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Found 22 results

  1. I'm working on my first Android game and I have a few questions. I need to scale the graphics for different screen sizes/resolutions. I'm working in 16:9 and plan to use letter boxing to maintain this aspect ratio. Everything is fine for standard screen resolutions. Going from 320:180 to 640:360, one pixel just becomes four. I'm a little confused though as to what happens when you letterbox on a screen with a unusual resolution. Say, just for exsample, my original graphics are 160:90. Then to fit the devise I stretch everything by 1.1 and end up with a final resolution of 176:99. Its still 16:9 but now everything is a mess. If I had a sprite that used to be at x-33 y-33 it's new location would now be at x-36.3 y-36.3. Would I just drop the 0.3 of a pixel, round down and accept that it's no longer in its exact position? Secondly what exactly happens when you stretch images by an amount like 1.1? How dose it decide what pixels to add to the image to make it bigger?
  2. Jeremy continues October with some more Halloween spirit by attempting to go bodyless and pass off green screen artifacts as monster makeup! Reggie Fils-Aime enters the Video Game Hall of Fame and is honored with a lifetime achievement award. The industry mourns the loss of John Kirby, who at one point saved Donkey Kong and possibly Nintendo as we know it today. Jeremy also covers the latest PixelFest 2020 developments and gets techy with Castlevania IV ... though he's still not done yet. And... drumroll... Jeremy completely forgets to mention that there will be a PixelFest Devs meetup on Tuesday, October 15th at Pixels = Pints + Bytes in Norfolk, VA. Be there ... or you're going to need an extra life MUAHAHAHA! View full story
  3. The full interview with Pixelbite was originally published on the LocalizeDirect's site. The creators of the “amazingly animated” Space Marshals, Reckless Racing, and Xenowerk, Swedish studio Pixelbite is launching its tactical mobile strategy game Xenowerk Tactics today. LocalizeDirect briefly talked to Pixelbite co-founders Mattias Olsson and Anders Blom about their new game, game localization secrets, and their ad-hoc game testing on the couch. LocalizeDirect: Tell us a bit about your new game - Xenowerk Tactics. Anders: It’s sort of a mix between our previous games Space Marshals and Xenowerk. It’s built on the story of the Xenowerk but Xenowerk was more of a shooting and action game, this one is a bit more strategic and tactical. There is a strategy element where you manage a basecamp, upgrade and recruit new operatives, and then you send then into the field, and in the field it becomes a tactical game for you. What inspired you? Mattias: It’s a mix of many games. We were inspired by games like Darkest Dungeon and XCOM, especially for the base management and recruitment parts. If we could get the player to care for the recruits the same way we did when playing those games it would be great. To hopefully achieve this we added unique traits and mutations to make each recruit feel more unique and valuable. For the combat side of things, we took inspiration from various RTS games and old-school RPG games like Baldur’s Gate. What markets performed best for your game Space Marshals? Mattias: We don’t know why but Chinese market liked us. We had some publishers looking at us before we were listed (1st and 2nd round), and they told our game and the theme wouldn’t work in China. And then we were nominated for the game of the year on the App Store. Now China is one of our best regions in the world. We also hope it’s gonna be success for Xenowerk Tactics. Space Marshals was a P2P game. Besides China, what are other regions that performed best in terms of revenue and downloads? Mattias: The US, Russia, South Korea, Germany, China are definitely top 5 for us. To continue, check out the entire conversation. Images: Xenowerk Tactics, Pixelbite View full story
  4. Image provided by MicrosoftOur latest integration will allow you to bring realistic holograms to life in WebAR. Microsoft’s Mixed Reality Capture Studios generates high res, low latency volumetric videos which can now be imported into your 8th Wall Web project. Check it out: https://medium.com/media/acbae201feaccb867ae41133f6e3924a/hrefNow your favorite celebs, athletes (and even you!) can teleport anywhere at anytime, using Microsoft’s MRCS and 8th Wall WebAR. Try the demo out for yourself here! We love the quality of the volumetric videos produced by MRCS and the speed at which they load in a web browser is unmatched. It isn’t too far-fetched to assume that we may see sporting events, concerts and even films being reenacted by human holograms on kitchen tables around the world very soon. “We’re thrilled to partner with 8th Wall, and have been impressed how great our holograms look and play in their WebAR solution. Such easy and instant access really delivers on the promise of volumetric video for mixed reality anytime, anywhere,” said Steve Sullivan, General Manager of MRCS. View all of 8th Wall’s supported integrations in our docs. Is there an integration that you’d like to see 8th Wall support? Drop us a note in the comments below, message us on Slack or tweet us @the8thwall 📢 New Integration: Microsoft’s Mixed Reality Capture Studios Brings Lifelike Holograms to the Web was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  5. ▼ Watch the Devlog on YouTube ▼ ▲ Watch the Devlog on YouTube ▲ Hey everyone! I recently started the development of N.E.S.T, an action-packed, looter-shooter mobile game, and have been logging the progress through videos on YouTube every week! You can view the full playlist here. I would greatly appreciate if you could support the development of this game by subscribing to me on YouTube here, or by following me on itch.io here. Thanks for your time, and hope to see you all there!
