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AppGameKit Studio Chat / It's that time of the year again.... Google Play API level 34 required

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PSY
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Posted: 28th Jul 2024 14:01
You won't be able to release app updates (34 days away)

Deadline
31 Aug 2024
Violation
App must target Android 14 (API level 34) or higher
Details
To provide users with a safe and secure experience, Google Play requires all apps to meet target API level requirements.
From 31 Aug 2024, if your target API level is not within one year of the latest Android release, you won't be able to update your app.


How to fix
Your highest non-compliant target API level is Android 13 (API level 33).
To ensure that you can continue to make updates to your app, you must:
Update your app to target Android 14 (API level 34) or higher.
Publish a new version of your app to production. Before you do this, you can test your app using internal, closed or open testing.


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Zaxxan
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Posted: 28th Jul 2024 14:43 Edited at: 28th Jul 2024 15:31
Hi PSY, the Steam version already targets API 34 although the public version is currently using google billing 5.2.1 The DEVTEST version is using billing 6.0.1, and should be released soon.
PSY
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Posted: 29th Jul 2024 17:17 Edited at: 29th Jul 2024 17:18
Hey Zaxxan,

wow, that sounds great
I remember there were a lot of issues with API 33, though. We had to copy Studio files over Classic files to get it working.

Regarding API 34, should I export with Studio, or use a Classic/Studio mix like with 33?


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Zaxxan
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Posted: 30th Jul 2024 10:17
Once the DEVTEST version is released you can use it to export APK/AAB targeting API 34, you shouldn't have to copy any files over from Classic.

The DEVTEST version IDE is dated 2024.07.07 so if you see this version IDE then Lee has released it to the general public.
Scary Little Rabbit
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Posted: 30th Jul 2024 16:12
does it mean it is so over now in case of Classic? sorry for off-topic, folks, I didn't follow the development for 2 years approx
error #1:
'too many stars, too many stares. disembody.'
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Zaxxan
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Posted: 30th Jul 2024 17:25 Edited at: 31st Jul 2024 19:19
TGC are no longer developing Classic or providing any updates. They have released the Classic source code on Github but in its current state it does not compile.

I have made a lot of progress with the source code getting it to compile using Visual Studio 2022 and converting it all to 64bit, the only problem I have at the moment is compiling the Geany IDE.

Unless Classic is updated by the community then it is effectively end of life.
PSY
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Posted: 31st Jul 2024 12:32
That's great, I'll just wait for the release then.

Thank you very much for your work on this Zaxxon!


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Arch-Ok
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Posted: 4th Aug 2024 21:30
The steam version successifuly exports API Level 34, but it is still buggy which I mentioned ages ago. The shaders, text/sprite depths and sizes are all wrong on Studio which are correct in Classic. Yea I tried setting #Renderer to both but with no luck. This time it is harder than the prev. one (Somehow I was able to export lvl 33 apk's with correct visuals), Studio works correct on Windows (Sometimes) so I have to create apk and test it on Android device then if it works upload it and see if it is lvl 34.

All I ask for is, I want to continue with Classic which is quite strong and enough to create something for hobbyist like me and then export the code with Studio for Google, if possible it would be great if those bugs were fixed, thanks.
Zaxxan
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Posted: 15th Aug 2024 12:48 Edited at: 21st Aug 2024 04:21
I've updated my DEV version of Studio to API 35, Google Billing 7.0.0 and AGP 8.5.2, exporting APK's and AAB's works OK. I have uploaded a AAB app to Google Play store which was successfully identified as API 35 and has passed the review stages.

The AppGameKit Player also works OK after being exported using API 35 and AGP 8.5.2.

I've also updated Bundletool to v1.70 and updated all app dependencies to the latest versions.

This will hopefully secure the future of AppGameKit Studio at least until August 2026 for Android users.



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Arch-Ok
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Posted: 18th Aug 2024 13:18
Great work, it seems I've to make it with Classic some other time which I never have nowadays....
PSY
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Posted: 19th Aug 2024 00:04
Very nice!


