Anyone else having signing issues with Android apps?
There could possibly be an issue with the Android publishing system. I successfuly published the same app last week. Now it says there is an issue and the app quits right after the splash screen. My SDK is up to date, my pointers are good. I have JDK 7 installed. It seems the issue is in the second password window it used to turn to a green check when entered now it doesn't but the next button is active.
Comments
Might be worth checking
Anyway it's a one time registration fee of $25. Read more about it here (support.google site).
I think it was the question mark on the game WHOM?
Interestingly, the first submission failed due to it crashing after install and upon launching (like what you're describing) but it was my fault ... The game is portrait but for some reason the menu had an attribute to say start in landscape! This caused the immediate crash, changed to portrait as it should be and republished (again without the 2nd tick) and was this time accepted.
If you're publishing with nightly, you could always use DBA resizer (if you have it) to resize to the same size it is now but when it saves, it then opens with 10.3 .. Try publishing through that as well and give that a go.
No worries about the resize thing, if you've tested nightly and 10.3 you're cool. Its just for when you've gone and worked on the project in Nightly, saved and then cant open in 10.3. I found using DBA's resizer, it will accept the nightly file and output a file that can be opened in 10.3 as well. I'm sure its probably a simple change somewhere within the project but I never looked into it.
Just looked and I published fine on Thursday and yesterday had the acceptance from Amazon.
Just one, or a few different ones?
Does it load and run fine via the Android GSViewer on the same devices, but crash on the APK installed version?
I'm using a Kindle Fire.
And I do agree, there's always several annoying little broken things in Game Salad. And it'd be really lovely to see the things that go in there really solid.
I've found that with the latest releases, more and more Android devices seem to be becoming broken with Android.
Have you tried running it in the Android GSViewer?
I think that you'll find that if there's a problem with a version of Game Salad for Android, it's showing up on the Android GSViewer. Doesn't seem to be related to the Keystores as such (I think).
My latest findings were that...
0.10.1 My projects work on Desire HD and Wildfire S.
0.10.2 My projects work on Desire HD, but crash on Wildfire S.
0.10.3 My projects work on Desire HD, but crash on Wildfire S.
00.75 My projects crash on both devices!
And by crash, I mean they crash immediately, just getting a glimpse of a black screen for a fraction of a second. I can't really tell from my logs exactly what's causing it.
@BlackCloakGS said yesterday that he was going to look at it today. I've sent him in my crash log files, and information about my experiences.
Perhaps you should send him in your crash logs too. They're dead easy to get from the device using Log Reader (LogCat). It can export straight to an email, which you can send on.
LogCat Log Viewer
https://play.google.com/store/apps/details?id=yuku.logviewer&hl=en
Is he really working on the History Fighter game? Why would he be doing that?
Well, the only benefit I can see coming from that, is that if more programmers at Gendai are actually USING Game Salad, they'll hopefully come across all the annoying quirks and limitations of Game Salad and get a clearer insight into the optimisations and fixes that could be done.
I really wish the Android builds weren't so terribly slow. I can't even run an Android game smoothly on my Desire HD with a few balls bouncing around in a box. So I just don't think I could ever make a nice smooth game on it. I want my Android games to run well on lower end devices, or it doesn't really seem worth it.
Well, hopefully the Android problems get sorted out as Black Cloak keeps working on Android.
They really need to sort out their staffing, process, QA, etc, so that Game Salad as a platform is always reliable, and working smoothly on a broad range of devices. It needs to be optimised, tweaked and polished. I think they're trying to overhaul all these processes now, so I really hope the next major version shines.
But after two years it, it's really hard to feel relaxed and confident about that.
Fingers crossed.
It'd make a world of difference for our ability to make Android games. Currently, the idea of putting out an Android build just seems like an impossible proposition to me.
Actually, Oggy's World runs smoothly on my Desire HD, but I have no idea how, because I can't get anything that I build to run smoothly on it.
Are there specific behaviours, or assets, or sound formats that really kill the Android devices?
Crashes on Wildfire S, though.
But it just feels like a programmer could get in there and seriously profile some low and mid-range devices, and bash out some optimisations and tweaks for the sticking points where it jerks up.
Game Salad would be perfectly suited to making simple games for Android, except that they don't run acceptably on a massive proportion of devices out there.
I feel like I've spent the past two weeks doing free QA, rather than working on my games. Seriously.
I'm constantly waiting for updates because something is broken, and I feel I can't release new versions of my games, or even new games, because there's always something busted.
Like, the sound doubling up issue, just seems to be ignored for months and months, release after release, it's still in there! I just don't get it. Is no one even aware of it?
I just really hope there's no issues in the next version, because like you say FryingBacon, new features are pretty much useless if the core game systems are broken.