BigBuckBunny's Forum Posts

  • Have you tried pasting your text to a Drawing Canvas and using the canvas to perform the animation? At that point you just need a tween "width" to achieve the result I think you want.

    Something like this maybe:

    dropbox.com/scl/fi/96zurrjeyf1yvvqwtyfhn/TurnPage.c3p

  • Bump.

  • I may have found the issue: if I go on App Store Connect and select the Business panel, a popup comes up saying:

    "To offer apps or other in-app purchases, you must sign the Paid Apps Agreement."

    On Stack Overflow I found out that without this Agreement signed, in-app purchase simply don't work. I'll see if everything works after the account holder solves the issue.

    Also, as you mentioned, I need to add a way to restore purchases. Apple didn’t mention this during the review, but at this point, I’m pretty sure it’s mandatory.

  • Hi! Thank you!

    Your implementation is basically the same as mine. I didn't know about the restore purchase action, should be useful for testing :)

    Just a quick question: your in-app purchases in Apple Store Connect are approved, while mine is "Ready to submit". How does an in-app purchase get approved? Do i just need to submit my app for review with the in-app purchase attached?

    I'll do more testing with my app and see if I find something. Thank you for your time.

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  • Hi all!

    I made an app with a free version and a premium version. To access the premium version you have to click on the "premium" button in the homepage, which then triggers the IAP plugin to manage the purchase. On Android this works correctly.

    Yesterday I sent my app to Apple for review, and they came back saying that the in app purchase is not working. Specifically, the button used to buy the premium version is unresponsive.

    Here's the code for the in app purchase:

    To be able to interact with the premium button, the user has to give consent / deny the various privacy policies, which again works correctly.

    Here's the in app purchase in Apple Store Connect:

    I don't understand what I'm doing wrong. If anyone can guide me or has a working implementation to show I would really appreciate it (Not necessarily with the official IAP plugin offered by Construct 3).

    Thank you.

  • Simply put the object you want to stay stable in a layer with parallax 0% x 0%

  • Hi everyone!

    I'm using the MobileAdvert plugin to integrate AdMob ads into my game. However, I've encountered an issue: if a user does not consent to GDPR, ads are not displayed. This appears to be a policy enforced by Google.

    Is there a way to determine whether the user has accepted or declined GDPR consent? This would allow me to take appropriate action, such as displaying a prompt or restricting certain app content.

    Thank you.

    Tagged:

  • You can use the set CSS style action to modify the css using events. This allows you to use tweens or other Construct features with html. Here's an example:

  • Can you share your project so that we can take a look? You can remove unecessary content while preserving the issue if you don't want to share the whole game.

  • You can filter out layers that shouldn't be affected by zoom by setting the scale rate of the layer with the letterbox effect to 0%. You can find this option by clicking on your layer. scale rate is on the layer properties panel.

  • This is so coool! Thank you for your work!

  • Thank you for testing! I checked again and noticed that my key alias was different from the one I used when generating the key. Now, by using the same alias, everything works correctly. :)

  • For some reason every time I try to export my game as a signed Android app bundle, the export fails with no error displayed. No errors in the browser console either. I tried both with my main project and a very small one, with no success. Non signed exports work though.

    Is anyone else experiencing the same issue?

    Tagged:

  • First of all, you should have a way to store the information about the neighbours of each sprite onto the sprite itself. For example, each sprite should have 4 booleans (TopLeft, TopRight, BottomLeft, BottomRight), set to true if a sprite is attached at that position, and set to false otherwise.

    Then you coud implement some sort of flood fill algorithm that, starting from the center of the shape, navigates to all sprites in a predefined and fixed order. Each time you visit a sprite, you store its neighbours on some sort of object (even a string). You then have a "code" that represents the shape you have on screen.

    For example, for your first shape, you start from the top-left sprite and proceed in clockwise order. The first sprite has only a neighbour on BottomRight, so you store something like "0001". The following sprite has only a neighbout on BottomLeft, so you store "0010" and so on. The shape will then have code "0001 0010 1000 0100"

    You could then store the codes for your 3 shapes, and check if the code of the player's shape matches one of those.

    This is only a rough idea, but maybe it can help you.

  • If you want your shadows to stop overlapping so that the whole shadow has the same color, you could do something like this: instead of having the ShadowCaster behaviour on your game objects, have it on some invisible placeholder that you place beneath your sprites. These placeholders must all be on the same layer. Set the ShadowLight opacity to 100%, and set the layer opacity where you put your placeholders to something like 50%. This way the shadows will be rendered together as a whole image with its own opacity.