Re: [android-developers] Re: using the uses-library to hide DLC

2011-08-21 Thread Ryan Routon
Well, it seems for our model where we would not want the user to download
the content until they have the main app, the only way to do this is with
the in app purchasing and having our own server push the content.  Does
anyone know of a game out there that is currently doing this?

On Thu, Aug 18, 2011 at 6:57 AM, jamesc jame...@gmail.com wrote:

 On Aug 18, 8:23 am, Jeremy Lakeman jer...@servalproject.org wrote:
  I'm thinking of doing something similar, where the main application can
  download and install additional apk's directly from our web site. But I
  haven't got around to experimenting with it yet.

 Won't the user device need to have 'Install from unknown sources'
 enabled, which could be an issue (unless this doesn't happen with the
 shared ids)?

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[android-developers] Re: using the uses-library to hide DLC

2011-08-17 Thread Ryan Routon
Also, if anyone has a better solution for DLC your feedback would be
appreciated =).  This is a major issue for us since our main app is
more or less just a framework for adding additional content and games.

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Re: [android-developers] using the uses-library to hide DLC

2011-08-17 Thread Ryan Routon
Thank you Mark, that is what I was worried about...

Does anyone know of any way to hide the downloadable content apps until the
main app is installed?  Some form of app dependency is what we were hoping
for, but it looks like there might be no way of actually implementing this
using filters.  We are worried that the user will try to get the
downloadable content before they have the Engine app adding to confusion
down the line.  Any ideas?

Kristopher, I found this other thread:

http://groups.google.com/group/android-developers/browse_thread/thread/1b78381b76bec33a/3b004c7ed2c2577a?lnk=gstq=dlc#3b004c7ed2c2577a

where Dianne Hackborn said to Just look for the other package by name with
the package manager.  Ensure
its cert is the one you expect to it can't be spoofed.  If you want it to
cary data about what features you are enabling or whatever, you can use
meta-data tags under the application to supply whatever you want. 



On Wed, Aug 17, 2011 at 10:26 AM, Kristopher Micinski 
krismicin...@gmail.com wrote:

 On Tue, Aug 16, 2011 at 6:50 PM, Ryan Routon ryanrou...@gmail.com wrote:
  Hey Guys,
 
  1.  Quick question.  Our company is exploring different ways to
  implement DLC and I see that there are basically two ways, using the
  in app purchase model with our own server pushing the content as is
  described here:
 
  http://developer.android.com/guide/market/billing/billing_overview.html
 
  2.  Or having the DLC offered as a separate app sold in the
  marketplace that we then use from our main app.
 
  My question is this,  if we pick the second option can we use the
  uses-library filter to prevent the user from seeing the add-ons
  until they have the main app which would be the shared library we
  use to filter against?  Are there any examples out there of others
  implementing DLC in their apps?
 
  thanks for any insight you might be able to offer,
  Ryan
 

 Ryan,

 If I understand correctly, you're implementing a main app which is a
 framework for driving the other apps in your games.  So your main app
 is the game engine (or at least, something in that spirit), and the
 other apps are the things that use the engine, is this correct?

 If this is true and you went wit the second option -- that level of
 process separation, at least -- how do you intend for your game apps
 to hook up to your main app?  aidl?

 Kris

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Re: [android-developers] using the uses-library to hide DLC

2011-08-17 Thread Ryan Routon
@Mark - Actually that is just what we were talking about =) having each DLC
package check for the engine/framework required to run it and then once the
engine itself is run it would disable the DLC so that the icon would no
longer show, though I am wondering if the engine can disable the DLC app or
if that can only be done from the DLC app itself...hmmm.  I am with you
though it seems that the easier way is to use our own server to push the
content, though from a marketing perspective it might be beneficial to have
more than one entry in the marketplace for product visability...

I suppose Google does not have an official stance on DLC at all eh?

