I released an Universal iOS game ... What is the fastest way to release it for Android?
I read a lot of posts here and googled different ways to make a project for Android Publishing.
I just wanted to know the "Best way" and "fastest" way ..
(My Android fans are mad they have to wait for the release while the iOS fans rejoice.) lol
So I really want to release it soon. lol
So.... I finished the game in a universal build starting with iPad template.
I added iAds banners and Chartboost and Game center leaderboards and twitter.
I understand I would have to remove iAds Banners but I can keep Chartboost.
I want to make Android leaderboards though if thats possible.
Is there anything else I need to change about my iOS game before publishing to Android.
I read the Cook Book about publishing to Android but it seems a little dated.
Any help, video tutorials about the fastest way to publish to Android would greatly be appreciated.
Thank you,
Comments
Just upload to Android - its thats simple. Unlike Apple, Google dont throw any hoops in the way to jump through. Naturally you need a developer account - costs £25 a one off payment.
You may need to wait 14-24 hours for your app to be reviewed, then published. You cant make Android Leaderboards. You can make leaderboards on Amazon (free to publish) and then use that to link back to. Its what I do and unlike Apple, Google have no issue with this.
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@jigglybean Thank you for your response.
I am a GameSalad Pro user and I made the game on the iPad portrait template with resolution independence.)
I built my Android/Amazon build but have run into a few challenges and problems.
My custom splash screen is extremely zoomed in. (I chose the 800x1280px because the game will be played on Android/Amazon phones and Tablets.)
I had Twitter tweet sheet working flawlessly in my IOS version. Now it don't work at all.
I connected my Android game to Amazon Circle leaderboard and it seems like it connects but it does not record the score. The Amazon leaderboard says "Unranked" every time I play.
Just a question.. When I made the iPhone version I did not need to select a touch screen choice. "Default, multitouch, multitouch distinct/jazzhands" But Android gives me a choice to choose an option. My game is a simple "push the button" as many times as you can in 15 seconds. I chose the Default setting, should I select multitouch instead.
Please help.... Thank you.
Ok I have done a ton a of research..
It looks like the custom splash screen on Android is a bit buggy and users have suggested to scrap it and use a black screen and have my first in game scene be a title screen with timer. (I'm thinking of just making a small logo for the splash screen though, so when it zooms in then it will look good.lol)
I found out tweet sheet does not work for Android sadly, there are ways to make a rule called OPEN URL instead and connect to twitter, but I heard that could be buggy and takes the user out of your app. (I'm sadly going to scrap twitter for the Android release.)
I still cannot post my score on Amazon Gamecircle. It logs me into Gamecircle and shows me the leaderboard but it says "unranked" every time I play. It does not record anyone's score. I followed every tutorial and triple checked all my code. I even contacted Amazon support and they said I did everything right on their end, and they said they think the problem is on the Gamesalad side. Has anyone ever got Gamecircle to work in their Android, Google Play/Amazon builds. Please help.
I left the touch Screen setting on default and it works. But since it's a button pressing game I noticed the iPhone version can get more taps per second than the Android version. I'm not sure if thats an operating system advantage (If the iPhone is more responsive than Android) What are your opinions?
I hope some of my research can help others with the same problems and challenges.
I really hope someone can help me get Gamecircle to work on Google Play/Amazon version.
I really need this to work or I can't release the Google play version.
All help is appreciated.