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PSY
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Posted: 7th Sep 2024 10:28 Edited at: 8th Sep 2024 15:38
So I exported my first .aab with Studio ( API 34 ). It has been reviewed by Google and accepted.
The issue is, it auto-closes on startup as soon as I launch it on my phone. I remember having the same issue with API 33 ( we copied some files from Studio to Classic back then, in order to export to Android ).

(edit) I updated Classic to Api 33 beta, and I'll try and copy the Studio Android folder over the Classic Android folder and compile again...
(edit2) Didn't work, Classic compiled with API 33 :/

(edit3) App Status: Rejected
Your app has been rejected and wasn't published due to the policy issue(s) listed below. If you submitted an update, the previous version of your app is still available on Google Play.
Issue found: Violation of Broken Functionality policy
Your app contains content that isn’t compliant with the Broken Functionality policy.
- App loads, but crashes

Works fine when broadcasting, but crashes when exported to Android and uploaded to Google Play. Also crashes when exported to .APK and installed on phone. Even if it's just Print ("Hello")...

I just used an older Studio Version to compile and run. Exported .apk works fine with Studio V2023.08.23. Doesn't work with V2024.07.07, terminates on launch, as described above


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CommanderJersey
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Posted: 9th Sep 2024 15:31
Does that mean you were able to get the app to export with API 34 on V2023.08.23? Would you just copy the android folder from V2024.07.07 into the files of V2023.08.23?

I've been having the same export & app crashing issues that you mentioned.
Zaxxan
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Posted: 9th Sep 2024 15:55 Edited at: 9th Sep 2024 16:09
This is really strange. The latest API 34 version I have 07.07.2024 works fine for me, both APK and AAB exports work, have passed google review and download and work ok and broadcast works as well. Also, if a copy a APK to devices they work.

I'm currently in and out of hospital at the moment so I'm not really in a position to do any testing. The version I built works but if I get a chance when I'm out of hospital I will try exporting with the Steam version just incase something hasn't been copied over correctly.

Lee said in a Github post that their apps also work ok. Google billing 6.0.1 should be backward compatible with Google billing 5.2.1

You could also try replacing the bundletool.jar for a newer version from here:

https://github.com/google/bundletool/releases

Replace the version in the media\data\android folder. (Make a backup first)

The bundletool.jar is used to create the APK and AAB files and a newer version maybe more compatible with API34

I have version 1.71 installed on my PC
Arch-Ok
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Posted: 9th Sep 2024 16:14
I have Studio 07.07.2024 and it exports fine (even for me ) but the shaders are buggy for me for some reason. Maybe you'd overwritten some files while trying file copying for lvl 33 last year, so remove Studio completely and reinstall if possible, hope that works.
Zaxxan
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Posted: 9th Sep 2024 16:18 Edited at: 9th Sep 2024 16:26
Do apk's work after copying to device and do aab files work after uploading to play store and then downloading?

It also might be worth deleting the .pref file in the Install folder, this will reset to defaults. A full reinstall would also correct this.

Due to the new options in preferences it is possible that some values may be wrong in preferences.

I think the shaders in Studio have always been buggy, perhaps someone else can confirm this.
agkcoder
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Posted: 9th Sep 2024 17:30 Edited at: 9th Sep 2024 17:30
...
PSY
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Posted: 9th Sep 2024 17:54
Quote: "I'm currently in and out of hospital at the moment so I'm not really in a position to do any testing"

I hear you, I've been having doc appointments since January to get stuff fixed :/

Quote: "Does that mean you were able to get the app to export with API 34 on V2023.08.23? Would you just copy the android folder from V2024.07.07 into the files of V2023.08.23?"

No, I didn't. I just tested a previous version of Studio ( V2023.08.23 standalone, no Steam implementation ) to make sure I could export a working .apk and run it flawlessly on my phone.
Everything I export to Android with V2023.08.23 ( standalone version, so I can test achievements in Steam) works fine.
Everything I export to Android with Steam V2024.07.07 crashes on launch when I install it on my phone, or upload it to Google Play. Works fine when broadcasting to my phone, though

Quote: "The version I built works but if I get a chance when I'm out of hospital I will try exporting with the Steam version just incase something hasn't been copied over correctly."