  6. Wow, we can’t believe it’s already been one year since we rolled out 8th Wall Web! Since its debut in September 2018, our partners and customers have developed some pretty amazing augmented reality activations using 8th Wall’s entirely web-based solution. We’ve seen everything from super heroes scaling walls to cheers-ing leprechauns to flight attendants inviting you to step onboard a Transatlantic flight. Take a look back at our first year in WebAR: https://medium.com/media/94efab600479ab20012fef4f5ea92114/hrefThe Numbers One year, 10,575 developer accounts and 5,103 WebAR apps later, we’ve learned that 80% of end users spend more than 1 full minute within each published WebAR experience. Furthermore, according to our data, 50% of users spend greater than 2 minutes interacting within a single WebAR activation. In terms of market reach, recent reports published by ARtillry estimate that the global market of WebAR-compatible devices is over 2.97 billion, compared to just 1.11 billion ARKit- and 550 million ARCore-compatible devices. That means that WebAR has the ability to reach nearly twice as many smartphones as native AR apps. Courtesy of ARtillry IntelligenceWhat’s New? Since we first launched 8th Wall Web, we’ve listened closely to your requests and project needs, and have responded with new updates and features to help optimize the development process. In the last year we’ve introduced a prototyping tool called AR Camera, endless image targets, the ability to embed AR experiences onto your website, front camera support, iframe support, and key integrations including A-Frame, three.js, Amazon Sumerian, Microsoft’s Babylon.js, 8i, and PlayCanvas. Your feedback is super important to us, so if you haven’t already, make sure to join our public Slack channel where you can submit feature requests, connect with other WebAR developers, and receive project support in real time. This Week’s Activations Stepping into year two, our customers have already blown us away with their latest campaigns. Here’s a glimpse of some of the hot-off-the-press activations that have us like 😱 — Sarah Jessica Parker Shows Us How to Do the Bra Twist for Intimissimi Not only does actress and Sex-and-the-City icon SJP have an AR avatar, but she has an AR avatar who can dance! Italian lingerie brand Intimissimi’s WebAR activation bring SJP into your world, so she can show you how to get the perfect bra fit. Customers can try out a selection of 40 bras on five different AR avatar characters — including Sarah Jessica Parker herself — to explore the line of lingerie. Mix and match with the character of your choice, then do the “Bra Twist” dance with her to the tune of the vintage Italian classic, Guarda Come Dondolo. Users can snap a pic with SJP and share to social media, and even enter the e-commerce flow directly through the activation. Produced by agencies 72 and Sunny and Spark Lab. Experience the #BraTwist for yourself here 👙 COACH Puts Us in a New York State of Mind COACH has bestowed its timeless leather staple pieces upon us for generations, and now it’s bringing us on a cruise down the Hudson in fall with its latest WebAR activation. Produced by Australian-based agency Catalyst VR, the playful experience allows users to scan an image target to open a portal to a surreal New York City, where their latest line of handbags are on full display: Adidas ICYMI: Last week Adidas unveiled its WebAR installation at Finish Line stores in the US. Part of its latest campaign, Forever the Future, the in-store activation was created by agencies HappyLucky and 14Four. Secret 3D content is revealed to shoppers using image targets in WebAR. Read more about the activation here. https://medium.com/media/b96779be1fed6f9280e7189ea6c72a68/hrefWhat features and updates would you like to see 8th Wall introduce? Message us in our public Slack channel or give us a shout on Twitter @the8thwall. A Year in WebAR: Celebrating the First Anniversary of 8th Wall Web was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  7. Ever wanted to play a badass 3D action game on you phone, featuring incredible graphics and an in-depth combat system? Then look no further. Breakout: The Dark Prison is a highly ambitious mobile action game set to release on Android and iOS in 2019, and features blockbuster graphics, game play and combat, with unforgettable characters who will have you rooting for them to the very end. A Thrilling Storyline It’s safe to say that Breakout has an incredibly breath-taking storyline, which is a breath of fresh air compared to most RPG mobile games. Set in a dark survival future where zombies have overrun the population, you take control of a father who arrives at an isolated prison: an unforgiving environment with dangers of its own, including prisoners and menacing monsters. Your beloved daughter has been kidnapped by a group of cunning bandits and mercenaries, and you must gear up and get revenge before its too late. Grab your armor and stock up on crazy weapons, including samurai swords, guns, and traffic cones. Exciting Gameplay Featuring a third-person camera setup, you can fully explore the 3D environment. Additionally, the mechanics of the game are easy to understand, including the tactical timing aspects, where you will have to react at the right time to avoid damage. Within the combat system, you can dodge attacks, lash out at enemies, and perform a wide range of detailed moves to take down your foes. Over time you will gain enough XP to upgrade your skills and learn new moves, which will make combat easier and allow you to beat challenging boss fights. Outside of combat you can freely explore the environment and head back to your hub to craft items, buy and sell gear, and upgrade your skills. Breath-taking Graphics The environmental design of the game is stunning, creating at haunting dystopian atmosphere throughout each level. Each part of the prison features a combination of wide-open spaces to explore, and, cramped claustrophobic areas that create tension and a sense of dread. Contrasting the dark and gloomy prison, you will meet colorful characters who stray against the dystopian aesthetic. For example, Captain Patton can be seen strapped to the teeth with powerful guns and military style armour, whereas The Queen portrays a colorful anime style with blonde hair and a red leather jacket. Insane Boss fights and PVP system It’s important to upgrade your skills and have a variety of weapons at your disposal, because the boss fights are incredibly intense and unforgiving. The bosses you face become increasingly challenging the further you progress, requiring you to discover which moves are effective and which weapon works best. If you are struggling to beat a boss, you can play co-op and invite your friends to show you how its done. Or if you’re feeling daring, you can enter the arena and battle against your mates to see who the real champion is! Pre-Register now! https://www.youtube.com/watch?v=5N09yA-Lym4 Breakout: The Dark Prison is open now for pre-register on Google Play, so what are you waiting for? Sign up today to get ahead of the game!
  8. OlegAntipov

