[android-developers] Freedom hack

2016-12-22 Thread elix
Recently some of my players started to fake in app purchases. I got 
successful results to my requests to google play with a proper orderId in 
these fake purchases.

The problem doesn't seem to be related with the things recommended here:
https://developer.android.com/google/play/billing/billing_best_practices.html 

I implemented a temporary workaround solution here: 
http://stackoverflow.com/questions/21966369/protecting-in-app-purchases-from-freedom-hack
 


Do you have any suggestions? 


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[android-developers] Re: rotate portion of a bitmap

2012-04-10 Thread elix

 And yet you have time to develop the app and ask questions on here?

and you think this is a meaningful answer?

And since you are so curious, let me explain something; I had already
checked the related part in that book before I ask question here but
it was using opengl. Implementing with opengl were going to increase
the development time, and for my game opengl is not required, so I did
not use that solution... These were just irrelevant details not worth
mentioning.

I don't think such an answer were needed, I don't see something silly
about the question.

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[android-developers] Re: rotate portion of a bitmap

2012-04-07 Thread elix
I started that book but couldn't find time to continue :).

This game is almost finished and my aim was to make something fast, so
I will release it this way but if it attratcs attention I plan to work
on new version after I read that book :)

Thanks.

On Apr 7, 5:22 pm, Adam Ratana adam.rat...@gmail.com wrote:
 What you're trying to do is a common operation for graphics/games.  If
 you're doing a game, I would suggest just doing this in openGL -  you would
 create a texture altas out of 1 large bitmap (say 1024x1024), with your
 individual textures (or frames of a sprite) all packed in.  Then you can
 map from a part of that bitmap to a part of the surface you're drawing to,
 by specifying vertices.  You could then, instead of rotating the entire
 surface, just translate and rotate the destination vertices.

 Some resources that help with this will be libgdx (open source graphics
 engine for Android) created by the author of Beginning Android Games, a
 book which was very helpful in explaining these things to me when I wanted
 to do something similar.







 On Friday, April 6, 2012 9:07:53 PM UTC-4, elix wrote:

  Hi

  I was trying to find an appropriate way to draw a portion of a bitmap
  rotated onto the canvas.

  Rotating canvas does not seem appropriate for my situation; I am working
  on a game, there will be up to 30 soldiers on the screen. Rotating the
  whole canvas seperately for each of them does not seem nice.
  I can't apply rotation to a matrix and use it in canvas.drawBitmap(source,
  matrix, paint) method. It works for the whole bitmap. I need to draw only a
  portion of bitmap at each frame. I am using sprite animation.

  Somethings could be done using Bitmap.createBitmap(...) method but making
  bitmap creations continuously at each frame isn't nice. While writing these
  something came to my mind :), may be I could divide the frames into
  different bitmap objects at initialization phase using this createBitmap
  method, then apply rotation to these bitmaps using matrix.

  Anyway, I will try this but I would be glad to hear better approaches.

  --

  Emre

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[android-developers] Re: advertising your own apps

2011-08-08 Thread elix
In fact my other apps have less traffic but I will give it a try.
Thanks for reminding them.

On Aug 8, 3:09 pm, Nikolay Elenkov nikolay.elen...@gmail.com wrote:
 On Mon, Aug 8, 2011 at 8:55 PM, emre önal emr...@gmail.com wrote:
  Hi,
  For one of my apps I want to see how advertising will affect the download
  numbers. I was going to try admob but it asks for 50$ at least. For startup
  I was looking for somethings cheaper, first I want to try and see the
  results.

 If you have more than one app, you can use hose ads with AdMob.
 You can set up your other apps to display ads for the one you want to
 advertise. It's free, and you can set targets: how many house ads
 impressions for a specific period, etc. It works better if your other apps
 already have a lot of users, and those are potential 'customers' for the
 new app, of course.

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[android-developers] Re: opengles question (to change content of vertexbuffer used in gldrawarrays)

2011-05-02 Thread elix
Thanks adam.

I asked this topic in stackoverflow and it is solved. Simply; update
the coordinate data within the buffer object by using put(index,
value) method and then call glbuffersubdata() method.
Here is detailed answers:
http://stackoverflow.com/questions/5849566/how-to-change-the-content-of-vertexbuffer-used-in-gldrawarrays-method-in-opengles


On May 2, 8:21 pm, Adam Hammer adamhamm...@gmail.com wrote:
 Just use get and put on the buffer with your data.memory layout can
 vary but typically is xyzxyzxyz which would be the 9 floats that
 define your 3 vertices.

 Adam

 On May 1, 12:27 pm, emre onal emr...@gmail.com wrote:







  I have some triangle polygons and drawing them in a traditional way:
  (android-java code)

  gl.glDrawArrays(GL10.GL_TRIANGLES, i, j);

  I want to update the vertex coordinates of the triangles. All of the
  tutorials I've found use an initial vertex data then only apply
  transformations to them. I need to change each vertex coordinate
  independently.

