by redmotion » 28 Feb 2012, 12:15
Thats sounds like copy protection, yes. It massively increases filesize.
Does it double the size? My own app is around 13mb right now. Does it prevent piracy absolutely?
by makkar » 28 Feb 2012, 14:51
But according to Google you shouldn't use this kind of copy protection, as this solution is going to be deprecated soon, and it blocks SD Card installation.
Copy protection: Copy protection may help prevent applications from being copied from a device. It increases the amount of memory on the phone required to install the application. We expect to deprecate copy protection soon.
If you have a paid application, we recommend that you implement the Android Market licensing service. For free application, we recommend implementing your own copy protection scheme.
( http://support.google.com/androidmarket/developer/bin/answer.py?hl=en&answer=113469 )
Instead, Google recommends the new Application Licensing service.
Is this feasible to any Shiva based app?
by giggsy » 28 Feb 2012, 15:34
Regarding copy protection: I wouldnt giva a f#+@ ... at least regarding the deprecated copy protection version. You'll see downloads of the game popup pretty soon (use something like google alerts ).
Also, where's the point if it's free(-mium) anyway? =D
by makkar » 28 Feb 2012, 16:14
This new licensing service is not available to free games, so there is no contradiction. Otherwise, you are right, every protection gets cracked sooner or later.
I was nevertheless surprised to find this game available for download through all sorts of sites outside the Android Market. It is free, so why offer for download, but then why worry about it? Of course if the apk is not cracked in a way to provide unlimited in-game currency, but because of cautiousness, I didn't want to install any of these apk-s to check that.
by makkar » 20 Mar 2012, 14:20
ACER ICONIA TAB A500 TEGRA 250 64GB 1GB 10.0 ANDROID 3.2
The game was not targeted at this device, and we expected it to run somewhat slower, but it runs only 3-5 FPS. That is very large difference to tablets, could only the larger screenresolution ( 1280x800) be the reason for this slow-down? Could it be because this tablet uses Tegra GPU?
I checked some benchmarks, like this below, but it showed similar results to Sony Experia Play, which runs the game quite well:
by makkar » 20 Mar 2012, 15:23
I didn't find this feature documented here:
What is the use of it?
by NiCoX » 21 Mar 2012, 23:54
What is the use of it?
It helps to select the format of the rendering surface pixel format:
- if checked, the surface will be RGBA8888 (32 bits)
- else the surface will be RGB565 (16 bits)
On Tegra 2, you can gain up to 30% just by using a 16 bit surface.
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by makkar » 22 Mar 2012, 00:22
The render just seemed to me like a dithered gif, especially the dust particles when I tried it weeks ago. But I will try this setting next time. I'll have to setup the project in the UAT again anyway...
by makkar » 16 Apr 2012, 10:25
- more initial coins after a fresh installation
- better control responsiveness for cars
- dynamics and other performance optimizations
- some bug fixes.
Here is new link on the Google Play site:
by makkar » 24 Jul 2012, 02:44
by makkar » 25 Jul 2012, 08:15
I think the iAd frames are standard size, it is another question that the banners are almost always visible. That is, until you buy something.