Is there any extension that supports XML for the Flash Exporter? (I don´t know if there is any for the PC runtime, either)
Type: Posts; User: BHGames; Keyword(s):
Is there any extension that supports XML for the Flash Exporter? (I don´t know if there is any for the PC runtime, either)
It used to happen to me when I had joystick and accelerometer objects on the frame. Since I was using my own controls, I set the device to none (on the iOS joystick options of the MMF editor) and...
Take into account that you will have to declare to Apple that you are using encryption on your game.
The only way François/Andos can help is by sending your game file by PM.
You can request apple to remove that review and if you justify it well they will delete the review ...
"Lite" has nothing to do with iAds. You can have a lite version with iAds in it. The only way to have iAds on the app is that you accidentally enabled this functionality on the MMF editor for the...
I got a SIGABRT error in line 90 of the CRUnkcinput.m file: [string2 release]
The thing is that you have repeated the following block in destroyRunObject operation:
if(string2 != nil)
I´m having the following issues with the short text of a game version: if I have set the version of my game to, say, "126.96.36.199", MMF stablishes that the short text for it on the XCode project is...
On the smae place where you have your metadata there´s a button named "Resolution Center"; press it, and you will open the message from Apple and will be able to respond to it, just saying that you...
Kudos! Looks great.
Done! Thanks all for your help ...
You mean by re-register:
a) Re-install the exporter.
b) Re-send my serial by PM to you. Or
c) None of the above. (In this case, please tell me what to do)
I cannot see the beta section for the iOS exporter. After the forum revamp, it was there for a couple of days and now is gone ...
Nice and kudos!
> I'm quite sure that all purchases are being stored by Apple under the user's Apple account and will be automatically retrieved from Apple's servers.
Yes, but only non-consumables and...
I use time delta and it works great!
Sure, but MSFT -currently- only gives access to those bits if you are creating a game for the 360 as a pro.
"but why shouldn't limit Kinect object only to Xbox"
XBox? Again: you can´t have a Kinect object for XBox since there is no public SDK for the XBox.
Ok, you are confusing facts.
When I said "The bits have nothing to do with the ones used on games for the 360" I was referring to the fact that the available public Kinect SDK_beta only works on...
Is the commercial project Kinect-based?
Please take into account that the beta SDK only works on the Windows platform and cannot be used on commercial projects. The bits have nothing to do with the ones used on games for the 360.
Testing is on its way ...
Congrats! Let us know when the app gets approved!
I have reported that same bug to Francois/Andos and sent one of my projects so that they can verify what´s going on.
Projects compiled with XCode 4.0 do run well on iOS 5.
Yes. If you created a deploy configuration, you will need to select the proper profile twice: where it says Deploy and in its suboption "Any iOS SDK". Also remember to build for archive and prior to...
> Also, what and where exactly do I sign it?
If you´re asking that question, then you haven't read the steps I posted before.
Are you sure you signed your project with a valid distribution profile?
Paul: please verify that you created the correct distribution profile on Connect, downloaded both, the profile and certificate, and installed them on your Mac.
And no, a clean...
Once Connect is waiting for the binary, you need to do the following in XCode:
Step 1. Create a new "Deploy" profile.
When you click on the binary (not the target) you will see 2...
One more thing: since the game doesn´t work on old devices (2nd gen ones and older), this time I compiled it with ARM7 Optimization, still Universal, but targeting ARM7 devices only and iOS 4.3.
I think I found the problem.
In the newest versions of my game I use either the multitouch object or the accelerometer. However, in the first versions, I used to rely on the iPhone joystick...
Yves, Francois, Andos: I will wait till iOS 5 comes out to see if it changes for good. If not, then I´ll send you the mfa file -to those of you who want to receive it- in order to have a look and try...
Thanks for the info. I will.
Good to know, but it has nothing to do with the fact that the same code produces different results even in similar devices/models.
Thanks both for your responses. I have researched the web for answers and it seems to be related to IOS 4.x. It happens randomly for some devices -not always, and mostly in phones. Recommendations...
