Rable's Forum Posts

  • Hi and thanks a lot for the replies!

    aquinn

    When I launch the game, I receive a notification :

    "Welcome Back, (username)

    ***SANDBOX***"

    So I suppose the sandbox is correctly configured. Or could it tell me this message even when there is a problem with the sandbox account?

    I already made at least 3 production profiles, and followed each time the step by step instruction from Intel XDK "build" tab. I'm probably missing something there, so I guess I'll delete all the profiles I created and make a new one.

    But I also understand that the wrong provisionning file is not the cause of the problem, as you both pointed out it should work in sandbox environment...

    I also have no dashes in my app ID, but thank for the side note, it's good to know!

    volkiller730

    Oh no, I hope this is not a bug, and that I will be able to get the store listing succeed.

    Can anyone confirm he has a game published with this feature working on iOS?

    In case it really can't work, is there a workaround?

    I had multiples cases of people paying for an IAP and not getting the stuff they paid for (!!!) when I was not using this action on Android. Now I launch the shop only when the store listing is successful and it's all good. But I really would like to avoid such problems on iOS.

    Maybe using C2 IAP plugin rather than phonegapIAP may help?

    StormHo

    Sure, I have business licence

  • Hi everyone,

    My game is finished, but there is still one last big problem that keeps me from publishing : IAP are not working on iOS. I really, REALLY need your help to get over this.

    To give you a few indications about my problem :

    I'm exporting with Intel XDK for both iOS and Android version.

    -The game works perfectly on Android (IAP are working)

    • I use the exact same events to manage IAP on Android and iOS (product IDs are the same)
    • I'm currently exporting the Game with adhoc provisionning profile. Up to now, I am unable to build in XDK with a production provisionning profile (despite the fact I added one. The build always fails)
    • The sandbox environment works on my device.
    • The test device is connected to the internet (ads are working)
    • All IAPs are approved by Apple and seem to be correct in iTunesConnect
    • The game plays perfectly on my test device except that...

    - The "Request store listing" action always returns "Store listing failed".

    Can you see what could be wrong?

    So to resume, I have 4 questions :

    1) To test an iOS game's IAPs in sandbox environment, do I need a "production" provisionning profile, or could an "adhoc" one work?

    2) Does publishing an iOS game to the Apple App Store requires a "production" provisionning profile, or could an "adhoc" one work, given there are IAP in it?

    3) How could I build successfully with a "production" provisionning profile in Intel XDK? I created one, but the build always fails.

    4) Is it normal that in a game running in sandbox environment, exported with an adhoc provisionning profile, "Request Store Listing" always returns "Store Listing Failed"?

    Many, many thanks in advance to anyone who could help me on any of these points.

  • Thanks a lot mercedescolomar !

    However, I just discovered this thread in which I can read that manually signing is not mandatory. If I really just need to check the "signed" checkbox in order to have ads and IAP working, I'd rather keep it simple. But if for whatever reason I need to sign manually, I'd be sure to follow your advices.

  • Can I publish a game to Google Play Store while checking the "signed" checkbox, or do I need to sign manually? What does it implies if I publish with "signed" checked?

    I use both IAP and Admob.

    I found this tutorial https://www.scirra.com/tutorials/1156/p ... -appsigner

    and downloaded APK-signer in order to sign my APK manually, but I'm unable to start the program. There is no .exe file in there. Could someone explain me the way to load APK-signer? Sorry for the noobishness...

    The tutorial says something about JDK which I have installed on my computer.

  • Toddler I agree with you that having to rewrite our codes is not really good news, but it is still very early to start complaining.

    Maybe the loading time will be as fast as it was previously (I asked it in the first topic) which was nearly instantaneous.

    The old WebStorage plugin is still usable if you have it in your current projet, so if it doesn't work well for you, you can keep the Webstorage.

    It seems like the WebStorage "may" be deprecated in the future by browsers, which would simply disable the saves in our games... Frightening! I don't see this happenning before a bunch of years, but still I'll try to avoid this.

    If the LocalStorage keeps the datas when the users empties his cache, it would be a great improvement IMO. It's also something I asked for in the first thread and hopefully Ashley has an answer for us.

    So, if everything is working fine I see this as an improvement... that will cost us some additional work.

