Hi,
I was wondering if its legal for one company or person to create multiple
Google Play publisher accounts for branding or testing purposes.
For example, lets say a company had a great reputation for making action
titles and they wanted to create a new line of sports titles that are part
of
considered bad practice?
On Thursday, 12 July 2012 23:28:18 UTC-4, TreKing wrote:
On Thu, Jul 12, 2012 at 8:50 PM, markusn82 markus...@gmail.com wrote:
Is it necessary to be this aggressive when saving game state when the
process is killed off?
Depends on your game and your goals
Hi,
We recently came across an issue with regards to game state saving when the
application pauses and restoring it after the process is killed. For our
previous titles, we would serialize every piece of data associated with the
current state of the game (in native code) when an onPause()
I noticed that Google Play rankings haven't moved since Wednesday. How
often to do rankings update? The last time I checked they were updated
once a day. Has this changed in the last while or is there a bug in
the market?
--
You received this message because you are subscribed to the Google
I noticed today that my OpenGL game was crashing when attempting to
load an NPOT texture compressed using ETC format into an SGX540
(Galaxy Nexus to be specific). The stacktrace in the log showed that
the crash was happening in the SGX driver. When I run the same code by
only change the texture to
I have the same problem. I've been getting segfaults originating from
libsoundpool.so in the stack trace. Still investigating...
On Jun 13, 3:40 pm, Andy m...@tekx.de wrote:
I have a strange Problem in my Game. I use SoundPool for my FX Sounds and it
worked fine so far.
But with the new
:46 am, Kostya Vasilyev kmans...@gmail.com wrote:
20.04.2011 17:32, markusn82 пишет:
I tried out several other applications with In-App billing (Dungeon
Defenders and Comics) and they suffered from the same issue.
Are there any official responses from the Android team about
(this) is BillingService.this as a
ServiceConnection.
Therefore, the code unbinds the Vending service (inside Market) from the
Billing service (inside the application), releasing the former, but does
nothing to stop the latter.
-- Kostya
19.04.2011 22:30, markusn82 пишет:
Hi,
I recently
Hi,
I recently implemented In-App billing for an application and I used
the Dungeons example as a starting point. I noticed that after leaving
my application (onDestroy is called in the base stack activity), the
BillingService service is still running on the phone and stays running
long after. I
Hi,
I've been trying to implement support for pause/resume in my game
engine. For some reason GLSurfaceView.onSurfaceCreated is never being
called after I resume the app (i.e. Its called when I first start the
app, but if I hit the home button and re-enter the app after it
doesn't get called). I
Nevermind, this was a case of PEBKAC. There was a race condition in my
game thread that was preventing the surfaceview from properly
resuming.
On Oct 24, 2:55 pm, markusn82 markus...@gmail.com wrote:
Hi,
I've been trying to implement support for pause/resume in my game
engine. For some reason
I've been developing Android application for quite awhile now. Please
correct me if I'm wrong, but as far as I know the UI toolkit and 2D
graphics API aren't hardware accelerated (the official documentation
states that Canvas is not accelerated). I've found that most non-
trivial animation or
to solve all
issues.
For what it's worth, window composition is already hardware
accelerated and has been so since Android 1.0.
On Thu, Sep 16, 2010 at 10:36 AM, markusn82 markus...@gmail.com wrote:
I've been developing Android application for quite awhile now. Please
correct me if I'm
I've been using the ActivityGroup class in my project for some time
now but today I encountered a bug in the framework (http://
code.google.com/p/android/issues/detail?id=10083) that's preventing me
from using the destroyActivity method. The fix for the bug is simple
and I'm wondering if its safe
If you copy a class like ActivityGroup to your local project, wouldn't
it just be treated like a normal class in your project that uses other
Android frameworks? Are there special dependencies or assumptions made
in these classes?
On Aug 25, 8:57 pm, Romain Guy romain...@android.com wrote:
In
Thanks for the input guys.
Lance, good point about users using the controls in unexpected ways.
This actually happened to me for my first release, but I have since
resolved those issues and users are quite happy with the current
control scheme. In addition, I have already implemented the Sleep()
Mark Murphy,
Proof? Anytime a stutter occurs in my game I see the GC being logged.
What further proof do you want? The rest of the time the game is
smooth. I was being conservative in my original post because I didn't
want to be presumptuous and I wanted open objective responses.
Now, I don't
of that, I apologize in advance.
markusn82 wrote:
From what you guys have said so far, it really does seem like the main
problem is the GC randomly executing from other processes.
And your proof of this is...what, exactly? You haven't supplied any.
This seems
to be a big issue
The ~100-300ms isn't that meaningful of a figure, though. Frame rate
won't drop because of elapsed time of the foreign process' GC operation.
Frame rate will drop if, during that time, too much CPU is utilized by
GC, or access to some cross-process resource is blocked by GC, or
something
-- On a factory-reset G1 with Android 1.6: CPU and GC from the
background process steals 5-10% of throughput from the foreground
compared to no service work at all, which would fit if the background
logic is in the low-priority class that Ms. Hackborn described.
Where did you get this 5-10%
I developed and published a game about two months ago. Since then,
I've received several negative comments about input lag in the game.
Before releasing the game, I already took several measures to
hopefully prevent lag from occurring:
1) Game is almost entirely written in native code
2) After
I'm in the exact same boat as you Ian. I don't know why Google hasn't
at least given us a timeline on when Canadians will be able to sell
apps. For all we know, this will never happen. C'mon Google.. Give us
at least some answer to keep us devoted to the platform!
On Jan 21, 4:57 pm, Streets Of
Have you tried using System.nanoTime()?
On Jan 14, 8:02 am, Neilz neilhorn...@googlemail.com wrote:
Hi all. What is most efficient way of keeping a check on time within a
game thread?
Currently I create a new Date() when the game starts, and was thinking
of creating another Date() within the
Hi,
I'm nearly ready to publish my OpenGL game. I've been browsing this
newsgroup and I've seen quite a few posts regarding crashes, blank
screens, etc when running an OpenGL application on the Droid. I have
three questions:
1) What are some common pitfalls that occur when trying to support the
Thanks for all the replies guys.
Philip, I've already taken most of your points into consideration
during my development (though there were a few things new to me like
using Bitmap.recycle).
Jeremy, what kind of VBO issues were encountered. My game uses VBO
heavily so I'd like to know if I can
Hi,
Is there any way to sell a paid application in Canada? I'm seriously
disgruntled by the fact that Google has not made it widely/obviously
known that you can only publish paid apps from a select number of
countries. I spent several months making an Android game and just
registered as an
Murphy mmur...@commonsware.com
markusn82 wrote:
Is there any way to sell a paid application in Canada? I'm seriously
disgruntled by the fact that Google has not made it widely/obviously
known that you can only publish paid apps from a select number of
countries. I spent several months
Does anyone know where I can find documentation on the
GL_ANDROID_direct_texture, GL_ANDROID_user_clip_plane,
GL_ANDROID_vertex_buffer_object, GL_ANDROID_generate_mipmap
extensions? I saw these in the extensions string returned by
glGetString(GL_EXTENSIONS), but I couldn't find any documentation
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