You could have used VirtualBox.
iCloud storage and twitter integration are a must have.
Ideas? Comments? Fixes?
I can confirm that only with phones sometimes there´s a lag in response compared to iPads and iPods Touch. Played on a 3GS and the sliding bug was perceivable.
Could this have to do with arm6...
It's seems iPhone 4 uses have narrow it down the issue: the game works with no lag when you touch the slider like pressing a button, but when you slide your finger is when they perceive the lag.
I have published a new version of the game and some users are complaining abot the lack of response of the ship, mostrar of ejem on the iPhone 4. the game has been tested on many devices and found no...
Some users are asking me for an autorotate feature, for instance ejem changing landscape left to landscape right. I hope we can have this feature for the next version.
Log in and read the instructions on this page:
The problem is that on the XCode-project configuration page you forgot to set the proper profile for your ditribution build.
You will have to select which profile you will use for archive (Debug,...
Ahh, maybe that was what it happened.
Btw, the only thing I did different this time is that I checked "Disable idle Timer" on the gameplay frame.
I have asked DistanJ to post the iOS version of his IPhone 4.
One of the US players that also experienced this issue has the latest iOS 5 beta on his iPhone 4 and the latest iOS 4 on his iPad 2.
Ok, but these are test ads. Is there any way to know whether the app is receiving test ads? If so, then maybe you can add a property "display test ads".
Some users are reporting that they are having problems with touch on my game, with delays ranging from half a second to a complete second!
I have two users with IPhone 4 devices (one of them is...
Something starnge is happening with my game that I've never noticed until yesterday.
A relative with an iPhone 4 was playing my game and suddenly a "Test" iAd banner appeared on the screen. We...
If it doesn't, it'd be a nice addition to it.
Play with the virtual sizes and then place an active object in the center of the screen, and make it move according to touch. Make the frame follow the object.
Maybe through Localization object?
+ Preferred languages: a way to retrieve the language settings of the user, and
Frnaçois: Just Survive worked on iPhone 2nd gen, so I don't see why it shouldn't work now.
The new extension added was in-app purchases, but it has nothing to do with the gameplay frame.
I see. However, they don't have time to see whether sounds play since as soon as they hit play, the game crashes, so I guess is something else.
I´ll wait for the next version (ETA?) to see if it...
You mean just the game or also the runtime?
Ok, I'll wait for it.
K1kk0z90: stay tuned ...
One user is reporting that Just Survive crashes on his iTouch 2gen when entering the gameplay.
So, is that device supported?
+1. Fully agree! We need this feature. Thanks for the link ...
Yes, you should create one app containing all the images and text in the languages that you will support.
Unfortunately, I don't know whether you can retrieve with MMF's iOS runtime the language...
I use a timer-based update of 60 FPS for iOS.
"If I remember correctly the question was why is MMF 3 being made with .NET and Mono? The answer was because the development team have something much better in the works then building with those."
I watched the streamcast but one Q&A I coudn't get to hear it right was the one related to .NET/Mono for MM3 (specially the "voice in off", the one in the background).
Can anyone be so kind to...
When in doubt, change the target platform and try to compile it. If an extension is not supported, MMF will let you know :)
Maybe Koji_Kabuto you should send the project (or a part of it) to CT so that they can identify what you mean.
I haven't tested GameCenter yet, but I guess you have to activate that feature for your game on iTunes Connect. Please correct me if I´m wrong ...
iDevices only accept a limited number of fonts. If a font is not supported the default one for the device is used.
For the lite one, just delete those features from the menu/game and add respective comments on the details page, like "Full version also has: ....". Otherwise, many people may think that the features...
Btw, if you go to resolution center, just say the exact same thing: "So why does Fruit Ninja Lite disable Zen Mode, Arcade Mode and Multiplayer Mode with a 'get the full version for this mode'...
Maybe it´s a new policy ???
Why don't you ask what reason specifically prevented your game from getting into the Appstore? Go to resolution center for the game version you uploaded and continue the chat.
