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Topics - Guzzz

Pages: 1 2 3 ... 7
1
Ask a Question / What are the best platforms for Stencyl's games?
« on: December 05, 2019, 03:01:16 pm »
What platforms except for AppStore and GooglePlay do you use for your games?  It would be great if you could share any experience about them.

2
Ask a Question / Apple: Missing Purpose String in Info.plist again
« on: November 17, 2019, 08:54:39 am »
So, now it's about the user's data. Not sure whether it's because of Ads Mediation I'm trying to implement or it's been always there and only now Apple decided that they need to kick in.
Here is what apple's told me:

Quote
Dear Developer,

We identified one or more issues with a recent delivery for your app, "Headless D" 2.9.0 (3). 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 NSLocationWhenInUseUsageDescription 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 (https://developer.apple.com/documentation/uikit/core_app/protecting_the_user_s_privacy).

After you’ve corrected the issues, you can use Xcode or Application Loader to upload a new binary to App Store Connect.

Best regards,

The App Store Team

3
Ask a Question / I cant set up Heyzap in my game
« on: November 17, 2019, 04:01:23 am »
I'm using Heyzap Extension by byrobingames I've done everything to set up on the Heyzap website, but I still get in the Debug Mode that all the SDKs aren't available and I can't see any ads (Banners and Rewarded videos). On the Heyzap website, it shows that everything is fine even 8 impressions from Unity which is weird because I haven't seen them and in the Debug mode it's shown as not available. I used iOs IDFA on the Heyzap website for testing. I'm not sure where else should I look for a solution. Heyzap doesn't have any support or even e-mail to write to and Fiber who bought Heyzap doesn't have anything of this sort either.  Maybe someone has any experience that might help me?

When I test from Stencyl in Console I can see that Heyzap isn't even trying to fetch any networks I set up on the Heyzap Website.
Quote
default 18:31:12.722938 +0100 HeadlessD final HZHeyzapExchangeBannerAdapter - requestFailedWithError: Error Domain=com.heyzap.ads.exchange.banners Code=1 "(null)" UserInfo={error=no_fill}
default 18:31:13.449276 +0100 HeadlessD final None of the available banner adapters were able to fetch an ad. Ad networks we checked: []. Retrying in 8 seconds.

4
Ask a Question / Do any ads network block as AdMob does?
« on: November 12, 2019, 12:18:37 am »
Since 06.11.19 my AdMob has been blocked (Ad serving limit placed on your AdMob account) without any reasons. Now I'm thinking to install UnityAds. I have a few questions:
1. Does UnityAds block limit accounts?
2. I want to have Video Rewards. Right now my game simply doesn't show any ads and it's working as there weren't any ads before. But if I'm going to use Video Rewards, how should I deal with popups where a user is pressing the button to see Video and get his/her reward? I mean, imagine if a user sees the popup which says "press this button and watch a video ad and get 500 coins" he/she presses the button and sees nothing because AdMob blocked the ads account for this game. Probably the game would crash or would wait an indefinite amount of time for the video to end. How do people deal with this kind of situation? 
3. Any useful experience using UnityAds or suggestions would be greatly appreciated!

5
Ask a Question / Can we use SKStoreReviewController?
« on: November 06, 2019, 07:03:40 am »
Do we have an option somewhere in Stencyl to use SKStoreReviewController for iOs? Has anyone tried to use SKStoreReviewController?  Any experience to share?

6
Ask a Question / What devices to put into Excluded Devices list?
« on: November 04, 2019, 07:09:08 am »
While my game is live I am still learning about the performance of the game. I already know that my game (because of the engine or something else) is quite exacting to the specs of the devices. For example, it's great (about 55fps) on iPhone 7 and iPhone 6s. Often crashing after loading the next scene on Samsung S5 Neo, iPhone 5S, and iPad Air 2. If I compare these devices (https://www.gsmarena.com/compare.php3?idPhone1=7242&idPhone3=8064&idPhone2=6506) I can see that the main difference I can notice between them is CPU. It seems that with CPU higher than 1.8 GHz everything is fine. Google Play, strangely enough, suggests filtering devices by RAM, which in all of these devices is the same 2Gb. So, what should I do? How to filter out the week devices with lower than 1,8 GHz CPU? What am I not seeing in my comparison?

7
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?

8
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
Quote
Unoptimized APK
Warning:

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.

Resolution:

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?

9
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.

10
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
Quote
[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.

11
Ask a Question / Scale and slicing of the game
« on: October 08, 2019, 02:23:01 am »
I was reading an article by Apple https://help.apple.com/xcode/mac/current/#/devbbdc5ce4f 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?
 

12
While I was uploading my game onto appstore to test I received this message from them: 
Quote
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 (https://developer.apple.com/documentation/uikit/core_app/protecting_the_user_s_privacy).

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"?

13
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
Quote
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.

14
Ask a Question / [SOLVED] Error while building for Android (Admob?)
« on: September 24, 2019, 12:36:21 pm »
Stencyl failed  to build for Android.
Quote
[haxelib] All input files are considered out-of-date for incremental task ':deps:admob:processReleaseResources'.
What is going on here?
Full log attached...

15
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.

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