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Messages - Falstaff

#1
I'm looking to use that convenient script from the post above me, but I'm new to the process, so just to clarify, would I want to use "keytool" to generate a new key every time I go to release an update for my app? Or would I just want to do this once, to generate the key the first time, and then use the same key to run the following commands (ie jarsigner) with on any new binaries being submitted as updates?

Just wondering.. thanks for the script though, I think I'm almost ready to release to android thanks to everyone's help :)
#2
Do I need to worry about licensing on the Google Play store if I am thinking of selling a paid app? Have any of you guys done this?
#3
I don't have much to offer except the anecdote that my samsung gs 3 performed terribly when I tested on it, as opposed to the few other android devices I tried, which could run my game @ 60fps. When I attached a debugger (adb logcat), I could see an error message being spammed, probably every frame, some OpenGL error or something.  It made me think there is something going on between GLB's implementation and certain device drivers. Unfortunately even though I posted some information about it, and others reported similar experiences, I don't think anything has come of it.

Long story short, Android is hit and miss. I think anyone who has tried many devices will tell you the same thing.. not sure if it's your code or not.

Here is the post I was referring to.
#4
I have tried wiping bin and re-building.. do you know what androidmanifest should look like then?
#5
 <application android:label="@string/app_name" android:icon="@drawable/icon" android:debuggable="false"> is the only reference to an icon.. Should I have multiple lines for my different icon sizes or something? Or some other format to this to indicate there are multiple folders now instead of 1 single icon file?
#6
I don't think I've made any changes, but here it is:

Code (glbasic) Select

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="com.catsoupmedia.monstermatchin"
      android:installLocation="preferExternal"
      android:versionCode="5"
      android:versionName="1.1">
    <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="14" />
<uses-permission android:name="android.permission.WAKE_LOCK" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.VIBRATE" />
<uses-permission android:name="android.permission.BATTERY_STATS" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<supports-screens android:resizeable="false"
  android:smallScreens="true"
  android:normalScreens="true"
  android:largeScreens="true"
  android:anyDensity="true" />
    <application android:label="@string/app_name" android:icon="@drawable/icon" android:debuggable="false">
        <activity android:name="org.libsdl.app.SDLActivity"
android:label="@string/app_name"
android:screenOrientation="portrait"
>
<!-- android:screenOrientation="sensor"  android:configChanges="orientation|keyboardHidden" -->
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
</manifest>

#7
It looks like you can provide a 72x72 icon for one size of Android icon, but it doesn't look very good on my nexus 7. I've gone and used  this tool to generate the necessary folders for the various icon sizes, but I can't seem to get my apk to successfully install if I manually place these folders into my .apk.

Has anyone had any luck with high res android icons?
#8
Oh wow good job..  if you could make a cross platform IAP lib that'd be amazing. I might be able to stick w/ GLB for a bit longer after all :) Will have to take a deeper look into this at some point.. it opens up a lot of possibilities. Thanks alot!
#9
Hello everyone.. just wanted to say that it's unfortunate but I would have to agree with all the posts suggesting that anyone developing for iOS is  better off working with other frameworks other than GLB, seeing as how the market has moved away from the paid/lite monetization model to the freemium/ads/IAP approach. I have finally just gotten approval from the App Store for my first officially released game.. and although it's exciting (well, and annoying because I can't see it in the store yet), it's also likely to be the beginning of the end of GLB for me as I look to move towards something else that is both cross-platform, and capable of delivering either ads and/or IAP. It's unfortunate that I have built up this code base over the past few years while working on this project part-time, which I was hoping to leverage for future projects, but I guess it's back to square 1 with new tech.

If we could hear anything at all about the possibility of an upcoming update which addresses the current mobile monetization trends, then I might be able to re-consider.
#10
Ok, managed to get the app submitted. Pity I had to remove the transparency fx though.. it seems the alphamode commands I was using was dropping my FPS on iOS in half.. but ah well, just wanted to get it out the door, been working on this game too long!
#11
oh.. I guess I'm on 10.283? I'm not sure why, I went to the site and downloaded and then went 'update'; it says I'm at the latest version. Is v11 the beta or something?

edit: googled it, guess I'll try this v11 beta dl from the forum post
#12
Hello,

I have finally finished my game enough that I would like to try to push it out to the app store. I am having an error though, as shown below "Your app contains non-public API usage. Please review the errors, correct them, and resubmit your application."
"Apps are not permitted to access the UDID and must not use the uniqueidentifier method of UIDevice. Please update your apps and serves to associate users with the Vendor or Advertising identifiers introduced in iOS 6."

I google around and found this page: http://stackoverflow.com/questions/16409966/app-rejected-but-i-dont-use-udid where the top answer suggested to use this command to try to track down which library might be the problem: "find . | grep -v .svn  | grep "\.a" | grep -v "\.app" | xargs grep uniqueIdentifier"

I did that command, and sure enough got this:

localhost:XCode falstaff$ find . | grep -v .svn  | grep "\.a" | grep -v "\.app" | xargs grep uniqueIdentifier
Binary file ./Lib/libGLBasiciPhone-egl.a matches
Binary file ./libGLBasiciPhone-egl.a matches

So it looks like libGLBasiciPhone contains references to UDID? What can I do about this?

Thanks in advance!
#13
Sorry to necro this old thread but.. has anyone had any success publishing to Ubuntu's Software Centre? I was thinking of trying to release on as many platforms/stores as we can, and it would be nice to hit Linux as well.
#14
I wonder if anyone else has had this problem? I just picked up an s3, and it's an awesome phone! My game runs like crap on it though.. I decided to check out the profiling, and it looks like it's the rendering that's taking all the time. I wonder what's up? I also noticed when I attached the adb log, the following error was being spammed in the logs, seemingly every frame:
E/Adreno200-EGL( 5919): <qeglDrvAPI_eglWaitNative:3113>: EGL_BAD_PARAMETER

I'm guessing maybe that has something to do with it, although I have no idea what it means.. google hasn't helped me much either. Hope it's something that can be addressed, was pretty excited to get this phone and it's pretty disappointing if my glb games won't run very well on it :(
#15
Just wanted to say TestFlight is amazing. It'll help with this. You still have to provision the device id, but you get the device id automatically from them when they install the testflight app. You send them an invite, they can then install and use the testflight app to see what the latest builds are they can test. You can also send out notifications when you upload new builds, and watch in realtime as people get notified, open the email, and install the new app, all w/o changing your app's code. If you import their library and make a couple minor changes to your xcode project you can also see metrics of when users are running the app, or use it to gather feedback from them in-app.

All in all it's really a great offering.