caad8user's Forum Posts

  • sizcoz You probably found most of this out already but to sign an APK you need a developer private key, the unsigned apk, the apksigner tool and the zipalign tool. If you don't have a keystore file you need keytool from the JDK to create one. Both apksigner and zipalign are part of the androidSDK. I can't remember exactly but I expect even a signed release build must go via the play store to install, so debug APK's are the way to go unless your publishing.

    Nepeo

    First I would like to say thank you for your response.

    It's nice and reassuring to know someone is working on this.

    Background

    I have several Apps/Games of which I need to maintain, bring new versions enhancements to.

    These games were wrapped into an APK from Intel XDK.

    Ok I have my .keystore file from these games, from XDK.

    Problem

    I need to sign these future versions, with whatever will work.?

    I signed the release version with jarsigner and zipaligned it with Java SDK, Android SDK, Signed ok, and Aligned ok, from the command line, but was unrecognised on my mobile, I must be doing something wrong somewhere, as this is a tedious process, involving application permissions, incompatable Java versions, Etc, as you are probably aware.

    Retro signing an APK with a Keystore is not possible in Android studio as far as I am aware, which means, as you say exporting your project into android studio and building and signing from there, a bit complex.

    So essentially what I was asking is there a cohesive roadmap of intent, to try and bring an APK signing process to C3 when you have already have a valid .Keystore file, as you need this .Keystore signed to be able to update your existing apps/games.

    Also is there intent to provide a service for maybe any new apps/games created in C3 to get a new .keystore, auto signed, with maybe using our login details from C3 for our Alias, and Keystore file Passwords, using these details would probably make this process less complicated.

    Anyway, Thank you again for your earlier response.

    EDIT

    To be fair I don't mind doing this myself if Scirra provided a comprehensive tutorial, and I am sure most would go with that too.

    Cheers

    This is exactly my feeling towards CS3. I need up to date comprehensive tutorials so I don't have to search around just to properly make my games work on different appstore. I already know what CS3 can offer, but I need assurance that I can publish to the Appstore and/or Google Play without a hitch. That's why I don't want to dive yet paying $99 for C3 without knowledge of how I can incorporate it to my current and (future) games. My main concern really is publishing... to different app stores. Hope I Construct can solve this soon.

  • Nepeo thanks for your reply. I finally figured it out although I didn't really test it yet. So C3 generates an UNSIGNED apk and I have to do all the signing etc. Versioning is done through C3 itself... Is this correct? Now, I'll have to figure out how to generate a proper .ipa and should be all set. Then again, there's always cocoon.io....

  • I too would like to know how to do this (besides just clicking the "build" button on C3).... at least generate a proper .apk and key for the game so I can publish it on google play... and version control. Thanks in advance!

  • I'm a pure novice when it comes to gamedev. I chose C2 over other game engines because of its ease of use. It bothered me the first time why I had to use an outside resource to export my apps. But I disregarded it and dove in anyway and used C2 as well as learned how Intel XDK works with it. It's even on Scirra's front page advertising XDK.

    But now I'm on a loss and confused. As Unconnected mentioned, PhoneGap and Cocoon.io have it's limits compared to XDK. I have apps on Google play and App Store. I'm hoping C2 to C3 service build will come soon enough before XDK export vanishes. I'm even willing to pay a little bit extra if they incorporate a build tool. I just feel, as other did, a C2 export build should have been incorporated a long time ago to prevent novices like me scrambling looking for other solutions. It's like Scirra is saying: "you use our game engine but we don't care and dgaf how you publish it..." and just sugar coat it with "..because these build tools are better.. (since we can't come up with one)"

  • https://software.intel.com/en-us/forums/intel-xdk/topic/705276

    [quote:1j477e8v]IMPORTANT: As of the March, 2017 release, the Intel XDK cloud-based build servers have been deprecated and will be retired at the end of June, 2017. When the Intel XDK cloud-based build systems are retired you will no longer be able to build a Cordova mobile app using the Intel XDK directly, with any version of the Intel XDK. At that time you will need to build your mobile app using either PhoneGap Build or Cordova CLI. See Build with PhoneGap* Build and Cordova* CLI for instructions on how to export and build your mobile app using these external tools.

    I've been using XDK ever since I started Construct 2. Should I start migrating my projects/game app builds to different ones? Which one should you recommend?

  • I do have my keystores and certificates on back-up. I guess I'm going to have to start using cocoon.io more now.

    I'm still not sure. Just have to wait and see if there's any updates on this from Intel.

    Ashley any thoughts on this?

  • Please see link: https://software.intel.com/en-us/forums/intel-xdk/topic/700951

    If I understand correctly, XDK will move away from publishing regular cordova apps. How does this affect us as Construct 2 users exporting using cordova? My apologies if I ask it here. I haven't done my research on "Internet of things (IoT)" and probably need better explanation about this link above.

    I use cocoon.io as an alternate to xdk. But of course, I prefer xdk. Bottom line: is XDK going away as a build tool for Construct 2/HTML5 games? Thanks in advance for an explanation.

  • TRMG I used to use this one. But hasn't worked for me lately. Maybe you can figure it out. Since a lot more people are using cranberry's I just went ahead and purchased it.

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  • I maybe wrong, but last time I read the admob plugin from scirra does not work properly. Use cranberry's admob plugin, cranberry admob instead... at least for me that's what I use.

  • Avix101 I'll definitely be interested! I've been meaning to add Google Play Game Service on my apps but can't seem to find the correct (or updated) instructions for it.

  • Ashley I'll put up a bug report on it.

  • Ashley I have 2 games in the App Store but I have to disable WKWebView (using Intel's XDK instructions "... this.WKWebView = flase;" method). I don't get the blank screen when I deploy my games on WKWebView to the appstore. But after the menu screen, they just freeze and main game doesn't load. So even with the new Construct 2 beta, still happens and I don't know why.

    My point is, I'm not sure if I'll be affected (or probably give me a huge headache) if C2 drops UIWebView support.

  • Thanks for your reply. Are you using any plug-ins? I'm still having the same problem. Just trying to see what's causing it on my end. I actually removed my admob plugins as well. And switch to Cocoon to export. I'm still getting the blank screen.

  • Too vague of a solution. How are you exporting your project, are you using the Intel XDK format? Can you elaborate? I created a "new project" but since all my files are the same anyway, the problem still persist.