I used to have a standalone version, too, so I could test Steam achievements. I checked my AppGameKit account, but the latest standalone I can download is V2023.08.23. If I remember correctly, someone from TGC made it available to DL for me back in 2023.

Quote: "You could also try replacing the bundletool.jar for a newer version from here:"

Replaced it, didn't work.

Quote: "Maybe you'd overwritten some files while trying file copying for lvl 33 last year, so remove Studio completely and reinstall if possible, hope that works."

Quote: "It also might be worth deleting the .pref file in the Install folder, this will reset to defaults. A full reinstall would also correct this."

I deleted the .pref file and everything else in the hidden app folder.
I also deinstalled Studio completely and purged everything that was left.
Did a clean reinstall, issue persists :/

Quote: "Do apk's work after copying to device and do aab files work after uploading to play store and then downloading?"

No, they don't. With V2024.07.07, only broadcasting to my phone works, everything else doesn't.

Could the issue be related to that mipmap-anydpi-v26_ic_launcher.xml.flat file you mentioned here, Zaxxan? https://forum.thegamecreators.com/thread/229355





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Zaxxan
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Posted: 9th Sep 2024 18:09
If I build the repo it works for me. I don't use the Steam version I build my own version and it works. The Steam version is also built from the repo but Lee makes some additional changes for HTML support etc.
Virtual Nomad
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Posted: 9th Sep 2024 19:59 Edited at: 9th Sep 2024 20:00
this thread seems as good o' place as any to award Zaxxan the Valued Member badge for their continued contributions toward the future of AppGameKit:



thanks for the hard work, @Zax.
Zappo
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Posted: 10th Sep 2024 00:05
This may be unrelated, but does your app generate a notification on Android? I had an app that I had to update recently due to the API level and it turned out to be the local notification I was setting that caused it to crash immediately upon launch. I wasn't using the notification for anything important (just to set a 24 hour reminder to play again) so I removed it. It ran fine after that and got accepted by Google for the Play Store. I haven't had a chance to delve any deeper into it yet.
PSY
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Posted: 10th Sep 2024 12:14 Edited at: 10th Sep 2024 12:17
Congrats on the badge Zaxxon and thank you for your continuing work!
Quote: "This may be unrelated, but does your app generate a notification on Android?"

Unchecked ALL permission, no fun. But thanks for the suggestion

Finally, I was able to identify the culprit...
If Google Game Service App ID is filled in ( any valid number like 999999999999 ) when exporting to Android, the exported .apk or .abb doesnt work.
As soon as I clear the field and export again, the app works.

Is there anything I can do to fix this on my side, or does Lee have to make some adjustments so the Studio version works?
Also, is there any chance I could get a non-steam Studio version again like back in 2023, so I can test Steam achievements? My latest non-steam version is 2023.08.23


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Zaxxan
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Posted: 10th Sep 2024 15:33
@VN, thanks for the award, it's greatly appreciated.

@PSY, good spot, I don't use the Google Service ID but I will give it a try to see if my app crashes if it does it will help to find the cause. Lee is currently updating the repo so it might be a good time to contact him.

I have just noticed that one of the templates is still using an older version of the AGP which isn't compatible with API 34 so I've just asked about this, I'm not sure if its relevant or not and what part the template plays in the creation of the APK and AAB files.
agkcoder
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Posted: 10th Sep 2024 15:39 Edited at: 10th Sep 2024 15:41
No. The last non steam version was v2023.08.23...I also asked Lee if they could share the updates with users on TGC's website, who already have a TGC personal account and he said they moved all distribution to steam and don't have a 'download economy' any more.
SFSW
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Posted: 10th Sep 2024 16:05 Edited at: 10th Sep 2024 16:17
Quote: "No. The last non steam version was v2023.08.23...I also asked Lee if they could share the updates with users on TGC's website, who already have a TGC personal account and he said they moved all distribution to steam and don't have a 'download economy' any more."


