of my time on a Windows/Mac native game built in Unity3D. It is a traditional project, with 4 people working on it for three years before release.

    I do all of my contract work to pay the bills in Construct 2 and Construct 3 for HTML5. For the type of work I do, Construct 3 is about 10 times faster for 2D HTML5 projects. I wouldn’t be able to pay the company bills if I was hamstrung by the Unity2D workflow.

    This is the dream right here.

  • Hiya, you don't download a file to save the game. With local storage you set an item to array.AsJSON when you want to save it and then get the item when you want to load the saved array.

    Thanks. I figured it out

  • I created an array in the file section of my game via right click-> create file and filled it up with the data I wanted to. I managed to get AJAX to fetch it and put it into an array to be used in-game.

    I want the next time the player loads game to be able to access updated Array

    (has completed this level, has found bonus coin in this level etc..)

    so I attempted to download JSON file every time I complete a level or find and item but it results in "GAME_ARRAY.JSON", "GAME_ARRAY(1).JSON", "GAME_ARRAY(2).JSON", "GAME_ARRAY(3).JSON", "GAME_ARRAY(4).JSON"... AJAX does not seem to be able to find these downloaded array file and effectively progress is erased for every run of the game and the player would have to do a perfect run every time if they want to finish. At least that's how it seems when testing the game.

    I don't want to have to export and publish the game only to find the player is unable to save progress for each run.

    What do I do?

    Tagged:

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MPPlantOfficial

Member since 17 Feb, 2016

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