  I change the content of the array which is used to create the related
  vertexbuffer but it doesn't make any change on the screen. Rebuilding the
  vertexbuffer on eachframe doesn't seem to be right way I guess.

  Can you point out any example source code at least, if you know any?

  --

  Emre

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[android-developers] Re: opengles question (to change content of vertexbuffer used in gldrawarrays)

2011-05-02 Thread elix
Thanks for those critical points.

One thing more, I need to call buffer.position(0) after each call to
bulk put method, right?

On May 3, 1:19 am, Mario Zechner badlogicga...@gmail.com wrote:
 Do not call glBufferSubData, use glBufferData instead. The former is
 dog slow on most mobile GPUs for various reasons (pipeline stall if
 that buffer is currently in use etc.).

 Also, do not use Buffer.put(int index, float value) if you can instead
 use the bulk put operations. For direct Buffers that's one JNI call
 per float which is way to costly. Note however that bulk puts are slow
 up until Android 2.3 as well. 
 Seehttp://www.badlogicgames.com/wiki/index.php/Direct_Bulk_FloatBuffer.p...

 On 2 Mai, 23:50, elix emr...@gmail.com wrote:







  Thanks adam.

  I asked this topic in stackoverflow and it is solved. Simply; update
  the coordinate data within the buffer object by using put(index,
  value) method and then call glbuffersubdata() method.
  Here is detailed 
  answers:http://stackoverflow.com/questions/5849566/how-to-change-the-content-...

  On May 2, 8:21 pm, Adam Hammer adamhamm...@gmail.com wrote:

   Just use get and put on the buffer with your data.memory layout can
   vary but typically is xyzxyzxyz which would be the 9 floats that
   define your 3 vertices.

   Adam

   On May 1, 12:27 pm, emre onal emr...@gmail.com wrote:

I have some triangle polygons and drawing them in a traditional way:
(android-java code)

gl.glDrawArrays(GL10.GL_TRIANGLES, i, j);

I want to update the vertex coordinates of the triangles. All of the
tutorials I've found use an initial vertex data then only apply
transformations to them. I need to change each vertex coordinate
independently.

I change the content of the array which is used to create the related
vertexbuffer but it doesn't make any change on the screen. Rebuilding 
the
vertexbuffer on eachframe doesn't seem to be right way I guess.

Can you point out any example source code at least, if you know any?

--

Emre

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[android-developers] Re: opengles question (to change content of vertexbuffer used in gldrawarrays)

2011-05-01 Thread elix
I think required methods are in opengles 1.1. May be I could find
somethings if I play with glbuffersubdata, glbindbuffer..

I was going to ask, is casting enough to use opengles 1.1.
GL11 gl = (GL11) gl10;

On May 1, 7:27 pm, emre onal emr...@gmail.com wrote:
 I have some triangle polygons and drawing them in a traditional way:
 (android-java code)

 gl.glDrawArrays(GL10.GL_TRIANGLES, i, j);

 I want to update the vertex coordinates of the triangles. All of the
 tutorials I've found use an initial vertex data then only apply
 transformations to them. I need to change each vertex coordinate
 independently.

 I change the content of the array which is used to create the related
 vertexbuffer but it doesn't make any change on the screen. Rebuilding the
 vertexbuffer on eachframe doesn't seem to be right way I guess.

 Can you point out any example source code at least, if you know any?

 --

 Emre

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[android-developers] Re: 3d engine advices

2011-04-14 Thread elix
On Apr 13, 3:39 pm, Mario Zechner badlogicga...@gmail.com wrote:
 We are currently in the process of rewritting the 3D utility classes
 of libgdx, including better model format support among other things.
 See the blog athttp://www.badlogicgames.comfor more info (as well as
 the forums :)).

Is there a timeline for the things you mentioned? I took a glance at
your blog and forum but couldn't see smt about it.

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[android-developers] Re: 3d engine advices

2011-04-13 Thread elix
Nice to hear from engine writers. As a note; The game was better than
I expected to see :).


On Apr 13, 3:12 am, Peter Eastman peter.east...@gmail.com wrote:
 Another engine to consider is Gamine (http://sourceforge.net/projects/
 gamine).  I have some experience with it since, well, I wrote it. :)
 And I wrote Losing Your Marbles with it, if you want to see it in
 action.

 Peter

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[android-developers] Re: 3d engine advices

2011-04-12 Thread elix
Cool. Tank Recon was one of the first 3d games I tried in android.

Yes I agree that libgdx seems to be best option. It seems that it is
mature enough and have enough documentation.


This is a video of the flight game I wrote using jmonkey 3-4 years ago
http://www.youtube.com/watch?v=1eh4sINvIdA
I thought using sensors for control of such a game in android would be
enjoyable but none of the flight games I tried didn't meet my
expectations in terms of gameplay so I'm thinking to create one.