I would not consider that acceptable, considering the implications of potential loss in functionality when forcing Steam for distribution. AppGameKit needs to be able to start and operate entirely outside of the Steam paradigm. Downloading through Steam to acquire files is fine, if the files can simply be copied over and continued to be used outside of Steam. But if Steam is required for operation and/or any functionality is lost as Psy suggests, that won't work.

Edit: It appears that the files can still be copied and used outside of Steam. I'll explore more with achievements as Psy mentioned, but things seem to operate correctly so far.
Zaxxan
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Posted: 10th Sep 2024 17:35 Edited at: 10th Sep 2024 17:36
Once Studio is installed from Steam it will run independently of Steam and the files can be copied to a different location. The Steam version is created from the repo and if there was a TGC it would be compiled from the same source code as the Steam version.
Zaxxan
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Posted: 10th Sep 2024 18:06 Edited at: 10th Sep 2024 18:42
@PSY I can confirm that I can reproduce the crash. If I add my Google Service App ID to the export the APK crashes and if I remove the ID then the APK works OK. From the error summary this appears to be the same error that =Prof= has been experiencing. I can also confirm that it works when exported using the August 2023 update.

I now have two APK's one works and one doesn't so hopefully I can determine what the differences are.

Hopefully now that the issue can be reproduced it can be fixed.

I have also emailed Lee with the findings.
PSY
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Posted: 10th Sep 2024 18:19
Quote: "No. The last non steam version was v2023.08.23...I also asked Lee if they could share the updates with users on TGC's website, who already have a TGC personal account and he said they moved all distribution to steam and don't have a 'download economy' any more."

Quote: "Edit: It appears that the files can still be copied and used outside of Steam. I'll explore more with achievements as Psy mentioned, but things seem to operate correctly so far."

Quote: "Once Studio is installed from Steam it will run independently of Steam and the files can be copied to a different location. The Steam version is created from the repo and if there was a TGC it would be compiled from the same source code as the Steam version."


That's good to know, thanks guys!


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CommanderJersey
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Posted: 10th Sep 2024 18:22
Confirming on my end that removing the Google Game Service App ID let me export without crashes, thanks a ton for finding that PSY!
PSY
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Posted: 10th Sep 2024 19:21
Happy to hear that CommanderJersey, glad I could help someone


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Zaxxan
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Posted: 10th Sep 2024 20:32 Edited at: 10th Sep 2024 23:07
More news, I've just added the Google Service App ID and Firebase config to my development version of Studio which uses API 35, AGP 8.5.2, Bundletool v1.70 and updated app dependences and the exported APK works.

Lee has just merged my pull request and he was building it but ran into an error but this should be sorted now. If he can get it to build he will hopefully release a DEVTEST version on Steam. Once it is released please test with your apps. I have not uploaded a AAB to google play store to test yet though.

v2024.07.07 is definitely broken and v2024.08.15 works for me, this will be the DEVTEST version when it is released.

I'm going to leave it at that now to see what progress Lee makes with the API 35 repo.

Update: I've updated my API 34 build and that is working for me now as well.

I've been told off now as I'm supposed to be resting goodnight everyone
Creative Magic Man
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Posted: 10th Sep 2024 22:32 Edited at: 10th Sep 2024 23:31
I just released my game Appkedo on the Google Play store and I thought the graphic below might help those filling in the boxes when compiling the .aab ( not APK ) file to upload to Google Play store.

I develope on AppGameKit classic as I love the fact that I can click on the links and the functions over in the left hand window.
Then, without any changes to my code or swapping AppGameKit files etc. I just compile the same code in AppGameKit Studio.



Amazing creations start with a Fuzzy Vision
Dave - Creator, Developer and Visionary
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Zaxxan
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Posted: 10th Sep 2024 23:08
Thats very fuzzy, can't read it
Creative Magic Man
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Posted: 10th Sep 2024 23:15 Edited at: 10th Sep 2024 23:26
Sorted out now Zaxxan.
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Virtual Nomad
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Posted: 10th Sep 2024 23:36 Edited at: 10th Sep 2024 23:37
@CMM,

which Studio version? and, have you installed the game from google play and confirmed it runs properly?

i expect the settings you've posted are what folks are already using so it's curious you seem to have published without any of the issues others are contending with.
Creative Magic Man
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Posted: 11th Sep 2024 00:10 Edited at: 11th Sep 2024 00:11
Yes, I downloaded my game from the google Play store and it runs great.

