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Messages - MrPlow

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GLBasic - en / Re: Android Stuck Wake Lock
« on: 2019-Feb-14 »
Hi All

Just to let you know - so far I have managed to reduce wake locks from 2.10% to 1%
It's still above the threshold but much better.

Audiomix is still the tag that seems to be causing it so any other suggestions to try to decrease are most welcome :)

GLBasic - en / Re: Android Stuck Wake Lock
« on: 2019-Feb-12 »


i think it was necessarily for Autopause True if ads are present?

GLBasic - en / Android Stuck Wake Lock
« on: 2019-Feb-12 »
Hi Guys

This might be usual info for some of you...
I was investigating the wakelocks for some of my busier apps - in the region of 2 - 3% of sessions have stuck wakelocks - Google bad behaviour allows for 0.10% so it's a problem and Google said it would affect store visibility if not addressed.

The main tag that seems to be the culprit is Audiomix (so sound and music) - possibly related to users switching jumping in and out of apps or due to adverts.

In order to try and fix this I modified some of the SDL Java file perform a release of sound resources before native pause - and so far, it seems to be reducing my wakelocks!! Yay!!

My test app was 2.10% wakelock and is now down to 1.49% and that is with only a small portion of the total installs on the new version...If it gets down even further I will let you know.

Code: Text [Select]
 public void surfaceDestroyed(SurfaceHolder holder) {
        Log.i("glbasic", "surfaceDestroyed()");
                if (SDLActivity.usePauseCall==true)
                        SDLActivity.glbasicOnPause(1); // 1=pause
        if (!SDLActivity.mIsPaused) {
            SDLActivity.mIsPaused = true;
                         SDLActivity.androidAudio.pauseMusic(); // gp
                        SDLActivity.androidAudio.release(); // gp - releasing sound resources
                        SDLActivity.nativePause(); // SDL2 - moved down in sequence
        enableSensor(Sensor.TYPE_ACCELEROMETER, false);

GLBasic - en / Re: Android Vibration
« on: 2019-Feb-08 »
Is this what you mean...

Android SDK Tools Revision 24.0.2
Using latest Build Tools: 21.1.2
API level:        22

Im also on an older GLB but that is because I am using AE 2.9  (only for the reason to make sure my adverts still work - I am using Google services

<meta-data android:name=""

Only issues I have are background wakelocks related to audiomix - but loads of other frameworks have posts about the same issue - it only appeared since Android 8.0 came along...and its a problem for everyone including Unity - not sure if someone fixed it yet.


GLBasic - en / Re: Android Vibration
« on: 2019-Feb-07 »
Just so you know I did recent update to game-killing bug I had to fix
I just updated the manifest to target api version "26" and uploaded the new version it worked fine - no increased crashes or anything.

I still have pre-api issue with the stuck background wake locks - which is high - and liinked to Audiomix
I am investigating trying to fix with a change I did SDLActivity.

So Google is still working for now using current compiler but using target of the higher api

Media Section / Re: STEAM - Asset Creator
« on: 2019-Feb-04 »
Thanks Gernot

That's handy alright!

I'll soon update the code. It will compile on V16 (lots of compiler imporvements were required)
On v16 compiling the Thermal printer code
"BluetoothAndroid.gbas"(67) error : GPC0006 wrong number of aguments : "android_JAVACALL" called with 2 args. Required: 0 to 1

(also tiny misspelling - aguments)

Hi SF,

That's a pity about Otaku publisher...
Why not do a a new Greedy Mouse game (if not done already)?
You could post to all your previous buyers that the new game is coming etc.?

GLBasic - en / Re: Future of Glbasic!
« on: 2019-Jan-23 »
Great minds...etc :)

Your post was first :P

Off Topic / New Vectrex Game - Vector Patrol
« on: 2019-Jan-23 »
Check out this fab looking Moon Patrol!
<a href="" target="_blank"></a>

Great stuff! I'm sure most people buying it are interested in learning and using it, and will help to grow the userbase!

No, I just didn't happen to have better videos available - I am quite short on spare time and the STEM release cost me quite some grey hair.
However... [drumroll] it seems to have paid. I never expected this large impact.

Just wondering - did you purposely only add desktop games into the trailer? was this so users would not expect mobile features?

Me too

The code also works on Desktop now, yes.

Hi _ I downloaded the sample but it says Android_javacall function not found...I am missing something?
Also - for desktop - windows - surely javacall is not used?

WTF! really niiiice!

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