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Topics - Guzzz

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Ask a Question / Multiply in-app purchases per click
« on: October 17, 2019, 10:19:20 am »
I can't really wrap my head around Google's in-app purchases. With Apple everything seems to work fine but here...
First, every time I buy my product id Google sends me several purchases, so instead of buying product just once per click it's buying several products per click. Sometimes 2, sometimes 5, sometimes 1. I used booleans to make sure that the code is read once per click, or at least I thought it worked (see attached image). Since I'm also receiving emails with the confirmation I can see that he is spending the money only once per click.
Second problem. My other product id (I have 3 in total) is always sending me Purchase failed message even though both products are almost identical. And sometimes I can see this popup message "Purchase failed " several times as well. So he is sending me both negative and positive results several times. In the Log view I can see that my print block went several times as well, so code under When a purchase succeeds - product ID has been read several times which should have been impossible! Boolean is turning back only after 0.6 seconds according to my code.

Do you guys have somewhere an example of the code for Consumables and Regular purchases that 100% work?

Ask a Question / Unoptimized APK from Stencyl
« on: October 14, 2019, 03:36:55 am »
After I uploaded apk to Google Play Consol I'm trying to publish Alpha etc. Now google refuses to use my APK because
Unoptimized APK

This APK results in unused code and resources being sent to users. Your app could be smaller if you used the Android App Bundle. By not optimizing your app for device configurations, your app is larger to download and install on users' devices than it needs to be. Larger apps see lower install success rates and take up storage on users' devices.


Use the Android App Bundle to automatically optimize for device configurations, or manage it yourself with multiple APKs.
So now I'm prompt to use Android Studio to make a proper bundle. Not that I'm against learning a new tool but just not at the stage where I'm trying to prepare for publishing on Google Play.  Aside of dealing with these  damn Google's tracks, testers and certificates now I need to learn this f###ing Android Studio which is insane, it crashed my comp which is usually handles video editing and 3D rendering.  I need to learn how to update this crappy Android Studio where I am missing Gradle (whateveritis) at the same time when the app says everything is up-to-date with Google Articles that are not updated like for ever... my point, why I can't just upload APK onto GooglePlay and be done with it? Am I just unlucky mofo and I'm the only one who struggles to publish his game or there is something wrong with Stencyl?

Ask a Question / In-app purchase canceled on Android
« on: October 13, 2019, 04:14:12 am »
My testing with google's ID product worked well. Now my apk is on Google's Beta and I'm using my own Product ID. Everything seems to be fine. I have Public Key in place and testers are mentioned in Google Play Console. However when I try in-app purchases it gives me "Something went wrong on our end. Please try again." message and in Log Viewer it says "Canceled Purchase". I've noticed that it also checked successfully "player can purchase goods", meaning it turned my boolean to true, but it ignored the rest of the code which mentioned which Product ID's can be purchased. It seems that the game or google don't know my Product IDs. I tried to make a new Product ID but it didn't help.
What should I look for or what to read to find the solution? I can't find anything useful in Stencyl's forum... nor in google actually.

Ask a Question / [SOLVED] Failed to publish for Android
« on: October 11, 2019, 07:50:25 am »
I can test the game on Android but when Im trying to publish to Android (to upload on Google) it gives me an error.
Something along these lines
[haxelib] Deprecated Gradle features were used in this build, making it incompatible with Gradle 5.0.
I tried to use other minimum version but failed. Right now it's API 18 and target is API 28.
I need help.

Ask a Question / Scale and slicing of the game
« on: October 08, 2019, 02:23:01 am »
I was reading an article by Apple and I was wondering is it possible to do this "slicing" for a game via Stencyl? I mean I want to people to download only a version for their screens. In my case it would be two version: x1 scale which is about 111mb and x1.5 scale about the same. Because "universal" ipa is 232Mb.