I am using the latest version of AppGameKit Studio version 2024.0707

I did remember though that my previous version of Studio I use to download direct from my account on The Game Creators web page.
However the version on there has stopped at 2023.08.23a and I think didn't go up to Android 14 (API level 34) . Therefore I went on to my Steam account to download the latest Studio version and I uploaded my .aab file okay.

There was one in code problem between the classic version and the studio version but this is at compile stage. So if you can compile a APK direct to your mobile then uploading it to the Google Play store shouldn't be too much of a problem.

I will come back on here later and see if I can find what is happening with some of those that are having problems.
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Zaxxan
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Posted: 11th Sep 2024 02:51 Edited at: 11th Sep 2024 03:19
Hi Creative Magic Man, in your image that you posted you aren't using the 'Google Service App ID' which is what is causing the issue of the APK crashing.

Like you, when I updated the repo for the v2024.07.07 release I could only test it with my own apps which don't use the 'Google Service App ID' so I never encountered the crash.

I believe that I have now found the issue. The AGKPlayer2 app dependencies are old versions and when the repo build process is run it uses the AGKPlayer2 app to build some of the required libraries for the Studio install. After updating the AGKPlayer2 dependancies the APK does not crash after exporting with the Google Service App ID. I have more testing to do but I'm hoping this will resolve the issue for people. The fix will need to be confirmed by PSY.

The build process for AppGameKit Studio is very complex and there is still a lot to understand but with each update we learn a bit more on how it works. Updating to newer API's definitely brings new challenges and being able to reproduce the bug makes things a lot easier so thanks to PSY for being able to determine what was causing the crash.
PSY
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Posted: 11th Sep 2024 12:53
@Zaxxan
Wow, that's great news. Thanks alot for all the testing and fixing the issue
As soon as Lee releases the DEVTEST version on Steam, I'll export my apps to .apks and .aabs and test them on my phone and Google Play and let you know what happened!

(edit) @Zaxxan
I just saw your post from 10th Sep 2024 18:06, I seem to have missed it while I was writing my post from 10th Sep 2024 18:19





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Zaxxan
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Posted: 13th Sep 2024 07:40 Edited at: 13th Sep 2024 11:01
Lee has got my API 35 fork to build now so he should be releasing a Devtest version once he has finished testing it.

This has the following updates:

API 35
AGP 8.5.2 (Gradle 8.7)
Google Billing 7.0.0
Bundletool v1.17.0

Plus the majority of the AGKplayer2 app dependencies have been updated. These generate files for the AGKStudio install.

com.google.android.gms:play-services-ads:23.3.0 was 22.6.0 // AdMob
com.google.android.gms:play-services-games:23.2.0 was 22.6.0 // GoogleGameCenter
com.google.android.gms:play-services-location:21.3.0 was 20.0.0// GoogleLocation
com.google.android.gms:play-services-auth:21.2.0 was 20.2.0 // GoogleSignIn (used by GoogleGameCenter and GoogleCloudData)
com.google.firebase:firebase-analytics:22.0.2 was 21.1.0 // Firebase
com.google.ar:core:1.45.0 was 1.32.0 // AR
com.google.android.ump:user-messaging-platform:3.0.0 was 2.0.0// AdConsent
com.google.firebase:firebase-messaging:24.0.0 was 23.0.7// GooglePushNotifications
com.google.android.play:review:2.0.1 was com.google.android.play:core:1.10.3 // GoogleRequestReview
com.android.billingclient:billing:7.0.0 was 5.0.0 // GoogleInAppPurchase
PSY
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Posted: 13th Sep 2024 12:50
Uuuh, nice. Also a lot of major updates to the dependencies....excellent
Good work!

As soon as the DEVTEST version is released, should I update my Google Play apps to API 34 or immediately to API 35?


