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Messages - Guzzz

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46
Ask a Question / Re: (SOLVED) New In-App Product ID
« on: October 18, 2019, 04:12:20 am »
So whats your conclusion?

47
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.

48
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?

49
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?

50
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.

51
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.

52
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.

53
Ask a Question / Re: Scale and slicing of the game
« on: October 10, 2019, 02:35:22 pm »
Still relevant.

54
Ask a Question / Re: Scale and slicing of the game
« on: October 08, 2019, 10:43:06 am »
And while I'm at it, iPhone 6+, 6s+, 7+ and 8+ have  "Rendered" resolution 1242x2208 and "Physical" resolution 1080x1920 which they do by "Downsampling / 1.15". Does it mean I need to prepare my assets and UI for 1242x2208 or this downsampling voodoo isn't really noticeable and I can do 1080x1920?
I mean if he is going to scale up my 1080x1920 to his 1242x2208 and then downsampling it back to 1080x1920 I should probably prepare everything for 1242x2208. Right?

55
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?
 

56
I do use AdMob. Thanks! So, I will make a ticket then.

57
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"?

58
Ask a Question / Re: How to proper scale game up/down for Android?
« on: October 05, 2019, 12:56:05 pm »
I've finally found how to scale Android with 1.5x scale. Bad news is it almost instantly crashes  :(

p.s. AdMob at least test version is working fine.

59
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.

60
Ask a Question / Re: Error while building for Android (Admob?)
« on: October 05, 2019, 02:50:03 am »
Stupid me! All I needed is to test it with minimum SDK equal/higher then 14.
Thanks Justin!

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