As a additional question. I have x1, x1.5 and x2 scales checked in Project settings, but if I'm building ipa with other settings in Mobile/Display/Scale I'm still getting big ipa with all the scales included.
For example.
I check x1 scale  in Mobile/Display/Scale and get ipa 460Mb
I check x1 and x1.5 scales  in Mobile/Display/Scale and get the same ipa 460Mb
I check x1, x1.5 and x2 scales  in Mobile/Display/Scale and get again ipa 460Mb
However, when I check in Project setting to have only x1 scale and, I get ipa 111Mb
When I check in Project setting to have only x1 and x1.5 (Mobile/Display/Scale also x1 and x1.5) scales, I get ipa 232Mb
Is it possible to publish only the scales I want and not all the scales I have in the project?

While I was uploading my game onto appstore to test I received this message from them: 
We identified one or more issues with a recent delivery for your app, "HeadlessD" 2.5.0 (1). Your delivery was successful, but you may wish to correct the following issues in your next delivery:

ITMS-90683: Missing Purpose String in Info.plist - Your app's code references one or more APIs that access sensitive user data. The app's Info.plist file should contain a NSBluetoothAlwaysUsageDescription key with a user-facing purpose string explaining clearly and completely why your app needs the data. Starting Spring 2019, all apps submitted to the App Store that access user data are required to include a purpose string. If you're using external libraries or SDKs, they may reference APIs that require a purpose string. While your app might not use these APIs, a purpose string is still required. You can contact the developer of the library or SDK and request they release a version of their code that doesn't contain the APIs. Learn more (

After you’ve corrected the issues, you can use Xcode or Application Loader to upload a new binary to App Store Connect.
Can someone explain me what they're talking about? What is "NSBluetoothAlwaysUsageDescription key"? What is "a purpose string"?

Ask a Question / How to proper scale game up/down for Android?
« on: October 05, 2019, 09:22:39 am »
So, I finally can deploy onto Android :D hurray!
At this moment I have a couple of problems, and I hope you can help me to tackle them.

1. I built the game mainly for iPhone and on my iPhone 7 it runs great! FPS rarely drops below 45. It never crashes. Everything is great! With my recently acquired (used) Samsung  S5 neo everything isn't that great. Sometimes FPS goes lower 5 and almost crashes. I looked into specs and found that the only difference between the two that makes iPhone 7 better is it has CPU 2.34 GHz when Samsung S5 neo has only 1.6 GHz. In the rest of the specs Samsung is much better. So, I guess it's just my bad, I shouldn't have bought neo version. Standard Samsung S5 has proper 2.5 GHz. I just didn't expect to see such low performance with 1.6 GHz.

2.  My game is 750x1334px screen size with 1x, 1.5x and 2x scale available. Despite all of these and checked boxes against Android 1.5x and 2x in Display/Mobile settings on Samsung according Log Viewer only 1x is loaded
Universal.hx:356: Scale Y: 1.44
Universal.hx:355: Scale X: 1.44
Universal.hx:354: Logical Height: 1334
Universal.hx:353: Logical Width: 750
Universal.hx:251: Asset Scale: 1x
Universal.hx:250: Theoretical Scale: 1
Universal.hx:146: Scale Mode: SCALE_TO_FIT_FILL
Universal.hx:145: Enabled Scales: [1x,1.5x,2x]
Moreover from time to time the game is loaded with black space at the top or at the bottom, and sometimes without them (regardless whether it's Scale to Fit (Fill) or Scale to Fit (Full Screen).
I tried to force the game to load 2x scale but Stencyl didn't even want to compile with this block (set scale mode to). So I lust don't know how to use it. Maybe there is a way to change Screen Size and Game Size via code within the game? My game has quite adaptive UI so it wont hurt the game, especially when the game is cutting screen at the bottom.

3. Admob doesn't work yet. I guess I just need to wait, because on iPhone it works so should here as well.

Ask a Question / [SOLVED] Error while building for Android (Admob?)
« on: September 24, 2019, 12:36:21 pm »
Stencyl failed  to build for Android.
[haxelib] All input files are considered out-of-date for incremental task ':deps:admob:processReleaseResources'.
What is going on here?
Full log attached...