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Zaxxan
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Posted: 13th Sep 2024 13:14 Edited at: 13th Sep 2024 13:22
I would test by exporting a APK first if that is OK then try uploading a AAB to google for review and if it passes then download and check everything works.

You can always go back to API 34 if you have problems. I will probably update the dependencies on the API34 fork at some point
PSY
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Posted: 13th Sep 2024 13:21
Gotcha! Thank you!


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Zaxxan
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Posted: 15th Sep 2024 14:53 Edited at: 15th Sep 2024 16:43
Lee has released a DEVTEST version of API 35 unfortunately when I export my app it crashes. If I export it using me own version of API 35 it works so I need to determine what the differences are between my API 35 and the Steam version. Something is going wrong somewhere.
PSY
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Posted: 15th Sep 2024 15:48
Can't be much, I'm sure you'll find it. If there's anything I can do to help, just say the word


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Zaxxan
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Posted: 16th Sep 2024 09:00 Edited at: 16th Sep 2024 13:40
I've just downloaded the API35 repo and rebuilt it and my exported app doesn't crash so the problem seems to be with the Steam version. The only thing I can think of at the moment is that Lee may be using a different version of the JAVA JDK. I'm going to do a comparison now between the Steam install and the repo that I have just built. I'll probably do a test with the API 34 version to see if it's just the Steam version that is affected.

Update:

I've done a comparison with the Steam install and my API35 Build. I have replaced the resMerged folder in the Steam install and the APK no longer crashes. Why they should be different is a mystery. @PSY I have sent you a PM as I could do with your help testing the DEVTEST version.
PSY
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Posted: 16th Sep 2024 13:58 Edited at: 16th Sep 2024 13:59
That's great news. I just replied to your PM. Hope it went through, the site is having some issues atm


PSY LABS Games
Coders don't die, they just gosub without return
Zaxxan
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Posted: 16th Sep 2024 14:37
Got the request and just shared. Fingers crossed!
Virtual Nomad
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Posted: 16th Sep 2024 19:48
the repo (still) advises JDK 17 which has been the case since the beginning of the current export method while the readme was recently updated to include
Quote: "Ensure that any Android Studio project points to JDK 17 (via "Settings>Build,Exe&Dep>Build Tools>Gradle>GradleJDK") NOTE: In September 2024 the main trunk was updated to API35 (Android 15)"
.

meanwhile, my android player @ AppGameKit Studio\Players\Android has a "created" date of 05/22/24 while the player @ google play shows last updated in 2023 which doesn't help with testing?

sorry that the internals of android export and publishing @ google play is beyond me but the above may matter?
Zaxxan
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Posted: 16th Sep 2024 20:45 Edited at: 18th Sep 2024 05:06
Hi VN, the API 35 that I uploaded to the Repo worked when I built it but when Lee built it and and released it on Steam the apps that were exported crashed. The only difference between Lee building it and myself building it as far as I know is that I am building with OpenJDK 17.02 and Lee is building with 17.010.

PSY has used the resMerged folder from my build and the APK's he has exported now work. He has uploaded his app to Google Play for review and we are waiting to see if it is successful.

I have emailed Lee about this and he may possibly release a Steam DEVTEST using JDK 17.0.2.

I'm not 100% certain this is the cause but it is a possibility and also maybe the reason for the issues with API 34.

When the repo is built it creates a new AGKPlayer which is in the media folder (I can't remember the full path) so it's probably best to side load that version although I've not had any issues with the one on the play store and I would think it would only be a problem if new commands are added.

The Repo build process determines all of the versions used for SDK's, NDK's, Gradle, AGP, API, JDK's, Dependancies etc but when I download the Repo that Lee has been working on the JDK is a different version to the one I use hence why I think that could be the culprit.
PSY
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Posted: 17th Sep 2024 18:24
Update
The app I uploaded to Google Play ( Spaze Haze ) has been successfully reviewed and accepted on Google Play
I downloaded the new version and it works 100%!
A BIG THANK YOU to Zaxxan and Lee for making this possible.
I'm pretty confident future API updates will run more smoothly from now on, based on the new findings.

Cheers!



PSY LABS Games
Coders don't die, they just gosub without return

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