patolinopateta's Forum Posts

  • Thank you very much.

  • Hello, I'm having trouble publishing to the Apple Store. For it to work correctly, geolocation needs to be enabled, but when a dial-up message appears, it only shows a simple message: "The app wants to see your location." And the options to accept or decline. However, Apple requires a more detailed message explaining the reason for using geolocation.

    Here is the message

    Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage

    Issue Description

    One or more purpose strings in the app do not sufficiently explain the use of protected resources. Purpose strings must clearly and completely describe the app's use of data and, in most cases, provide an example of how the data will be used.

    Next Steps

    Update the location purpose string to explain how the app will use the requested information and provide a specific example of how the data will be used. See the attached screenshot.

    Resources

    Purpose strings must clearly describe how an app uses the ability, data, or resource. The following are hypothetical examples of unclear purpose strings that would not pass review:

    - "App would like to access your Contacts"

    - "App needs microphone access"

    In which file, after exporting the project to Xcode, should I change this message?

    Tagged:

  • But there is a noticeable difference when it runs on the web and when it's exported. At least on my devices, when it's exported to the web there are no bottlenecks.

  • No computer uses practically anything. I'll send you the app link to test it.

    play.google.com/store/apps/details

    WebGPU: Disabled (On Android it's very slow, worse than it already is)

    Reduction Quality: Low

    High Performance: I was keeping it on automatic, but the device gets very hot. That's why I set it low.

  • Good morning friends.

    When I export my games to HTML, the game doesn't lag and performs excellently on my phone. The same game exported to Android is very slow, to the point where it's almost impossible to have any animation with a timeline and particles. I tested the project with few elements and it's still very slow. Is this normal?

    Tagged:

  • Thank you very much

  • Good morning friends. When I export the project to Android and iOS, how does the project URL appear in the AJAX CORS? I have some API keys that need to be configured in CORS, and my database as well. I would prefer not to leave the open keys configured with *. Thank you.

    Tagged:

  • Hi, I have a question about the Construct Game Service Auth services. I'd like to implement Google login in my app created with C3. I have a backend created in PHP. Could I use the plugin to create authentication and then save it to my SQL?

    Is there a usage limit for this service?

  • Hello friends.

    I don't know if what I'm facing is a bug or multiplayer limitations.

    I will explain in detail.

    I'm creating an mmorpg and it works fine. It is already in alpha phase.

    I host my HOST game on a vps and ensure that he is the first player to enter the room.

    The problem is occurring in two moments. 1st. When there is a long period without connecting players to the HOST, the HOST loses connection with Scirra's signaling service. 2nd. For no apparent reason, the HOST loses connection with the signaling services and players who are connected to the HOST continue playing normally, but if new players try to enter the room, they cannot connect to the HOST.

    Both problems are linked to the signaling service.

    In my opinion, Scirra's services disconnect players probably to avoid overloading their own server.

    My game may also be exceeding the amount of data that the Turn Server is configured for.

    I would like to know these Scirra limits and whether I should purchase a Turn Server or Signaling service or both.

    Or if everything I said shouldn't happen. My game has a maximum of 10 players Online, but as it is an MMORPG it transmits a lot of data.

    Any solution please.

  • Hello friends.

    I launched my multiplayer MMORPG game and I'm using the multiplayer plugin for it.

    I hired a VPS Windows Server, downloaded xampp and got the server running on the web.

    I always ensure that the HOST is the first to join and serve as the server.

    The problem is that sometimes it seems like after a while the server starts to fail.

    Would it be interesting to download Construct3 on the VPS and run the HOST through C3, because of DEBUG?

    Would Linux server be more suitable?

    If no players are online the server appears to be disabled, I still need to perform more tests.

    My game is in Alpha version and below are some screenshots of the game and the game trailer.

    What is the best path to follow?

    Ashley

    youtube.com/watch

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  • It worked, I had to restart the build. Thanks

  • did not work

  • Hello friends, I'm trying to enter the animation editor but it always hangs and asks to restart the project, the error that appears is the one below

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'Da') TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Stack: TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Construct version: r379

    URL: editor.construct.net

    Date: Thu Mar 14 2024 15:32:29 GMT-0300 (Hora padrão de Brasília)

    Uptime: 109.3 s

    Platform information

    Product: Construct 3 r379 (stable)

    Browser: Chrome 122.0.6261.113

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 8

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/122.0.0.0 Safari/537.36

    Language setting: pt-BR

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (Intel)

    Renderer: ANGLE (Intel, Intel(R) Iris(R) Xe Graphics (0x00009A49) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex

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  • Another quick question. If I choose browser tabs, is creating 100 tabs feasible?