I was answering to the statement that Just Survive has an online highscore ... edited my previous message to avoid confusion ...
You will have to manually create your own system. Mine it´s based...
> Is Clickteam working / planning / outsourcing some extension in the near future that would allow MMF2 users to easily integrate an online high score board to their iOS games?
> Thanks all, I uploaded a small update today which fixes a few bugs. I don't know how long apple take to approve an update, but it should go live as soon as they do.
After they know...
You can still compile it. And after doing it the error is gone. Just re-save the project and when you open it again, you won experience it again.
Actually the file is not there, but sometimes the project tries to open it.
Yes, I´m not using it right now, but you will have to create test accounts for the sandbox.
I wouldn't say it's half a second but 25 to 50 millisecs ...
Unfortunately, MMF2 does not allow async operations so there´s no way we can build a dynamic loading screen.
The workaround, when you're jumping to a new frame, place some "Loading ..." text...
... or use on frame ends -> reset motors.
Maybe as a workaround you can reset both motors to zero in the incoming frame.
This thread should be a sticky one :)
for 2d rotate-towards function you usually use what it's best known as atan2 function. I don´t know whether MMF has such a function.
Well, I guess not.
Sorry for the bump but I´m waiting for the fix so as to release my next update :x
Is this bug fixed?
Maybe you can convert them to mp3 directly and see if it changes.
After pressing "Cancel" when the "Do you want to buy <item> ... <price>?" question pops up, nothing happens....
You can mimic the end of an app by rendering a full-screen black texture when an app is deactivated and call restart app when is reactivated.
Thanks a lot.
One question: did you happen to have a look at the cancel issue?
What happen when you try to restore a payment for a specifi item but there's nothing to restore?
So far, we only have a condition event for success, but how can we know if the restore request...
Cancelling an in-app purchase still not working on the device. It works on the PC runtime.
I mean, when you request a purchase a pop-up dialog appears, if you press cancel, the condition/event...
Report summary threads should be stickies :)
Guys, learn to walk before running.
Enjoy v1 of the exporter. Build and test your games based on it deeply, before starting to think on game center.
Oppps! Sorry, wrong thread :x
Glad to help :)
Don't trust on the simulator for bugs. You can find things working on it and not in the device, and viceversa.
Another easy way is just using the Q&A object.
If you use encryption you will have to do a lot of paperwork for your game to make it inot the Appstore, so my advice is try to avoid using encryption at all.
Maybe the device is not connected to the Internet.
Ok, let´s use the open forum.
So, I guess this section will be either hidden soon, right?
It works fine on iOS.
You also have a Pause and Unpause when any key is pressed action, which is bound to any touch on the screen.
> Third of all guys it's not end we still need to help Clickteam with camera and game entre as well as lacewing and hopefully open feint (sthephenL???) so stay tuned.
Ok, but how can that be done with MMF? I mean, quering the App Store for previous purchases. With the restore payments action? Any other way to check without requesting a restore?
Ok, but can you query whether the item has been previously bought?
Btw, before restoring a payment, is there any way to query whether the item was bought using that device or by a particular user?
Yes, it will respect it as the aspect ratio is not changed, but as François says, whetherver the choice of the user is, you must always tie your HUD to the safe area.
For the gamefield, that's up...
Francois, you can manually force the Garbage Collector to start the collection process; see GC.Collect(...). Maybe you can add an action for those who need it.
Perfect! Thanks a lot ...
On more thing: on payment cancelled didn't work for me. I will try it again on a separated sole condition since I was trying it as part of an OR group of conditions...
Of course I´m correct.
BTW, the XBox has two ways to render things, and you can configure it on the console's settings. One way applies letterboxes, on the top and bottom parts of the screen, and...
Short answer, yes. A common approach is to adapt your HUD so that it fits inside the viewable portion of your TV set. On the PC this is not a problem since usually what you have is a monitor. So, for...
This is what the docs says about "On Payment Restore" conditions:
This is the line that I don't understand:
So you must unlock the same features in your app is this event as you do in the...
Ok, then just in case, I will add a global and based on it, enable/disable iads in each corresponding frame.