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  • Are the local storage datas deleted if the user empties the cache of his phone, as it was the case with the webstorage?

    I don't think this is not mentionned in the update notes.

    Another question : at the beginning of my game, I should load around 150 datas. With webstorage it appeared to load instantly, but Ashley tells that we should use the "get item" action and then a moment later the "On item get" trigger fires with the value being available. Are the datas loaded in the chronological order?

    i.e. if I check if the last data I loaded, does it implies that ALL other datas are ready to use?

    Is the loading speed the same as with WebStorage?

    I suppose this will come a little bit later, but a manual entry for it would also be greatly appreciated.

  • Export to Cordova is working for me, what its not working are the IAP, not even locally with test mode set to yes.

    I have this issues:

    - Purchase doesnt works

    - I dont even get the purchaseFail triggered.

    - Is store available always returns FALSE

    - Get store listing doesnt work, It never calls on store listing received.

    I have also tried to use the Cranberry plugin, still not working, same results.

    I hope someone in Scirra can help us with this, seems that this has been an obscure topic for some time.

    hazneliel

    Have you been able to export to iOS with IAP running successfully yet? Here I still get the store listing always failing, Up to now I'm exporting with adhoc provisionning profile (using intel XDK), could it be the cause of the store listing failing?

    Could I release the game with adhoc or do I need a production provisionning profile?

    I've been unable to make the production profile to work at the moment. Intel XDK always returns "Build Failed". Should be a problem with the signing process I guess...

  • If there is no way to make it perfect, I will just deal with it.

    Thanks for the info.

  • I updated my games with the many advices in this thread. I've tested it for more than 2 hours without a single crash! Awesome!

    But as I told, I now have unbearable music problems, and it's not just about adding a touch to start the game. Every music in the game needs a touch before it starts (tested on iPad Mini 2 and iPad Air 2)! This is especially problematic after the player wins a level. Right now, the game display a big "VICTORY" word but plays no music... Then as soon as you click the button to continue, the victory fanfare starts playing. Ridiculous.

    Is there no way to play music correctly on iPads? (not sure how it goes on iPhones as I don't have one).

  • Checked with the latest xdk version and the problem is still there. Any idea ? I really do believe that my events are not the cause as it works fine on pc and android.

  • Thanks Silverforce and Ashley, this is very useful. Now I know how to optimize my images.

    On the music problem, I started a topic this morning, but the problem I have is that every time a music should start playing, it is delayed until the user touches the screen. I'll try to rebuild with the latest version of XDK and hope the problem will be solved by itself.

  • In other words, the image file size/format has no effect on memory use. It's effectively decompressed and loaded in to memory as a 32-bit ARGB bitmap.

    Does it means that if I have a 1024x1024 pixel spritesheet in my "image" folder, whether it is full of sprites, or just plain transparent with only a few sprites on the top half of it, it will use the same memory during the game?

  • All the devices are running iOS 8 or more (testflight beta test).

    As I said, it's running correctly on Android, so I doubt this is a problem with the events.

    The events seems pretty basic. The more complicated one is :

    (battle is won) - Stop "fight" + play fanfare (tag "fight")

    wait 5 seconds

    tag "fight" is playing - play post-fanfare

    Otherwise, on my title screen it's

    on start of layout --> play music

    At the beginning of a fight it's a pretty simple

    condition is met --> play music

    But music is always played! it's just that it starts playing as soon as I touch the screen after the condition is met, not right when the condition is met, as it should.

    Maybe I'll try with the latest version of XDK, the last time I tried was with XDK v.1632 or something.

  • Yes, Intel XDK with Crosswalk. But I had the exact same problem when exporting with Phonegap Build.

  • For some reason, on an iPad, music only starts when touching the screen once the layout has started. This cause massive music problems in my game, and it happens when exported both with XDK and Phonegap Build. FYI there is no such music problems on Android, and I think it's correct on iPhones, too (problem iPad only AFAIK, experienced on iPad Air 2 and iPad Mini 2).

    The only workaround I found is to copy all my music in my "Sounds" folder, but I guess this is not good practice (loading time + memory usage)

    Is there any "clean" way to play music correctly on the iPad?

    Thanks!