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.
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Comments

  • Fal01Fal01 Member Posts: 460
    I had this problem a while ago and it turned out to an illegitimate character in the title.

    Might be worth checking
  • VolontaArtsVolontaArts Member Posts: 510
    question, sorry to ask this on your forum. but how much is the android developer program?
  • TheGabfatherTheGabfather Member Posts: 633
    @Mpaula620 You know you could have Googled something like "how much is android developer account" and the 1st hit would answer your question :)
    Anyway it's a one time registration fee of $25. Read more about it here (support.google site).
  • RPRP Member Posts: 1,990
    I had this problem a while ago and it turned out to an illegitimate character in the title.

    Might be worth checking
    I think I remember that. What was it again? There was a number or & or something like that?
  • Fal01Fal01 Member Posts: 460
    @RP,

    I think it was the question mark on the game WHOM?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Thanx I know not to put special characters in my game display names and so it doesn't have any. I published this same app last week, nothing has really changed.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    The second password has never ticked for me but always worked fine. What version are you publishing from? I believe i've published in the last couple of days with the nightly build and have been accepted on Amazon.
    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.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Hmm will look at that. I tried both the nightly and 10.3. Not following you on the resize? It's iPad and setup for crop. It worked fine last week and I changed some Images and added a simple menu scene for another scene but no major stuff.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Maybe just check the orientation on the new scene and the older ones as well, its a long shot but you never know.

    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.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Hey, I think you helped me stumble upon the issue. I think it might be in my adjustment crop rules. I think I had something conflicting on the screen size width. Gonna give it a go now an see if that was the issue. Thanx man I think you put me on the right trail!!
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    No luck.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    D'oh! Do you have an older iteration of the game? i.e. prior to swapping out images and adding a new scene? If so, try republishing that and see if the same thing(s) happen
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Okay so status report. When I reach milestones on projects I will do a save as and make it an up version name. So I went back to the file I did the save as from which is identical to the one I was trying to publish with and it works fine... Going to make a copy and try it with nightly build.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Sweet. Good luck mate
  • MillionairAppsMillionairApps Member Posts: 110
    Interesting, @FryingBaconStudios keep us updated. Very handy to learn what makes certain games have errors and how it can be avoided. Hope it works out in the end.
  • HymloeHymloe Member Posts: 1,653
    What device are you testing on, @FlyingBaconStudios?
    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?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited August 2013
    Okay so I made a copy and did a save as to the nightly build, bang crash. The first version that wasn't saved as works fine out of 10.3 but 10.3 has the screen size bug and doesn't recognize my rules to make image adjustments. Something is hinkey on the publishing end as how could the same file just copied or saved as be producing different results. I've been pressing these guys to make the save as a complete overwrite. To hell with new features make the stuff we have work consistently. Everyone is so damn worried about new features when the stuff we have isn't solid. I work with this software 8 hours a day everyday and it mostly solid but they need to solve the creator slow downs and crashes and get the Android publishing solid and performing well screw async and severs and such fix what we already have!

    I'm using a Kindle Fire.
  • HymloeHymloe Member Posts: 1,653
    edited August 2013
    I must say, it's a breath of fresh air to have you complaining on here @FryingBaconStudio. Haha! You're always the Game Salad goaly, usually! Haha.

