Open JamesClent opened 1 year ago
@Psy-Labs Yes, you can. It works in the same way with the addition of uploading another certificate to Google (one time thing).
@orvillian Thank you. Trying now
I have just uploaded my app to Google playstore and the target SDK is 33 using my method above
Nice one @Zaxxan !
I'm still struggling with the pepk tool. How do I know what the Alias is? I never needed it when I uploaded an .APK :/
When I upload a AAB for the first time I create the keystore file (from classic menu) and then when exporting link to the file and enter the password which was used when creating it. You need to save the file and password for all future uploads/updated. I've never used the pepk tool or an alias
Just found out the alias name is "mykeystore" and the password is the same I provided when generating the keystore file in the first place. Now I'm getting another error...hold on
You never used the pepk tool? So you basically just uploaded your keystore file without using the tool? Meaning I can use the keystore file I've been using all the time when uploading .APKs? So I just upload it and skip all the pepk steps?
Ok, so I just uploaded the keystore file I've been using all the time, but: "The private key was not properly encrypted, or is not a type of key we support"
I use tools\android\generate key store file, enter my details and a password. I then start the export and set the keystore file to the release.keystore file that I just created and enter the password I used when creating it. That's it. I then click the export button and then upload the aab to playstore. I then use the same release.keystore file every time I want to upload an update.
I somehow compiled a bundle without error or warnings that I saw. Uploading the AAB shows a target SDK of 33, but I do see this warning: "There is no deobfuscation file associated with this App Bundle. If you use obfuscated code (R8/proguard), uploading a deobfuscation file will make crashes and ANRs easier to analyze and debug. Using R8/proguard can help reduce app size. "
When I compared the contents of this AAB with my previous: 1) BUNDLE-METADATA is not in the new bundle. It contained com.android.tools.build.obfuscation 2) base/root is not in the new bundle either. These may not be issues. I'm still in the process of testing.
@adambiser You can ignore the warning. While it would be useful to add that data it isn't essential.
If you email me orvillian@googlemail.com I will send you the latest Classic IDE source code. It can't go on the repo right now.
I have been able to submit proper google versions using studio. I feel the thread is now being used as a forum thread, which doesn't belong here.
We're discussing the issues with the Classic release. Better to keep the discussion close to the issue.
Then feel free to open a new ticket, because this ticket was resolved when the new Studio version came out. I should know because I raised it, and tested it. James
On Fri, Oct 27, 2023 at 10:31 AM adambiser @.***> wrote:
We're discussing the issues with the Classic release. Better to keep the discussion close to the issue.
— Reply to this email directly, view it on GitHub https://github.com/TheGameCreators/AGK-Studio/issues/1114#issuecomment-1783114149, or unsubscribe https://github.com/notifications/unsubscribe-auth/AM2MLRVWO5RJY3YMJGN565DYBPHVVAVCNFSM6AAAAAA3WTL3LCVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTOOBTGEYTIMJUHE . You are receiving this because you modified the open/close state.Message ID: @.***>
You're also able to unsubscribe from this issue if the notifications bother you. This wasn't a Studio-specific problem. First post doesn't even mention Studio vs Classic and TGC chose to use the AGK-STudio repo for both.
I thought this repo was for both versions when it is about bugs? If it's common to both then I can't see any harm in discussing it. Seems silly to open a new ticket to discuss an issue that is already being discussed.
I thought this repo was for both versions when it is about bugs? If it's common to both then I can't see any harm in discussing it. Seems silly to open a new ticket to discuss an issue that is already being discussed. is is. https://github.com/TheGameCreators/AGK-Studio/issues/1114#issuecomment-1694332777
Ahh yes you added a classic tag!
My Classic version is working well since I modified it.
So finally I managed to create .AABs for all my apps and upload them to Google Play. They are live now.
Google Play is a nightmare ^^
Was this using the android folder from the studio version?
@Psy-Labs and others, it is ideal for continued discussion to be had @ the forum where i believe a larger amount of users could benefit and interact. i've created an api33 thread there for this purpose and hope you'll share more of your thoughts and findings there.
@Zaxxan No. Classic only. @VirtualNomad19 Excellent :)
I will post on the api33thread. First, I will conclude here for completeness.
The excellent suggestion from @Psy-Labs: "The fact that spamming the export sometimes worked for no reason suggest that the problem may be related to I/O tasks starting / running in the wrong order or too early due to SSDs being extremely fast.
I copied the source code to an old USB stick. Started Classic, opened the code, exported to .AAB to the stick. Works every time." works every time for me.
However, using identical code to before (apart from updating the version number), the resulting Android apps now close shortly after starting with a fairly unhelpful message simply stating that "there is a bug". I will continue to investigate, but any ideas would be very welcome.
@SuperiorInteractive I totally forgot to test my apps after uploading. None of them works. They all shut down immediately :( I guess I'll try to update with Studio. Also posted on the api33thread...
11 days from now I cannot submit APPS anymore, since you don't support Android 13 for compilation. This is a high priority item for me. After waiting for the iOS fix, not I have to wait for an Android fix.