Ask a Question / [SOLVED] How to postpone smth?
« on: September 23, 2019, 05:58:14 am »
It seems like a simple task, but I can't wrap my head around it.
So, I need to close popup window after 5 seconds. However, when a user clicks something on this window I need to postpone the closing the window. It should be closed only after the last click on a window.

Ask a Question / Why the game keeps freezing?
« on: September 17, 2019, 02:15:45 pm »
 It's not very often but my game sometimes freezes without any visible reason. I'm totally sure that no calculation is happening or anything difficult. FPS never drops lower than 40 and usually stays around 50-55. Why is it freezing?  I've solved all the crashes in my game and now I'm trying to figure out why is it freezing.

p.s. To be honest apart from my own game I very rare see freezing app or game on my iPhone, but google search showed me that people often complain about freezing games and apps. Is it really that often?

Ask a Question / How to "grow to x% over x sec." the font?
« on: September 11, 2019, 11:12:33 am »
The question seems to be very simple.
I have a button with a text on it. I use simple block "grow to x% over x sec." under "when the mouse pressed on". Right now the text stays the same. How to force the text to scale up/down with the button?

Ask a Question / [SOLVED] Can't stop sounds
« on: August 30, 2019, 11:07:44 am »
I have a poison effect in my game. Whenever a character touches poison actor with special animation is created on top of the character and the sound is triggered. Poison lasts 3 seconds. In order to play only one sound at a time I use a simple code (see attachment). But it doesn't work. I also used drawing number to see if the game counts poison effect correctly... it doesn't :(
Here is an example of what should happen in the game:
Character #1 touches poison and sound triggered (in a loop). 1 second later character #2 touches poison and sound is triggered again. In order to play one sound at a time I stop the 1st sound and start it again. 1 second later character #2 dies but actor #1 still with the poison, so the sound should continue.
I use an actor with animation whenever someone is poisoning. So I though the easiest way to keep track on poisoning is to check when this actors dies and when it's created. However in the game when only 1 character is poisoned everything works fine, but when more than 1 character is poisoned then game can't check when the actor with poisoning animation dies. The game usually is late on 1 second. Meaning, a character dies with an actor that has poisoning animation, but sound is still playing about 1 second. The worst of it is I can see (I use drawing number of items in the list) that the game is till thinks that the actor with poisoning animation is still alive and suddenly 1 second later it goes "oh my god it did die, and switches the sound off". Weird! 

Ask a Question / [SOLVED] How to use masks while reusing actors?
« on: August 26, 2019, 02:54:04 pm »
I'm using masks (clear image using image - block) which is working fine. However, I have problems when an actor dies and when I create the same actor it appears already with the mask. I guess the game is reusing the same actor. How to force game to create actor without the mask?

Ask a Question / Big score numbers like in idle games
« on: August 24, 2019, 05:48:57 am »
I have to deal with big numbers in my game and since I'm stupid and did bad in math class at school I am struggling now :(
So, I think it would be better if I show score like in idle games. Which means after 1.000.000 points I show only big numbers like millions, billions etc. The logic is if you already have more than 1million you wouldn't care about 2 or 3 digits numbers.
So I think if a player has 25.120.450 points he/she would see only 25m120k. If points he/she would see 1b25m and so forth (where "t" is trillion, "q" is quadrillion, "ab" is sextillion and then "ac", "ab" and so on till "az" and after az "ba", "bb" etc).
While to show numbers is fairly simple task, keep track of score behind the scene is more difficult because I still need to count all 1 and 2 and more digits numbers.
Would this work as I did here?
What do you think?
p.s. The example below is just for numbers till trillions.

Ask a Question / The black screen after Splash Screen
« on: August 22, 2019, 03:54:05 pm »
I have a black screen for about 5 second right after my Splash Screen and before the 1st scene in my game. Is it possible to get rid of this black screen? I though the whole point of Splash Screen is to show something before the game fully loaded. In my case a player might even think that the game crashed.

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