For all of you that manage localization of the app based on the device->platform->language parameter, iOS11 & Gamesalad bring a new issue.
Under iOS 11, [NSLocale currentLocale] only returns languages supported by your app's localizations. If your app only supports English (as the base localization), then no matter what language the user selects on the device, currentLocale will always return English.
Under iOS 10 and earlier, currentLocale would directly represent the user's chosen language and region, regardless of what localizations your app supports.
And i'm afraid that the builds made with GS only set English as supported language. We need a selector in the building page to set all the supported languages of our app... Otherwise, all localization within the app based on the language of the device is just useless.
Or any workaround for that?
For all of you that manage localization of the app based on the device->platform->language parameter, iOS11 & Gamesalad bring a new issue.
Under iOS 11, [NSLocale currentLocale] only returns languages supported by your app's localizations. If your app only supports English (as the base localization), then no matter what language the user selects on the device, currentLocale will always return English.
Under iOS 10 and earlier, currentLocale would directly represent the user's chosen language and region, regardless of what localizations your app supports.
And i'm afraid that the builds made with GS only set English as supported language. We need a selector in the building page to set all the supported languages of our app... Otherwise, all localization within the app based on the language of the device is just useless.
Or any workaround for that?
Cheers
Maybe a new post with this issue might help alert more people to this important issue?
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
edited December 2017
@JaimeCC so I wasn't able to reproduce locally. Can you let me know the language you are using and iOS version?
I'm running on iOS 11.0.3. I made a simple project that prints the language.
When I'm in english, it prints en. When set my phone to spanish, it prints es.
Now it could be because I'm running from a development build, but that seems weird. I want to see if different language combos effect this, or if I need to test via a release build.
PM me the details, then we can get back to the thread with the result.
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@JamieCC nm, I see it now. It is different on the final build than the debug build.
@adent42 said:
FYI, build is up. No need to upgrade, just republish with a 1.25 release.
We've updated the iPhone and Universal builds only because those are the only ones that needed repositioning, not because of usage stats or anything (this scramble is largely because of the iPhone X). It's simply a logistics thing. The iPad target will be updated soon, I just wanted to get this sub-release out ASAP.
So again here's the schedule (as in order, not in release dates):
RevMob 10 iOS Update + iPad updated to new Admob 7.26
Chartboost, Tapdaq iOS Update to whatever.
Android updates for all SDKs.
If someone would like to put out a poll, I can release the Android updates as completed based on popularity, though I'm assuming the order will be something like: Admob, RevMob, Chartboost, Tapdaq.
>
@celta15 said: @adent42 For what day do you think Admob and Tapdaq SDK updates for Android will be ready?
.
@adent42 said:
no idea, I'm just doing it one pant leg at a time. I'm hoping it will all be done by mid Dec.
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@celta15
I think the iOS 11 / iPhone X problems are solved.
Revmob 10 is out for iOS (iOS Uni, iPhone, iPad).
Because of a new problem is icons, I was not able to update the ad networks.
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@JamieCC, @Toque it's now possible to set the list of languages you have localized. It's a new text entry box and you just need to enter a comma separated list of ISO 639-1 codes (2 letter language codes).
@adent42 said: @JamieCC, @Toque it's now possible to set the list of languages you have localized. It's a new text entry box and you just need to enter a comma separated list of ISO 639-1 codes (2 letter language codes).
@adent42 said: @JamieCC, @Toque it's now possible to set the list of languages you have localized. It's a new text entry box and you just need to enter a comma separated list of ISO 639-1 codes (2 letter language codes).
@Armelline said:
Has anyone been able to get a RevMob reward ad to show?
This sounds ominous... Will try that later today, but my Admob one from my build last night certainly isn't showing... :frowning:
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
After @Armelline posted, I ran a build with a test ID. It took a few tries, but it did show up. Basically it takes a bit for the ad video to cache. I haven't tested with "real" ads yet, but at least the basic code for the update works.
@adent42 Can confirm, a test ad just showed up. Took about 10 tries but one eventually did, and it registered it as viewed once the ad finished. Back to testing with a real game!
@adent42 said:
After @Armelline posted, I ran a build with a test ID. It took a few tries, but it did show up. Basically it takes a bit for the ad video to cache. I haven't tested with "real" ads yet, but at least the basic code for the update works.
Thanks @adent42 - that's great news! - and thanks again for all of your hard work recently!...
adent42Key Master, Head Chef, Executive Chef, Member, PROPosts: 3,159
@smurfted I remember seeing somewhere that apple will add rounding to the image, so plan for them anyway, just also be ready for your icons to look okay as squares too.
