LukeW's Recent Forum Activity

  • I didn't think this was a thing, but then had a user request controller support for my iOS/Android game.

    I added the plugin in C3 and it works nicely in Windows, but as soon as I export to Android and try using my controller, the game doesn't recognise it (the device is recognised by the phone though, can move around and select items on the phone's home screen).

    Tried with both a Xbone and PS4 controller. Only tested on Android as I don't own an iphone.

  • I can't help you, but to add to this, I connected my controller to my PC via Steamlink and found that the controller in C3 apps doesn't get recognised, but when connected directly to the PC there isn't a problem.

  • It would definitely be nice if there was an override somewhere... For now, I'll play around with Android Studio. I still have a couple of weeks until release date, otherwise I might be panicking over this XD

    Cheers

  • Hey Nepeo

    As I mentioned, I really don't want my release version number to be 10.0 in the Play Store as I think that's confusing for users.

    I might try changing it in Android Studio, though I have no experience using that. As it's only a minor change, hopefully it's pretty straightforward. Still, kind of annoying that I'll have to do this every time I release a new build from now on.

  • Hi,

    So I've been using the version property in C3 incrementally every time I roll out a new update, using a 0.xxx format. I honestly couldn't imagine this would cause any problems for me, but apparently it can.

    So as I'm nearing release of my app, the last build that I uploaded was 0.998 - all seemed great, the light was there at the end of the tunnel, I was about to celebrate as I uploaded 1.0 in readiness for my app's launch, when the Play Store decided to slap me down with vigour.

    Turns out, when our apps are exported, the version number is used to generate the versionCode and versionName for our APKs. The problem I'm having is that the versionCode for 0.998 is 9980000 while the versionCode for 1.0 is 1000000. Now, I'm not 100% sure why this is happening, but I think it has something to do with me not following a 0.x.x.x version structure when I first started.

    Essentially, I want versionName to be 1.0 and versionCode to be 10000000 (higher than the previous build). As VersionCode is what the Play Store uses to roll out the highest version, it can't be less than the previous one.

    I'm hoping there's an easy way to change versionCode, but I haven't been able to do it in C3.

    My other option, which I'm really loathe to do, is to export with a version of 10.0 - that will give me a higher code, but users will see the app version and that's not really something I want. While I'm on this topic as well, I noted at developer.android.com/studio/publish/versioning that it states that

    the versionCode value does not necessarily have a strong resemblance to the app release version that is visible to the user (see versionName, below). Apps and publishing services should not display this version value to users.

    ^ Based on that, I feel like maybe there should be two separate fields in C3 for these values.

    Here are the screens from the Play Store that show my issues between 0.998 and 1.0 converting to codes.

  • Well, this is coming out soon.

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    youtube.com/watch

  • Worth it for the editors alone imo

  • Good point out worldwide vs region specific.

    I'm feeling like 6.0 is the sweet spot for me.

  • Wondering what devs are setting this to? I noticed that performance on 5.0 was pretty bad based on user feedback, so considered restricting to 6.0.

    Found an interesting chart that shows the amount of devices still on older software and it's pretty significant, something like 24% of devices that are on less than 6.0.

    Anyone have a sweet spot they aim for?

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  • Great thread Lumi. I've got a couple of questions for ya:

    Did you release on iOS and Android concurrently?

    Do you mind sharing what was the % split between both platforms?

    Finally, did you consider offering an IAP to remove ads? And if so, what made you choose not to pursue that (I'm only assuming you didn't because you only mention ad revenue in this thread)?

    Cheers

  • My first thought would be to check that the admob plugin is configured correctly in the properties bar.

    Ashley that's now two confirmed cases that the beta channel causes Xcode exports to crash.

  • I remember seeing a post on twitter stating that items that are all in the same subfolder will not lag. Not sure if that's still true (or if it ever was actually XD )

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LukeW

Member since 26 Mar, 2017

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