Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Guzzz

Pages: 1 2 3 ... 29
1
Ask a Question / Re: Multiply in-app purchases per click
« on: Today at 03:20:23 pm »
I see! I did what you suggested  and noticed in Log Viewer several times (in my case its a popup actor) actor has been mentioned. So I decided to run an experiment and moved all the purchasing events into the scene and so far it works! I actually have the button "buy remove ads" already in the scene and it didn't work as well, so I thought this experiment will fail. I guess "buy remove ads" didn't work for some other reason... Anyway... I created brand new product ID on Google Play Console and now it works. Im gonna try more in the next couple of days, but so far it's good... and conclusion: never put purchasing event into actors,  only into scenes! Especially if these actors are going to be killed like popups, because in this case purchasing events are accumulating somewhere in a weird way.

2
Ask a Question / Re: Multiply in-app purchases per click
« on: Today at 02:02:55 pm »
I'm not very sure what you mean by printing Actor. Actor that has been created?
I printed out how many buttons I have on the screen and how many times this button has been pressed. In both cases 1.
Here is the log of what happened when I pressed 1 time button and purchased 3000 instead of 1000 coins. Where "quantity 1000gold" with the following number is amount of product ID player has (thats what called "unmanaged" or "not used"). "1000gold triggered" is a custom event that runs the code for adding in-game currency, save game attributes etc. "Using" is the moment when the block "use product ID" is running.

Quote

10-20 22:51:44.971 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:425: 1000gold triggered
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:192: 0
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:191: quantity 1000gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:185: using
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:184: 0
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:183: quantity 1000gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:181: adding 1000 gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:416: purchased
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:425: 1000gold triggered
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:192: 0
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:191: quantity 1000gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:185: using
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:184: 0
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:183: quantity 1000gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:181: adding 1000 gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:416: purchased
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:425: 1000gold triggered
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:192: 0
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:191: quantity 1000gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:185: using
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:184: 0
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:183: quantity 1000gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:181: adding 1000 gold
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:416: purchased
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:425: 1000gold triggered
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:192: 0
10-20 22:51:44.961 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:191: quantity 1000gold
10-20 22:51:44.951 13848 14599 I trace   : Purchases.hx:302: Saved Purchases
10-20 22:51:44.951 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:185: using
10-20 22:51:44.951 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:184: 1
10-20 22:51:44.951 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:183: quantity 1000gold
10-20 22:51:44.951 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:181: adding 1000 gold
10-20 22:51:44.951 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:416: purchased
10-20 22:51:44.921 13848 13848 I trace   : Purchases.hx:302: Saved Purchases
10-20 22:51:44.921 13848 13848 I trace   : Purchases.hx:45: Purchases: Successful Purchase
10-20 22:51:37.381 13848 14599 I trace   : Source/scripts/ActorEvents_720.hx:405: pressed btn to buy 1000 coins

As you can see the custom event ("1000gold triggered") is running when purchase succeeds several times despite booleans preventing that.  Also you can see that the actual amount of product IDs been bought is only 1, the rest is just repeating of the code inside of costume event ("1000gold triggered") that has been triggered by "purchase succeeds" event. The actual command to buy is inside of the code when pressed button event, so I guess its why only 1 product has been bought. 

3
Ask a Question / Re: Multiply in-app purchases per click
« on: Today at 11:10:03 am »
I don't know about any purchase ID but I think there should be one. BTW email confirmation I get from Google Play on my testing account says about purchasing only one product per click.
I know Google Play is a complex system and there are a lot of steps where one can make a mistake, but I just don't know where else I can check and what I can fix...

4
Ask a Question / Re: Multiply in-app purchases per click
« on: Today at 10:13:22 am »
I created a brand new Google account and created a new product ID for my 1000 coins in the game. So when I tested on my device when I pressed the button I bought 1000 coins, when I pressed second time I went through the buying process but received not 1000 but 2000 coins. When I pressed button 3rd time I received 3000 coins even though I have blocks with "spent product ID" and I'm using print "quantity of product ID " blocks and it always shows 0 after the purchase and spending blocks.

Has someone even tried to make in-app purchases for Android with Stencyl?

5
Ask a Question / Re: Multiply in-app purchases per click
« on: Today at 04:16:38 am »
I also have this block in the first scene, see attachment. When running on my device it prints me "can make the purchases" which goes after "if product ID =" blocks. These blocks themselves are not printing. Does it mean there is an error with product ID? At this moment none of my product ID is working.
Is there any way to check if my device can see product ID on Google Play? Because "purchase failed" is not saying a lot.
p.s. I've checked payment method on my tester's account and deactivated old builds on Google Play.

6
Ask a Question / Re: Multiply in-app purchases per click
« on: Yesterday at 01:45:41 am »
Thanks for the reply!
I do have events "a purchase fails" and "purchase is canceled". Everything works fine on iOs and everything worked fine with google testing product IDs (android.test.purchased and android.test.canceled). The boolean becomes true at the very beginning therefore this code cannot be read until it rolls back to false. It becomes false always 0.6 seconds after the success, fail or cancel events. I don't think there is a problem in logic of the button, I think there is a problem with requesting information from google play and using this information.
Im really puzzled by whats happening with in-apps in my game right now. For example.
When I press Buy 100 Coins (at some point it broke somehow and started to show me only Purchase failed popup) I receive Purchase failed popup, I press ok. Then I press  Buy 100 Coins again and I receive Purchase failed popup, I press ok and immediately receive another Purchase failed popup. I press ok. Then I press Buy 100 Coins again and this time I receive 3 Purchase failed popups in a row. So there is a pattern. If I've already pressed button 9 times and I press it again I am going to see 10  Purchase failed popups in a row.
If I delete the game from the device and install it again it doesn't change anything. If I delete however product ID on Google Play Console and make a brand new everything works great for a while and then it goes crazy again.
I deleted other google accounts from my device in case if this somehow interfere with purchasing. I also going to look into Google Play Console, maybe I should leave only one build active, because right now I have 2 alpha and one internal.
I will appreciate any help!

7
Ask a Question / Re: Multiply in-app purchases per click
« on: October 18, 2019, 01:52:47 pm »
Yes. It's almost the same. It's a bit simpler. Without free unmanaged android purchases with ID and spend product ID blocks.

8
Ask a Question / Re: Multiply in-app purchases per click
« on: October 18, 2019, 04:12:51 am »
I've just found a bizarre feature of my problem. I have 2 products: 100 coins and 1000 coins. When I first pressed to buy 1000 coins it gave me 1000 coins without any problems. I've just tried and bought 8 times 1000 coins and I received 8000 coins in total. But, when I tried to buy 100 coins and received "Purchase failed" popup, and after that I pressed buy 1000 coins I've received 2000 coins instead of 1000. And since then I could buy only 2000 coins at a time. I tried 5 more times and every time I pressed buy 1000 coins I received 2000 coins. The email confirmation haven't mentioned any multipliers. 

9
Ask a Question / Re: (SOLVED) New In-App Product ID
« on: October 18, 2019, 04:12:20 am »
So whats your conclusion?

10
Ask a Question / Re: Multiply in-app purchases per click
« on: October 17, 2019, 11:37:34 pm »
Here is the code for actual pressing the button. Also with booleans preventing multiply executions.

11
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?

12
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?

13
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.

14
Ask a Question / Re: Failed to publish for Android
« on: October 12, 2019, 05:21:30 am »
Thanks Justin!
When I changed the minimum version from 18 to 21 as it was suggested I finally got my apk.

15
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.

Pages: 1 2 3 ... 29