What worked two days ago, no longer worked yesterday or today:
Linking an app to Game Services.
I reported the issue
here: https://github.com/playgameservices/android-basic-samples/issues/153
But I have a feeling that this repo is no longer monitored, all the reports
I made in the last weeks
This got fixed today:
https://github.com/playgameservices/android-basic-samples/issues/153#issuecomment-134749998
Thanks, Google.
On Tuesday, August 25, 2015 at 12:04:35 PM UTC-7, Bram Stolk wrote:
What worked two days ago, no longer worked yesterday or today:
Linking an app to Game Services
Hi,
I have three apps in the Google Play store.
All of them stopped reporting statistics after Aug 11.
Anyone else here with the same problem?
Annoyingly 'Contact Us' link in Google Play Developer Console just shows
FAQs, instead of giving you an email addr.
Bram
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Ugh Google needs more prodding I guess.
I sent this to the feedback form on the Dev Console:
*Since dec 10 or so, the ranking for my app has been in a steady decline.*
*Many other high rated apps see the same.*
*Other developers have tracked this down to a new feature you introduced in
the
Today I updated my app with in-app-billing.
The buy and restore used to work fine before.
But as of this release, customers can no longer 'restore purchases.'
When I try it myself, I find this in the log:
[1] MarketBillingService.sendResponseCode: Response RESULT_OK cannot be
delivered to
Ugh... it turned out I made a big mess in my project.
First off, I reverted from iabv3 to iabv2 without knowing.
Then I was missing the intent spec in the manifest.
On Saturday, June 1, 2013 7:36:02 PM UTC-7, Bram Stolk wrote:
Today I updated my app with in-app-billing.
The buy and restore
Since yesterday I get spammed by Google Wallet.
At least a 100 emails a day telling me about a failed credit card check, and
telling me not to ship.
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Ah bingo!
Thanks, I was indeed filtering on 'nore...@checkout.google.com' which
suddenly got changed into 'nore...@wallet.google.com'
Bram
On Friday, May 24, 2013 10:36:19 AM UTC-7, Pent wrote:
They changed the sender field of cancelled messages, so if you were
filtering on that then
after a weekend.
Thanks,
Bram Stolk
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On Wednesday, September 15, 2010 5:32:01 PM UTC-7, Dan wrote:
Hi all,
I've got an application with an alarming number of users reporting
force closes. I've tested multiple devices numerous times and never
I have 756 reported case on an install base of 1.5M downloads.
ANR
It looks like Android has very limited support for gamepads.
If I plug in a PS3 controller into the USB Host port of my tablet, I see
this on the tty:
D/EventHub( 281): No input device configuration file found for device
'Sony PLAYSTATION(R)3 Controller'.
I/EventHub( 281): New device: id=5,
Hi,
In the Google Developer Console, when I look at my app statistics for
'Daily downloads' I see something weird.
Most versions downloaded on the last day are currently available version.
However, downloads of old versions continue to this day, even the ones that
have not been current for over
It is a free app.
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For more
On Friday, December 14, 2012 11:24:35 PM UTC-8, Jacky Alciné wrote:
On Dec 14, 2012 3:36 PM, TreKing treki...@gmail.com javascript:
wrote:
If you made changes to the app that would prevent it from being
available to older devices (like you changed minSDK to 2.1), users with
those
On Friday, December 14, 2012 11:34:46 PM UTC-8, Bram Stolk wrote:
However, it is not the case.
I have not changed the Manifest, since the original publication of the
first release.
See this screen grab:
Yesterday, at least four different versions got installed by users, even
though most
On Tuesday, December 11, 2012 10:39:37 AM UTC-8, Ian Ni-Lewis wrote:
For those who are wondering if you should switch: the answer is probably
yes. IABv2 turned out to be very, very easy to get wrong. V3 is pretty
easy to get right. There are a couple things that v3 doesn't support yet
Thanks Ian,
A lot of useful information there.
Bram
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Thx twiggle,
I also found this:
http://code.google.com/p/marketbilling/issues/detail?id=14
Pretty disgraceful that they know about this but did not fix.
Not to be insulting, but this would NEVER have happened with iOS.
If it did, it would be fixed the same day.
By my estimate, every year,
Hi,
I have released my app with in-app-billing.
I used the Dungeons in app billing example to implement it.
However, I noticed that sometimes my app would crash in BillingService.java
due to a NULL intent in HandleCommand.
So to fix this, I did an early return when intent is nil.
Like this:
On Thursday, November 8, 2012 11:40:14 PM UTC-8, Pent wrote:
Isn't 'Other' a terrific choice of word ?
So much better than 'Unknown', which sounds like things might be out
of control. 'No, we definitely know what the reason is, it's Other'
Curiously, I once saw a 'Other, describe below'
Hello,
I recently launched my free game with in-app-billing.
The good news is that the first 100 in-app orders are in.
What puzzles me is that a whopping 23% of them got cancelled.
Pretty much all of them due to failed credit card authorization or failed
carrier billing.
Is this a normal rate?
I see.
I wonder if it is an exploit to play for free:
Make an in app purchase, and after content is unlocked but before billing
goes through, switch off WIFI.
Play game until you get bored, switch WIFI back on, and only then lose in
app purchases due to failed credit card check?
Bram
On
Don,
That is a nice presentation.
Thank you for sharing.
Bram
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Mine just went to 25% cancelled In App Bills.
This would all be a lot more bearable if google could at least acknowledge the
high cancelation rates.
And why don't credit cards get checked when the user creates the account?
Anyone here who can share experiences with in app billing on Amazon App
): [1] CheckoutPurchase.setError: type=UNKNOWN, code=-1,
message=Error processing purchase. [DF-BPA-13]
Many thanks!
Bram Stolk
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Hi,
I am experience flicker in the visuals, which after some
investigation, turns out to be caused by drawing taking place in the
FRONT buffer, instead of the BACK buffer.
I've found this old thread on this issue:
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