@Kristopher - Ah sorry =) I misunderstood.  In our model the DLC app would
really just be a collection of resources that the engine would then
utilize.  Our goal is to have the engine run the entire game using the dlc
packages to implement the content.  I believe I saw that discussion here:

http://groups.google.com/group/android-developers/browse_thread/thread/5a13baeb458b6974/dea9bcac98746c65?lnk=gstq=communication+between+two+apps#dea9bcac98746c65



On Wed, Aug 17, 2011 at 11:35 AM, Kristopher Micinski 
krismicin...@gmail.com wrote:

 On Wed, Aug 17, 2011 at 2:12 PM, Ryan Routon ryanrou...@gmail.com wrote:
  Thank you Mark, that is what I was worried about...
 
  Does anyone know of any way to hide the downloadable content apps until
 the
  main app is installed?  Some form of app dependency is what we were
 hoping
  for, but it looks like there might be no way of actually implementing
 this
  using filters.  We are worried that the user will try to get the
  downloadable content before they have the Engine app adding to confusion
  down the line.  Any ideas?
 
  Kristopher, I found this other thread:
 
 
 http://groups.google.com/group/android-developers/browse_thread/thread/1b78381b76bec33a/3b004c7ed2c2577a?lnk=gstq=dlc#3b004c7ed2c2577a
 
  where Dianne Hackborn said to Just look for the other package by name
 with
  the package manager.  Ensure
  its cert is the one you expect to it can't be spoofed.  If you want it to
  cary data about what features you are enabling or whatever, you can use
  meta-data tags under the application to supply whatever you want. 

 Nice, but, that doesn't really tell me what I wanted : ).. I guess my
 question was more, if you have two separate apps, what is the
 communication between them going to be like?  If you write your engine
 code in a separate app, and have the games instrument the engine via
 rpc, don't you feel like that's going to be quite a bit of overhead?
 (Then again, the binder does seem to have fairly good perf, so maybe
 this isn't an issue.)

 Kris

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[android-developers] using the uses-library to hide DLC

2011-08-16 Thread Ryan Routon
Hey Guys,

1.  Quick question.  Our company is exploring different ways to
implement DLC and I see that there are basically two ways, using the
in app purchase model with our own server pushing the content as is
described here:

http://developer.android.com/guide/market/billing/billing_overview.html

2.  Or having the DLC offered as a separate app sold in the
marketplace that we then use from our main app.

My question is this,  if we pick the second option can we use the
uses-library filter to prevent the user from seeing the add-ons
until they have the main app which would be the shared library we
use to filter against?  Are there any examples out there of others
implementing DLC in their apps?

thanks for any insight you might be able to offer,
Ryan

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[android-developers] Re: ACTION_POINTER_1_DOWN trapped instead of ACTION_POINTER_DOWN

2011-05-11 Thread Ryan Routon
Let me amend that, I meant ACTION_POINTER_2_DOWN instead of
ACTION_POINTER_1_DOWN

On Wed, May 11, 2011 at 5:41 PM, Ryan Routon ryanrou...@gmail.com wrote:

 Hey Guys,

 I am debugging a project with a project build target of 2.2 on a Droid
 X and had a question about the events I am trapping in my overridden
 onTouchEvent() function.  I am trapping ACTION_DOWN, and ACTION_UP as
 I should, being able to extract the x and y coordinates from the
 MotionEvent variable.  However when I tried to trap the secondary
 touch all I receive is the depreciated ACTION_POINTER_1_DOWN event
 instead of the ACTION_POINTER_DOWN event where we use the mask.
 Anyone have a clue why?

 Also as a secondary curiosity question I noticed that no third touch
 was registered on my Droid X, are there many devices that support more
 than 1 secondary touch?

 Thanks!
 Ryan

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[android-developers] ACTION_POINTER_1_DOWN trapped instead of ACTION_POINTER_DOWN

2011-05-11 Thread Ryan Routon
Hey Guys,

I am debugging a project with a project build target of 2.2 on a Droid
X and had a question about the events I am trapping in my overridden
onTouchEvent() function.  I am trapping ACTION_DOWN, and ACTION_UP as
I should, being able to extract the x and y coordinates from the
MotionEvent variable.  However when I tried to trap the secondary
touch all I receive is the depreciated ACTION_POINTER_1_DOWN event
instead of the ACTION_POINTER_DOWN event where we use the mask.
Anyone have a clue why?

Also as a secondary curiosity question I noticed that no third touch
was registered on my Droid X, are there many devices that support more
than 1 secondary touch?

Thanks!
Ryan

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