    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


  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited August 2013
    Yes, it seems I can't publish to my Kindle fire from nightly. Although I did so just last week. Even tried reverting to nightly.74 no luck. I had too much work to do today to mess with it any longer. I will try the viewer though don't have the latest one installed at the moment but will do tomorrow when I have some time I can spend on it. I'm in the middle of a client project right now for a major brand and I wanted to get them out an Android build... I work hard to get my business solid and my head wants to explode when basic features already in the software don't work. I sense corporate creep setting in at GS as it seems many resources were peeled of for that Game. I rarely slam Gs because they don't have much staff okay I get that but use the staff you have to fix what is already there not try and pacify the savages who always clam for new stuff when what we got isn't close to being tight. Code wizard was on that track until the IceCap game entered the mix.
  • HymloeHymloe Member Posts: 1,653
    Yes, it seems I can't publish to my Kindle fire from nightly. Although I did so just last week. Even tried reverting to nightly.74 no luck. I had too much work to do today to mess with it any longer. I will try the viewer though don't have the latest one installed at the moment but will do tomorrow when I have some time I can spend on it. I'm in the middle of a client project right now for a major brand and I wanted to get them out an Android build... I work hard to get my business solid and my head wants to explode when basic features already in the software don't work. I sense corporate creep setting in at GS as it seems many resources were peeled of for that Game. I rarely slam Gs because they don't have much staff okay I get that but use the staff you have to fix what is already there not try and pacify the savages who always clam for new stuff when what we got isn't close to being tight. Code wizard was on that track until the IceCap game entered the mix.
    I have sensed Code Wizard's absence on the forums. I figured he just had his head down working on Async Multiplayer, and cajoling programmers to perform their finest work ever.

    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.

  • HymloeHymloe Member Posts: 1,653
    Oh, I see, they're working together with IceCap to make sure ASync Multiplayer works. I get that. I actually think it's good if Gendai can have some people working hand in hand with the developers on actual game cases to improve the engine as a whole. Let's hope it yields benefits to us all.
  • HymloeHymloe Member Posts: 1,653
    edited August 2013
    I honestly think Game Salad could double the framerate on Android devices if someone was put onto optimisations and troubleshooting on the low and mid-range devices for a full week or so.

    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.

  • RPRP Member Posts: 1,990
    Yeah the Android performance needs some serious attention. I think that may be another factor that makes it less Ouya feasible at this present time.
  • HymloeHymloe Member Posts: 1,653
    I know that Game Salad is an interpreted system, with LUA in there and such.

    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.

  • HymloeHymloe Member Posts: 1,653
    And yeah, I don't think it's even a good idea to ask Game Salad to support the Ouya. It would take too much work, and really just distracts from them polishing up support for iOS and Android Mobiles. Best they focus on the core platforms that are supported now, and not spread out their very minimal staffing resources over more platforms.

  • HymloeHymloe Member Posts: 1,653
    I just really hope that BlackCloakGS is performing some real wizardry on the Android system currently, and in the next release, it's running on the lower end devices again, and running much more smoothly. Just needs some dedicated profiling and optimising where there's bottlenecks.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited August 2013
    I wasn't implying codewizard was working on history fighter but when he start out he put fixing issues that already existed on a fast track and had a lazar focus on that. And they were getting a lot done on that area. Then the needs of history fighter came into the mix and async became a immediate need and the devoted resources to build it. Look I get we all want new cool stuff, hell so do I but features are no good unless the base software is solid. Once again Android publishing doesn't work and Everyone takes the weekend off, oh well one of our main services is broke, oh well it can wait until Monday. I've never run my business this way. If we have a customer who needed something important fixed we stayed until it was fixed. Core services should never be such a low priority that it's okay to go home or take time off when it's broke. This is the old GS not the one @codewizard promised to build and change. This is what I mean when I say corporate creep, as he's being smothered by the old culture. I can publish with 10.3 but it doesn't see the screen size so can't make adjustments so basically it's useless. Most of us we're relying on the nighty to do our Android as they fixed the screen issue there.
  • HymloeHymloe Member Posts: 1,653
    What irks me more, is not only that this Android stuff is busted, but that no-one at GS even seems to be aware that it's busted.

    I feel like I've spent the past two weeks doing free QA, rather than working on my games. Seriously.
  • HymloeHymloe Member Posts: 1,653
    I just thought I should take some time out to do a bunch of testing with Android, and other bugs, and send in reports and info, so that HOPEFULLY, in the next stable release, they really go the extra mile with optimising, polishing, bug fixing, and absolutely do the QA to make sure that our games we're trying so hard to make, have the best possible chance of working reliably and consistently across as many devices as possible.

    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.



  • RPRP Member Posts: 1,990
    @Fal01 Ah ha! Yup, I recall that.
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