Score in leaderboard isn't updated - android

I have build a game with python-kivy framework and integrated google play gam services. I can list scores and achievements. In my first attempt, I am able to be listed in the leaderboard. But future updates doesn't make affect. Always first score is listed. It doesn't dump any error or warning in logcat.
I have followed same procedure in this link. https://github.com/tito/2048
I have used all libraries under libs directory. I have also directly copied gs_android.py file and call functions in this file from my App object.
I am testing my game in debug mode at this moment. May it be a behavour of debug mode of game services?
Any help and recommendation is appreciated.

After long period of research process, I have decided to delete current leaderboard and initialized new one. This has solved my problem.
I have informed google play services team about this problem(before solution) but they just ignored it by saying that it was the first time when someone came with this problem.
Just keep in mind that everyone is human, so may be error-prone.

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Can I completely rewrite my app in another language after the release in the Google Play and Appstore?

I want to start writing an application using Flutter as it suits my needs at this stage. In the future, of course, I will need to build a team and applications in Java & Swift. But if I release the application now on Flutter and create a brand, will I be able to completely re-upload the application code?
Example: for Google Play - change the Flutter code to Java.
I tried googling but can't find anything...
Yes, that is alright.
This happens all the time specially when a Proof Of Concept or hackathon idea gets adopted and has to be re-written for scale.
On iOS, it is important to keep the bundle identifier same as the original app. Similar restriction will be on Android. Other than that you can overhaul the underlying stack without any issue.
I published twice on the Play Store, the first time years ago before Flutter and the other lately made only in Flutter: the things they seem to care the most about are the format of the file you're uploading and the permissions required by your app. All the other stuff they require is to be filled manually in your app page.
I can't give you an absolute answer, but, from my experience, they don't care about how you created your apk file or your app bundle, as long the permissions and the app info you put on the app page are compliant with their policies.
Short answer, Yes.
Long answer: as long as you keep signing with the same certificate, yes.

Publishing requirement for Internal Test Track - Google Play Store

Somehow I am not able to fathom as to why there is a requirement of publishing for even INTERNAL TEST TRACK. Obviously, I am talking about the first apk push on play store.
It is understandable that Google needs to protect its reputation and end users from bad/worse/evil apps. But, as I understand, the internal test track is only available for internal testing where a set of identified people can only test the app. And the app can be released only from Alpha/Beta tracks.
The issue is that these days the review time is enormous , like , 1 week and even more. So, I basically have to wait 1 week to even start testing. Consider if I have already reviewed myself and then uploaded on internal test track, it just means that I am doing nothing other than waiting for this review.
Is it just me blabbering or others have faced time issue too ?
Or, Am I doing something wrong !. Is there a way to make it faster.
Do keep in mind that it is my first android app.
For the first APK you should wait a lot of time... During this period also due to coronavirus (COVID-19). You should wait the reponse from Google...

Getting a error when implement leaderboard and achievement in Android

I have a issue when using Game Service of Google. I use Leaderboard and Achievement in my game. But when I run direct from PC to Device, all things is normal.
But when I export apk file and upload it on Goole Play, I got a issue in below image.
Please check the given quality checklist which is presented with minimum requirements, best practices, and good-to-have enhancements to deliver the best possible product to your players.
In addition to that, since nothing shows in logcat, you may also try going through these references and/or tutorial:
Troubleshooting Issues in Your Android Game
Google Play Game Services: Leaderboards

Application self-updating strategies for android?

I realize that this is sort of a broad and perhaps vague question, but I'm looking for some common strategies for self-updating an app in android (not via Google Play, but directly from the application itself). Perhaps I could embed the actual app's APK within another APK which does the updating, but then (1) could the updater even modify itself while it's running and (2) more generally, how might one prevent another (supposedly malicious) app from modifying the updater? Any tips, links, or thoughts on the matter would be greatly appreciated!
I'm looking for some common strategies for self-updating an app in android
There is really only one strategy that I can think of:
Step #1: Determine that an update is available (e.g., monitor some URL for latest-version info)
Step #2: Download the update
Step #3: Kick off the install using ACTION_VIEW or ACTION_INSTALL_PACKAGE (latter available on API Level 14+), at some point when the user requests it, since the user will need to approve the update
could the updater even modify itself while it's running
The app being updated will have its process stopped during the update.
how might one prevent another (supposedly malicious) app from modifying the updater?
The update has to be signed by the same signing key as signed the original version, no different than via distribution through the Play Store. Hence, protect your signing key with your life (or perhaps with somebody else's life, if there's anyone around wearing a red shirt).
One thing to be aware of is that Google doesn't like this sort of behavior at all. Google bans self-updating Android apps...
Google has now changed the Google Play store polices in an apparent
attempt to avoid Facebook-like end runs around store-delivered
updates. Under the "Dangerous Products" section of the Google Play
developer policies, Google now states that "[a]n app downloaded from
Google Play may not modify, replace or update its own APK binary code
using any method other than Google Play's update mechanism." A
Droid-Life article says the language update occurred Thursday. APK
(standing for application package file) is the file format used to
install applications on Android.
I'm not sure if your app is or will ever be on Google Play, but if so I'd advise against doing this, as it could jeopardize your developer account.

Android LVL: ERROR_NOT_MARKET_MANAGED when uploaded a new version with public key of new acc

We're moving to another Google Play developer account, so I faced the following problem.
App with LVL transferred to this new account returned LICENSE_ALLOW, until I've uploaded a new version with a new public key from our new Google Play account. Now it returns ERROR_NOT_MARKET_MANAGED.
I hope it's because Google Play didn't register a new uploaded apk yet (while in Developer console I see a new version) - according to Android Market Doesn't Show My New Version, but usually you must only upload an apk, even not publish, to get rid of this ERROR_NOT_MARKET_MANAGED error.
Any suggestions are welcome!
Relax people, after approx. 30 minutes after I uploaded it, app finally started to answer LICENSE_ALLOW!
So if you face the same problem, don't worry, just wait for a while.
I've been dealing with the same issue; I'm not sure it's quite a safe as "relax" though :)
Two concerns I'm investigating:
1) It seems wrong to me that LVL reports this an application error rather than a license violation. So be careful how you treat this in your policy, google's sample code implies that an app error is a developer error and is something your should either fix, or at least not penalize the user for. However if you ignore this in production builds it may provide a way for a hacker to disable your licensing by altering the app version to > the released version. (I don't know how feasible this hack is, but I have run into all kinds of crazy hacks already in CN so it wouldn't surprise me)
2) As pointed out some other threads e.g. Android "Not_Market_Managed" error this creates a problem when publishing new builds. I have not yet been able to make this turn off by saving a draft apk into gplay, so if I actually have to publish to turn this off that would be bad news as there's no way to test this without releasing.
The strange thing is I do not always get this error with new dev builds. Another post speculated that LVL has some rule like you can be +1 over the published version code without triggering it. I hit this error when I had done two released quite close to each other; maybe they are right?
but usually you must only upload an apk, even not publish
From my experience, for LVL to work, you absolutely have to publish the app, even if it's with as much as a single alpha build. (Even though the documentation says uploading a draft should suffice -- idk maybe I was unlucky and it was a temporary malfunction)
Considering #mvk's point 2)
bad news as there's no way to test this without releasing.
This can be remedied by publishing the app with no Production build -- this way the application doesn't go public but you can still test all the Play Store-bound stuff.

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