If I disable iAds in one frame at runtime by using the iOS object, will this affect all remaining frames? Or will I have to also use the iOS object in all remaining frames to deactivate iAds?
Not directly. You will have to use one xbox 360 of your own as a server, listening to what other plays, and then system link that console to a local PC.
Also, for highscores you can make xbox...
AndyH: yes, INI files are still there when a user updates the game.
Fano: not sure.
Andos: according to Apple, non-consumable items are sync'ed (not INI files); say you install the game in a...
> I'm not so concerned about the user removing the game (though its a valid question)...
Well, I have notice rather negative reviews to games that didn't recover non-consumable items after a...
Has anyone tested in-app purchases? Cannot find an answer in the docs to my previous questions. :(
Say a player buys some non-consumable item, and then the app for some reason gets deleted, if the player installs the game again, how can the app know that the item was already purchase? Would the...
P4RP6MKKJEH4 taken. Thanks!
Sorry, I forgot to post that I already had a PM response from François/Andos about this bug. :)
No beta testers?
I´m having a problem with the file attached.
What happens is the following:
1) You will see some text on a white screen and a button,
2) Deactivate and reactivate the app for the first time,...
It's not that simple:
Ok, I´m now kidding ;)
It's not that simple:
1) On XBox: you can only use Live servers,
2) On WP7: you can now use sockets (Live servers are only available to managed devs and afaik for a small number of things), and...
I can confirm that this bug is fixed on RC Final. :)
François: are you working with Andos fix (RC #4)? Because in my full app I don't have shorcuts but objects and still doesn't work.
I think so, but not as a public beta. Only available in this hidden forum section.
I see. For globals maybe a solution for MMF3 is setting the initial value to 0.0, and with that the global gets marked and MMF will always return a floating point number.
Yes, it works. The thing is that it gives me diferent results if I do X = X + 1 gaDelra than X = X - 1 * gaDelta.
One question, why are you adding "+ 0.0)" when dividing by the Framerate? Is it to...
As I was dividing (timer - OldTime) by 1000.0, it gives different decimal results for addition and substraction of constant values multiplied by the DeltaTime, so it moved faster to the...
Lately, I have been switching some of the movements assigned to my active objects from MMF-builtin ones to manual ones.
So, instead of using say a 8-direction movement I add or substract a value...
> This will be hard to fix for the 'reactivation' event though.
I´m not following you with this one. Maybe an example could better explain what you mean.
> An application isn't notified of...
Thanks for letting me know. I was afraid to be left alone in the forums :p ( they switched forum or something and forgot to tell me :) )
Sorry to hear. Hope he's doing well and his arm is improving.
Fano: thanks so much for letting us/me know :)
I´m ok. But I´m puzzled on the lack of activity on this thread from a week ago (or so) and on. Is it because summertime is approaching or already there in some countries? :p
Ok, where's everyone?
Do you have an XBox 360? If so, then your game is ready to go. Now, you also must have an XNA Creators account and set it into the 360 for deployment. Having done that you must start the XNA...
Guys I need a response here. Can anyone confirm whether is a bug or a expected behavior?
"- iOS : screen is drawn a last before the application is deactivated"
I cannot make it to work. Example file attached (the black fullscreen overlay is never rendered).
Andos: as requested, PM sent with example file.
* [Request] - 20110621: we need more options to (un)pause a game. Mouse buttons, gamepad buttons, screen touch, etc. Having keyboard only is way too limiting, imvho.
Where are you trying to deploy to?
Yes! Thanks a lot ...
> I have to check. It might be possible to force a screen redraw just after the deactivation. This way, the graphics you created in the deactivate event would be displayed.
François: any news...
Zune/ZuneHD devices are nor supported from v4 and on of XNA.
Andos: welcome back! Is there anything that you can do about this issue: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=236444#Post236444 ?
François: we need more options to (un)pause a game. Mouse buttons, gamepad buttons, etc. Only keyboard is way too limiting, imvho.
