Re: [android-developers] Re: using the uses-library to hide DLC
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)? -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: using the uses-library to hide DLC
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. -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] using the uses-library to hide DLC
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] using the uses-library to hide DLC
@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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] using the uses-library to hide DLC
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: ACTION_POINTER_1_DOWN trapped instead of ACTION_POINTER_DOWN
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] ACTION_POINTER_1_DOWN trapped instead of ACTION_POINTER_DOWN
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 -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en