Monday, March 24, 2014

Dev Blog 52 - APKs & Twitter

Still working on the APK Expansion issue, it's fixed for standalone but still having issues with Android.

In other news we got a $50 advertising credit on Twitter so we just launched an ad campaign to scoop up some more followers! Updates to come...

Update 1 @ 3:50PM: Just published another attempt at fixing the APK issues to alpha, used this tutorial this time as a reference. Fingers crossed.

Update 2 @ 4PM: Currently working on balancing the difficulty of Level 10 while waiting for the latest version to show up on Google Play.

Update 3 @ 5PM: Now Chromacore can't even get past the Unity logo splash screen, it appears the sceneLoader.unity scene isn't even loading properly. Refactoring to follow this tutorial instead.

Update 4 @ 5:30PM : Refacotored version has been pushed to alpha

Update 5 @ 6PM: Finished balancing Level 10, pretty much complete with this level! Waiting on update to hit Google Play and test latest APK fix. In the meantime, I'll be working on closing open issue tickets.

Update 6 @ 7:30PM: Same issue, can't get passed Unity splash. Just refactored and pushed another potential fix attempt. In the meantime I added a Credits scene and am currently

Update 7 @ 11PM: Issue remains unfixed, I've disabled all of the APK downloading code and wrote a simple script to load the MainMenu, just to see if it makes it past the Unity splash. Working on redoing the respawn mechanic in the mean time. The good part about this delay is I've been resolving a lot of tickets. The bad part is obviously the open beta is delayed.

Update 7 @ 1:40AM: The good news is disabling the APK downloader code worked, I can play the entire game just fine now. The problem is, if the APK Expansion Files ever fail to download, or download improperly, the game likely won't work. This is a major issue, but for now I'm going to leave this disabled and release the open beta in the morning.

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