The thing is that it works. The screen is locked as soon as you get back, the problem is that the dialog box dissapears after a second. If that is fixed, then I don't see why I cannot use it.
You already have a link on my previous PM with a link to it.
Say you want to create a chess game. So you make a move, then your game will send a message to your oponent who may not be playing the...
Andos: hope you enjoyed your vacation. I have a bug with application deactivated event waiting for you (please read a few posts above). :p
* [Advice] - 20110609: use the Async CTP for PC and WP7 (not available yet for the XBox 360).
These are requests made by PM:
* [Request] - 20110609: Push notifications: for an eventual XNA object.
* [Request] - 20110609: Auto-launching IE: for an eventual XNA object.
* [Request] -...
Thanks for the get object!
Indeed. Thanks for the effort!
François: technically speaking, can it be done?
Sorry. I was out all day on a local codecamp event.
About the FPS counter, an easy way is to count calls inside the Draw method. And, on the Update method, to control whether a second has passed...
François: all I need is a way to clear the screen to a color without entering the game loop, to be use only when the app is deactivated.
> I can't really avoid that when I kill bad guys
Yes, you can ... but I was suggesting that for core assemblies to François.
> I like this kind of very constructivde answers.
Yeah, like when I receive "Why should that be implemented? Only your app needs it" ;)
If you have the pro/ultimate version of VS 2010, you´ll...
François, when you resume the app, the player sees -during some milliseconds- what was last rendered before the app got deactivated. So if you want to do the trick that the screen changed as a result...
> There is no profiler in xna. It will be very difficult for me to see why it lags...
Yes, there is.
Ok, but is there any chance that you can call a draw method that clears the screen, say, to black? Even if you don't draw what´s new before the app is deactivated at least you can delete all that is...
Ok, I´ll wait :)
Some players have suggested me as a marketing strategy to deactivate ads for paid versions of my game.
So I was thinking that, as other games do, it could be great to offer a free game with ads...
Btw, where is François? He seems missing for the last few days :p
Since Andos will be on vacation next week, I guess the latter is for François :)
> Isn't it too big to be rendered in the same time like others?
Maybe. But a "clear screen with color X" would also do the trick.
> I think this ability should be added. All that needs to be...
I´m trying to do the following:
I have a frame with actives, background, usual stuff. But I also have a black overly that covers the entire screen with the is visible property set to off. An...
Andos: both methods work (yours and mine).
Now I've been lately trying to do the following:
+ iOS: Application has been deactivated
+ Flag 0 is Off
---> Set Flag 0 on
---> Ask question
This seems to be something similar that the delta-time issue with the path movement (now fixed).
Yes, that should work. Thanks!
I'm going to try:
+ iOS: Application has been reactivated
+ Flag 0 is Off
---> Ask question
+ Flag 0 is On
---> Set Flag 0 off
Wanted to try the new condition "Application has been deactivated", but I cannot find on the IOS object on RC2. :(
Is the current uploaded installer the right one for RC2?
It won't work since the new event will be addressed on the next loop of the same Q&A's behavior.
Ok, then as suggested above, adding a new action "Ignore resume event" -if possible, could be a soulution since the dev is responsible for manually turning it off just once.
> I see. The reactivation event must be delayed until the app resumes instead of being immedeatly triggered. I thought you meant that two Q&A dialogs would pop up over each other at the same time.
Sorry, thought he was answering me.
> ETA RC2 :) Chillout.
Pheewww! Thanks ...
Of course: http://amapplease.blogspot.com/2008/10/contents-manager-101.html
> It's a privilege to test things such as this before every one else, and you should be a little more patient imo...
Exactly and I'm looking forward to test the next version! ;)
That is exactly the way I´m doing it!
On 6) above and on, when the user answer the question, the new "reactivation" event will be handled on the next loop where the flag is off.
Not yet, since I have a couple of apps already published. I'll wait a few weeks, just in case ...
That's the thing. The second pop up appears after the response is given. It's the same question object.
The second reactivation event is evaluated after the game is resumed by answering to the...
François, are you manually disposing content?