My build got approved! I filled in the app content form again, this time checking the boxes about app functionality and fraud prevention / security being collected and shared. I also updated my external privacy policy page to be sure. I didn't change the build itself, but that one has now gone live
Posts by VertigoZero
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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I am indeed *not* using any of the GPG extensions. I did just come across Please login to see this link., which (now) lists "Uses Google Play's Billing Library" as something to declare... Could that be the reason? If so, I'd love to be pointed in the right direction on how to begin tackling a solution for this :'D
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I am having the same Policy Rejection issue as Dropsonteam, only I barely use any extensions, and don't collect any kind of data (that I know of). I just have the Android object and the In-App one (for a single one-time purchase). Is this caused by the patch, or new regulations? Because my game has barely changed and now I can't update it... Please help
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Hey Olivier/Fernando,
Now that I applied this hotfix, the build for my game got rejected. See screenshot below. My game was never collecting any sort of data from the user, and ideally I don't want it to.
Please login to see this attachment.
Is this indeed caused by the hotfix? I haven't changed much else since the last build. If so, how can I address this issue?
Thanks in advance! -
Hello all
I am trying to implement an IAP so that the player can unlock the full game (removing certain restrictions). I am using Please login to see this link., however I can't seem to trigger the purchase.
I have the In-App project, it has the public key, I've uploaded an AAB file to a internal Google Play test track and set up the SKU. Still nothing seems to happen when pressing the purchase button in-game on device.
Does this issue sound familiar? Want to point me in the right direction?
Alternatively I'd also be happy with an example of the most basic, barebones way you can set up a single, one-time purchase IAP. Because the example files are... a lot to parse for my dumb brain
Thanks a ton in advance!
Wouter -
Hey all!
I have a possibly noob question, so apologies in advance!
I am making a mining game with a grid-based map. Think Minecraft or Terraria but top-down. For this I use an array, which loads in a .arr file that is included in the binary data. This file's path is "D:\Projects\Mini Miner\Maps".
On an Android device I can load the file just fine, resulting in a map full of objects. However when I try to "Save array to file" using the same path it freezes the game, perhaps logically so.
Any tips on how I can ship the game with an array/map, with a way to save changes back to it?
Thank a ton in advance!
- Wouter -
Hey Fernando
Yes, SKU "111" is the Product ID of the in-app product in the Google Play Console.
The key was missing at first, but I've since added it but get the same crash...
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Hey all! Sorry for reviving this thread yet again. I am running into some challenges with an in-app purchase, which I know should be super easy to fix. I just don't really know what I'm doing. I followed the PDF guide and looked at the (undocumented) examples, but what I'm trying to achieve is slightly different. I don't need a list/inventory, but a single one-time purchase that permanently unlocks more content in the game. The in-app product (with ID 111) is live and can also be bought. The trouble starts afterwards, as I don't know how to make my game recognise that the product has been bought. All I want is to set a general value (which I named "PaidPremium" to 1. In the first screenshots you see my code (you can see that I don't know what I'm doing) and in the second screenshot is a log of the crash... Please help
Please login to see this link.
Please login to see this link.Thanks a ton in advance!
Greetings from a total noob
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Solved! Turns out my Fusion was up-to-date, but the iOS exporter was not. I feel stupid, but relieved! My thanks goes out to both AND and DoofusJack!
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Thanks for testing the file! I have tried excluding the intro frame and even deleting it completely, but if any of the other frames comes first, I just get a black screen after the launch image
If someone else has any ideas or suggestions, I am desperate to hear them! Perhaps the two error messages that AND mentioned hint to the root of the problem?
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Hey AND, thanks for the kind words Yes I've tried a 'final xcode project' which has the same results, and I am running the newest Mac OS on a relatively old Macbook, so you could be right!
If I send you the xcode project in a DM, do you feel like testing it on your machine to see if that makes a difference? No pressure, but it would be a great help!
Cheers!
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Hello!
I am new to the iOS exporter, but I got my game to run on the emulator in xcode, yay! The problem now is that the game plays the first frame, which is simply a moving logo, but after that we're supposed to be taken to the second frame, which is the main menu. Basically, it looks like the game freezes. Any idea what causes this? The only extensions I use are INI and Multiple Touch.
Of course I can share the source code MFA or the xcode project in a DM if needed
Thanks sooo much in advance for any help!
Cheers,
Wouter
wvv-games.com -
Any updates on this? Being forced to have a scaled-down icon with a big white circle is... extremely unfortunate.
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Sorry to re-open this thread, but I'm having a related issue. I downloaded the Raycaster, broken editor and all, worked around it by making it run on Windows 98, and worked around the many, many bugs. Now I have a full game ready to go and find out that if you write an .exe it is missing the external textures. Does anyone know a fix or workaround for this. I have a full game waiting to be released Thanks so much in advance!
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Has a solution or workaround been found for this issue of .exe files not showing external textures? I just bought the Raycaster and made an entire game in it before running into this issue Would be a waste to not release the game...
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Hey everyone!
I've been making a short, scary game using the Raycaster extention, and am running into an issue right as I want to publish the game. Maybe someone here knows the solution?
When I run my game within Fusion, the textures (walls/floor/ceiling) load correctly, but when I build an .exe it is missing the textures and simply makes everything red. The .exe is locared next to the "Maps" and "Textures" folders, so the relative paths should be correct?Here's a screenshot for reference:
Please login to see this link.Thanks so much in advance!
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Please help! D:
I followed a youtube tutorial on Lacewing, got online multiplayer to work and then started to make an awesome pixel-art dungeon crawler out of it. Now I've accidentally broken my code and I'm horribly stuck! It's probably an easy fix for one of you veterans, so if you're willing to look into my code and propose a solution, I'd love to give you a mention in the game's credits!
When it was working, you'd be able to see other players already in the game and new players joining. Each player also has a Text Blitter above their head showing their randomised name. Currently not all old/new players show up, and the Text Blitters don't always show what they're supposed to or are in the wrong location...
The files are here:
Please login to see this link.I feel the issue is somewhere in the first few lines of code of frame "Main" regarding looping peers on channel etc.
I might've deleted some lines of code and/or coded it poorly...Hope someone can save my day!
Greetings,
Wouter
WVV-Games -
Hey Perry,
I have reinstalled Java (think that was the problem), reinstalled Android and ran trough the entire instructional PDF again, and now it works!
Thanks for all the help! -
Hey Perry,
I had to uninstall the SDK manager and make more space on my computer, and now it does even less
It's missing temporary files of some sort? Why?Buildfile: C:\Users\Wouter\AppData\Local\Temp\And976A.tmp\build.xml
BUILD FAILED
C:\Users\Wouter\AppData\Local\Temp\And976A.tmp\build.xml:84: Cannot find C:\Program Files (x86)\Android\android-sdk\tools\ant\build.xml imported from C:\Users\Wouter\AppData\Local\Temp\And976A.tmp\build.xmlTotal time: 0 seconds
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I have the same problem with api 22 (i've tried that after noticing an earlier comment here) but I would get the same problem.
Will post the error log when I get off work