@QASalad said:
Doesn't look like it yet. I just tried with an APK that was 65MB. Not sure when they plan on switching it over. Can't find any information online about it.
There was a conference about GooglePlay in London today. This photo was taken there so I think they update it very soon.
I'm experiencing a table related bug (also submitting a bug report).
I have an issue where:
If you have a rule, say
If tableCellValue([tableName],X,Y)=[anything]
THEN
[do something]
ELSE
[do something else]
If X or Y is attribute, the rule will behave as if it is turned off. Occasionally, it will TRY to run correctly, but after a second or two it will crash with no warning and without BugSplatter.
@Spalding004 said:
I'm experiencing a table related bug (also submitting a bug report).
I have an issue where:
If you have a rule, say
If tableCellValue([tableName],X,Y)=[anything]
THEN
[do something]
ELSE
[do something else]
If X or Y is attribute, the rule will behave as if it is turned off. Occasionally, it will TRY to run correctly, but after a second or two it will crash with no warning and without BugSplatter.
Is this a long-standing issue or is it new?
Your project had logic errors in it (referring to Bug 1417). You had game.test# set to 0 but it's also used as the row number. Row 0 doesn't exist. Setting it to 1 and having the expression look for 1 makes the actor move.
The portion of the market that uses API 13 or lower is now less than 4.3%. 14 itself is less than 0.1% of the market.
The majority of android devices now have API 15 or above. API 15 to 22 constitutes 95.7% of all android devices, according to that chart.
Would changing minimum API support allow Gamesalad to do more things on android devices now? {I'm guessing trying to support older devices was holding GS back on the android front, but I'm not a programmer.}
@QASalad said:
50MB - APKs that target Android 3.2 and lower (API level 13 or lower) https://support.google.com/googleplay/android-developer/answer/113469#apk
So it looks like it's based off of API Level you support:
APK file sizes
APK files have a maximum file size, based on the Android version your APK supports:
100MB - APKs that target Android 4.0 and higher (API level 14 or higher)
50MB - APKs that target Android 3.2 and lower (API level 13 or lower)
Ok! Look's like it works now. I was able to upload a 62mb APK. And it's based off of target API level not Minimum so you should be fine to try it yourself.
This is awesome news regarding Android, and certainly takes the pressure off GameSalad to support the expansion files. (Though that's still wanted!) Here's hoping that extra dev time is being put towards custom fonts
@Armelline said:
This is awesome news regarding Android, and certainly takes the pressure off GameSalad to support the expansion files. (Though that's still wanted!) Here's hoping that extra dev time is being put towards custom fonts
@QASalad said:
Ok! Look's like it works now. I was able to upload a 62mb APK. And it's based off of target API level not Minimum so you should be fine to try it yourself
Been running El Capitan with this creator version since the 29th and I must say it's so much more stable! I'm not seeing any of the freezing/crashing issues I mentioned in my last post. The only new thing I see is that when your not in preview mode and your just looking at or working on a scene the images look a bit dull. Now I'm only talking about the images on the actual scene not the ones in the library tab because those look fine. But once you enter preview mode everything looks sharp like it should. Strange problem but it's sorta minor since I've gained great overall creator stability. I can't wait for a OS X 10.11+ optimized release
I am curious though, are any of you other early El Capitan users seeing the dull/blurry images on scene?
@QASalad said:
Ok! Look's like it works now. I was able to upload a 62mb APK. And it's based off of target API level not Minimum so you should be fine to try it yourself.
@33miles said:
I am curious though, are any of you other early El Capitan users seeing the dull/blurry images on scene?
Haven't noticed any dull images, just the weird canvas bug. Creator also seems to slow down a bit faster than it did on Yosemite, but not really noticed any other El Capitan specific bugs.
can someone try the show banner behavior on android viewer ? the game crashes on every android device i got , but works well when i remove it , is this a known bug ? or is it not a bug at all ?
Comments
There was a conference about GooglePlay in London today. This photo was taken there so I think they update it very soon.
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I'm experiencing a table related bug (also submitting a bug report).
I have an issue where:
If you have a rule, say
If tableCellValue([tableName],X,Y)=[anything]
THEN
[do something]
ELSE
[do something else]
If X or Y is attribute, the rule will behave as if it is turned off. Occasionally, it will TRY to run correctly, but after a second or two it will crash with no warning and without BugSplatter.
Is this a long-standing issue or is it new?
Your project had logic errors in it (referring to Bug 1417). You had game.test# set to 0 but it's also used as the row number. Row 0 doesn't exist. Setting it to 1 and having the expression look for 1 makes the actor move.
https://support.google.com/googleplay/android-developer/answer/113469#apk
So it looks like it's based off of API Level you support:
APK file sizes
APK files have a maximum file size, based on the Android version your APK supports:
100MB - APKs that target Android 4.0 and higher (API level 14 or higher)
50MB - APKs that target Android 3.2 and lower (API level 13 or lower)
According to this data collected on September 7th, 2015:
https://developer.android.com/about/dashboards/index.html
The portion of the market that uses API 13 or lower is now less than 4.3%. 14 itself is less than 0.1% of the market.
The majority of android devices now have API 15 or above. API 15 to 22 constitutes 95.7% of all android devices, according to that chart.
Would changing minimum API support allow Gamesalad to do more things on android devices now? {I'm guessing trying to support older devices was holding GS back on the android front, but I'm not a programmer.}
Ok! Look's like it works now. I was able to upload a 62mb APK. And it's based off of target API level not Minimum so you should be fine to try it yourself.
This is awesome news regarding Android, and certainly takes the pressure off GameSalad to support the expansion files. (Though that's still wanted!) Here's hoping that extra dev time is being put towards custom fonts
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
yea, 100MB gives us a lot more breathing room!
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Been running El Capitan with this creator version since the 29th and I must say it's so much more stable! I'm not seeing any of the freezing/crashing issues I mentioned in my last post. The only new thing I see is that when your not in preview mode and your just looking at or working on a scene the images look a bit dull. Now I'm only talking about the images on the actual scene not the ones in the library tab because those look fine. But once you enter preview mode everything looks sharp like it should. Strange problem but it's sorta minor since I've gained great overall creator stability. I can't wait for a OS X 10.11+ optimized release
I am curious though, are any of you other early El Capitan users seeing the dull/blurry images on scene?
I'm confused. Where do I set the target API?
Haven't noticed any dull images, just the weird canvas bug. Creator also seems to slow down a bit faster than it did on Yosemite, but not really noticed any other El Capitan specific bugs.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
can someone try the show banner behavior on android viewer ? the game crashes on every android device i got , but works well when i remove it , is this a known bug ? or is it not a bug at all ?
You don't, we do. It's specified when we compile the engine.
When are you guys going to fix the undo button?