On Apr 11, 10:23 pm, Leigh McRae leigh.mc...@lonedwarfgames.com
wrote:
 I looked around at engines at one point and libgdx was the best for
 targeting Android IMHO.  The ability to develop most of your game on the
 PC is a ginormous advantage.  Your work flow will be much, much better.

 The only thing I found with libgdx is that the engine made a wrapper
 around the OpenGL interface.   The problem is that both the Android and
 PC versions have to pay the over head of the interface.  What I did for
 my engine is make a copy of the OpenGL ES in Android and wire it to the
 PC version of OpenGL.  So the Android path has less over head.

 As a note, I wrote Tank Recon 3D by myself in 3-4 months.  While the
 run-time engine does require a large body of work if you stay on target
 and only do exactly what you need to do it can be done.  Also you can
 count on a large amount of work involved in getting your assets into the
 game.  IIRC libgdx doesn't have assets loaders and plugins for content
 creation packages.

 On 4/11/2011 10:57 AM, elix wrote:









  It is nice to see at least one response from this huge group :).

  I'll develop games, I'll not port smt from desktop. Creating whole
  game environments in opengl would be difficult for a single developer,
  that's why I'm looking for engines.

  jmonkey have nice tools for desktop but it seems that they are not
  mature enough on android. I shall have a look at libgdx..

  On Apr 10, 6:01 pm, Nicholas Johnsonmetthejohn...@gmail.com  wrote:
  Are you trying to port a 3D desktop game to Android, or just create
  something new? If you're already familiar with using OpenGL on the desktop,
  it's actually not that big of a transition to OpenGL ES 1.x or 2.0. The API
  is reduced to its basics, but still offers almost everything you need.

  Now, here's a big caveat: I have *not* released any games onto the market
  using OpenGL (only 2D games which use the canvas directly from a customized
  View). However, I'm currently experimenting with OpenGL ES 2.0 and I'm very
  pleased with my initial results.

  As to the 2nd part of your question, no, I have no experience with any 3D
  engines you've listed. But, I'm sure somebody on this forum does.

  Nick

 --
 Leigh McRaehttp://www.lonedwarfgames.com/

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[android-developers] Re: 3d engine advices

2011-04-11 Thread elix
It is nice to see at least one response from this huge group :).

I'll develop games, I'll not port smt from desktop. Creating whole
game environments in opengl would be difficult for a single developer,
that's why I'm looking for engines.

jmonkey have nice tools for desktop but it seems that they are not
mature enough on android. I shall have a look at libgdx..


On Apr 10, 6:01 pm, Nicholas Johnson metthejohn...@gmail.com wrote:
 Are you trying to port a 3D desktop game to Android, or just create
 something new? If you're already familiar with using OpenGL on the desktop,
 it's actually not that big of a transition to OpenGL ES 1.x or 2.0. The API
 is reduced to its basics, but still offers almost everything you need.

 Now, here's a big caveat: I have *not* released any games onto the market
 using OpenGL (only 2D games which use the canvas directly from a customized
 View). However, I'm currently experimenting with OpenGL ES 2.0 and I'm very
 pleased with my initial results.

 As to the 2nd part of your question, no, I have no experience with any 3D
 engines you've listed. But, I'm sure somebody on this forum does.

 Nick

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[android-developers] Re: installing sdk problems

2010-08-22 Thread elix
Problem solved. It was a local problem in my country, Turkey. dl-
ssl.google.com is not reachable here.

Adding this line
209.85.229.99 dl-ssl.google.com
to host file under windows/system32/drivers/etc resolved problem.

btw, wrong size errors were probably because of download limit of
the proxies i tried.


On Aug 20, 5:55 pm, emre onal emr...@gmail.com wrote:
 Am I the only one getting so much problems installing the sdk?

 I am trying to install android in an 64bit Windows7. First when i run
 setup.exe, i got connection time out exception. Forcing https from the
 settings menu did not work. Then I tried setting proxy and port numbers from
 settings menu. I tried different proxies. I could find one which works and
 at the end I could get available package list. But this time the proxies i
 tried was too slow, i was downloading with 1kb. Anyway i found a proxy which
 lets me download with a normal speed but this time i faced new kind of
 errors, wrong size and 400

 Downloading Documentation for Android SDK, API 8, revision 1
 Download finished with wrong size. Expected 60112864 bytes, got 3014294
 bytes.
 Downloading SDK Platform Android 2.2, API 8, revision 2
 Server returned HTTP response code: 400 for 
 URL:http://dl-ssl.google.com/android/repository/android-2.2_r02-windows.zip
 Downloading Samples for SDK API 8, revision 1
 Download finished with wrong size. Expected 7969716 bytes, got 2670163
 bytes.

 I am in the office but I don't think it is related with firewall or such
 thing, once before i tried to install at home and i had encountered similar
 problems. I think it is related with luck :p
 I will try again at home and if i manage to do i will copy the android
 folder to my computer in the office :)

 --

 Emre

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