@adent42 said:
I had to pop off for a day and do some website stuff. We're able to reproduce the problem and we're looking into it.
Well, if it cheers you up @adent42 (it's certainly cheered me up!), RevMob (although not Admob), is now FINALLY WORKING in iOS for me! - same build, re-published, working as expected - now getting "1" and "revmob" back as expected, on a successful reward video viewing! - appreciate your hard work on this mate....
Comments
@phamtastic please PM me your project's publishing link.
is the icon fixed yet?.... i dont want my app get rejected again. The icon of my game show in loader still GS icon?
@Thai A Xong the icon should be fixed. If you want to be sure, test the app on iOS 11.
FYI we tracked down a nasty problem causing problematic iOS builds. Just hit generate again if you were having problems earlier!
Hi,
For all of you that manage localization of the app based on the device->platform->language parameter, iOS11 & Gamesalad bring a new issue.
Under iOS 11, [NSLocale currentLocale] only returns languages supported by your app's localizations. If your app only supports English (as the base localization), then no matter what language the user selects on the device, currentLocale will always return English.
Under iOS 10 and earlier, currentLocale would directly represent the user's chosen language and region, regardless of what localizations your app supports.
And i'm afraid that the builds made with GS only set English as supported language. We need a selector in the building page to set all the supported languages of our app... Otherwise, all localization within the app based on the language of the device is just useless.
Or any workaround for that?
Cheers
Maybe a new post with this issue might help alert more people to this important issue?
@JaimeCC so I wasn't able to reproduce locally. Can you let me know the language you are using and iOS version?
I'm running on iOS 11.0.3. I made a simple project that prints the language.
When I'm in english, it prints en. When set my phone to spanish, it prints es.
Now it could be because I'm running from a development build, but that seems weird. I want to see if different language combos effect this, or if I need to test via a release build.
PM me the details, then we can get back to the thread with the result.
@JamieCC nm, I see it now. It is different on the final build than the debug build.
.
Hi @adent42
regards
@celta15
I think the iOS 11 / iPhone X problems are solved.
Revmob 10 is out for iOS (iOS Uni, iPhone, iPad).
Because of a new problem is icons, I was not able to update the ad networks.
@JamieCC, @Toque it's now possible to set the list of languages you have localized. It's a new text entry box and you just need to enter a comma separated list of ISO 639-1 codes (2 letter language codes).
Enjoy!
Thanks!
Has anyone been able to get a RevMob reward ad to show?
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Thanks Gamesalad for fixing all the errors including the icon problem. Everything seems to be working beautifully now.
Thanks @adent42
So you need to set a 1024x1024 Icon in GS Publisher?
Homepage: freneticgamez.eu/
https://play.google.com/store/apps/developer?id=FreneticGamez
This sounds ominous... Will try that later today, but my Admob one from my build last night certainly isn't showing... :frowning:
After @Armelline posted, I ran a build with a test ID. It took a few tries, but it did show up. Basically it takes a bit for the ad video to cache. I haven't tested with "real" ads yet, but at least the basic code for the update works.
Did anyone test in-app purchase with new build? All of my iaps stuck in ''Pending''
PurchaseTable( x,5) always in ''pending'' , after you trigger the buy-item behaviour on TestFlight
Check out my games on the App Store!
Wordgraphy / Polycolor / 20 Seconds / Minimal Maze
@adent42 Can confirm, a test ad just showed up. Took about 10 tries but one eventually did, and it registered it as viewed once the ad finished. Back to testing with a real game!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Thanks @adent42 - that's great news! - and thanks again for all of your hard work recently!...
Seconded!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Thirded!
p.s. do i need to remove the alpha corners from my app icons from now on?
Looks like you do, yes.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@smurfted I remember seeing somewhere that apple will add rounding to the image, so plan for them anyway, just also be ready for your icons to look okay as squares too.
and they act like unconsumable, although they are not.
I can give you the project file, if you want to have a look at it @adent42
Check out my games on the App Store!
Wordgraphy / Polycolor / 20 Seconds / Minimal Maze
I noticed something similar the other day too with my consumables. I will test again, but sounds like it may be a bug @adent42
POLAR ROLLOUT (New Line-Drawing Physics Puzzler!) - FREE Download
@unbeatenpixel - I'm getting the same issue with IAP.
@adent42 - Is this being worked on?
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
I had to pop off for a day and do some website stuff. We're able to reproduce the problem and we're looking into it.
Well, if it cheers you up @adent42 (it's certainly cheered me up!), RevMob (although not Admob), is now FINALLY WORKING in iOS for me! - same build, re-published, working as expected - now getting "1" and "revmob" back as expected, on a successful reward video viewing! - appreciate your hard work on this mate....