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following the Android IAP Definitive Guide and I am having trouble consuming my items. I can query the inventory again and the purchases will not show up until I have restarted the frame or booted the app up again. I will have to restart the frame after every purchase before I can consume them. Is there an alternative? Everything else works fine. Purchases just won't show in the list nor consume until the frame has been reset.
This also means Purchase OK condition does not work but I can check if the SKU has been purchased so consuming is automatic once I restart the frame
A game or project I started over 2 years ago now got it's final updates and the Deluxe version has also been released!
It began as an idea and I developed it with an opportunity delivered by Ludum Dare #29 which is "Beneath The Surface". That was in 2015. As the game continued to grow as a flash game I teamed up with friends and the community to make it happen and shape it in to a full and final game If you have any questions or enquiries about it you can comment below or visit Please login to see this link. I am open to opportunities!
For iOS lite Please login to see this link. Deluxe Please login to see this link.
I tried the Multiple Touch object and used an active to follow the mouse and it works fine. Though the problem still exists in xcode Please login to see this attachment.
Hello! I am using when mouse is over an object and a problem has occurred that I haven't encountered before where the mouse is attached to the frame and not the screen. I was using an older version of ctf2.5 dev before encountering the problem and now i've built my project using R288.3 and the problem occurs in my iOS device and iPhone simulator
in detail I hit the active object that does not follow the frame and the mouse slides with the frame therefore sliding off the scroll button. Is there a solution for this? Thanks
I've just installed the Flash exporter and CTF Dev back on to my Windows 10 laptop and a problem I definitely remember happening before has risen from the depths. It's a problem with all projects I can start a new one and export it and it will happen but I cannot open nor upload the .swf to the web without it being a blank white screen or frozen snipped of the adobe preloader. I've installed the latest ctf 2.5 dev beta, flash exporter beta as well as the x32 jre and flash runtimes and cannot surpass the problem
I can however open the .swf with the .html file generated but my .swf has to be uploaded to the web and uploading them both doesn't fix the issue
yeah I was thinking the same thing. I'm aware of how to work flags but not entirely sure on their performance values I will give this a shot and send it through with the next update. Cheers and I apprectiate it!
Hello, so i've come accross a problem when testing my app for iOS. I can save my game and load it back up freely but during some play throughs I hit the save button, it does its magic and displays the message but during some play throughs it doesnt save at all but still has the saved game message displayed (even if i hit the button multiple times during that playthrough it will revert back to last playthroughs save). not sure why this happens only sometimes. I don't have any events regarding the INI object (apart from the load and saving values of course). The INI object has a savefilez.ini name and both boxes checked for UTF8 and Create Ini in App Data Folder.
Thankyou and I hope you come up with any ideas! This doesn't seem to happen on Windows
I am running CTF Dev 2.5, Enabled iAD, Display iAD and even attached the iOS extension and enabled iAD as an event. I run both from F7 and F8 and no fake ad seems to appear at all does anyone know why nothing shows up? Thanks!
I am not familiar with networking and was wondering what Fusion Dev 2.5 is capable of.. My RPG is a pokemon like movement featuring resource gathering (aka wood, rock) and crafting from your inventory. At best I would like a server system similar to Runescape although LAN would also be nice.
I have read posts mainly stating Lacewing was good to use but how many players would a hosted server be capable of holding? The game holds a pretty heavy amount of code although on screen all you are able to see is the player, gui (inv, crafting), enemys and resources.
Thankyou. I'm also interested in engines that are for sale using clickteam
after exporting my game to .swf, I get constant frame drops and only happens with the flash version. it actually happens to all 3 games I am wanting to port to flash and one of them only has 60 conditions. any ideas? thanks