HELP - So confused with Android publishing right now!
Ok, I really need some help here!
This is what I get when using the different publishing buttons (when trying to update my old Gamesalad games):
Build AAB - Actually builds an apk (not aab!) but unable to side load it onto device for testing (gives error).
Build RC - Also builds an apk but unable to side load it onto device for testing (gives error).
Build - Builds an apk. Can side load and test but I believe it has a target API 29 (if this is the last stable build?) so would no longer be accepted by Google Play.
Download - This actually does download an AAB - but I have no idea if this based on the last stable build or the RC?
The error message I receive when trying to side load the APKs generated by the Build ABB or Build RC is:
adb: failed to install /Users/me/- Gamesalad Projects/- Invaders Inc/Google APK v2.0/appoutput5.apk: Failure [INSTALL_PARSE_FAILED_UNEXPECTED_EXCEPTION: Failed to parse /data/app/vmdl547889823.tmp/base.apk: AndroidManifest.xml]
Comments
Hi, usually i use build RC button and after download button to download the .AAB file.
So with the bundle tool i sign the AAB if i need to upload a new game or i generate the signed APK from the AAB to update an old game.
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@pinkio75 - so when you use the build RC button does it create APK's for you too?
For me the Build RC asks for my keystore, and then creates a signed APK and an unsigned APK. But as I said I get an error when side loading these so am unable to test them.
Also, when you generate the signed APK from the AAB are you able to side load and test that?
Yes i've upload 3 games two week ago and i've tested the games without issues.
Build RC button download AAB extract the APK from AAB and test it in my phone.
I read on the forum to extract the Apk from the AAB to have a more solid and secure version.
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Ok, thanks for the help @pinkio75!
@DigiChain can you PM me your publishing link?
I got correct items from Build AAB and Build RC (aab files).
And I got an APK from just "Build"
The only thing I can think of is I left some code in that switched based on the version of creator used to build your app, so I'll need to look at the publishing page for your app to verify.
This thread helped me a bit: https://community.gamesalad.com/discussion/98681/signing-an-android-app#latest
Just out of curiosity, what’s the best approach for Universalizing for Android devices? For iOS, I used the overscan method by @Armelline (I think it was) but if I recall correctly, I feel like I saw someone mention that stretch was better for Android.
Stretch vs Overscan is not device related, it's game related. I generally recommend Stretch unless a game specifically benefits from overscan (rare but is the case sometimes). If overscan works fine for iOS it'll work fine for Android.
Stretch is just normally a better option across the board.
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