    Utilizer Deluxe 0.6.3 is available!

    Cloud save, greater stability and more improvements ༼ つ ◕_◕ ༽つ Utilizer Deluxe is a mobile arcade space shooter mixed with a match 3 genre! Utilize fancy space monsters, fight with dangerous bosses, make color blocks combinations, upgrade your spaceship, complete all sectors and test your skills in the survival mode! >>> Android Link: https://play.google.com/store/apps/details?id=com.anegmetex.utilizer >>> IOS Link: https://testflight.apple.com/join/luaNLiOE I bring to your court an beta-version of the game, I would really like to hear your opinion about the project, how much gameplay is complex and interesting, how responsive the controls is, how smooth is the difficulty line, and of course are there any bugs. With your advices, I hope to improve this project. Any feedback are welcome!
  9. 8thWallDev

    Adidas Takes ARCommerce to Finish Line

    If you happen to be at a Finish Line store this week, you might notice a display in the center of the shop advertising Adidas’ latest line of kicks. But with this in-store centerpiece there’s more than meets the eye. It’s actually a WebAR installation containing hidden 3D content, all part of its latest campaign: Forever the Future. Agencies HappyLucky and 14Four are behind the activation, which launched exclusively in four Finish Line store locations last week: Del Amo Fashion Center in LA, Park Meadows Mall in Denver, Water Tower Mall in Chicago, and Roosevelt Mall in Garden City, NY. Check it out: https://medium.com/media/8a24dc542cb7565839e9c7458cd022c2/hrefShoppers can use their phone to either scan the QR code or type in a URL to enter the web-based experience, then scan signage to activate layers of interactive content. The introduction to the experience reads: “Inspired by the past and excited for what’s next, this interactive space is designed for experiencing Adidas originals in a new way. Tap to enter below and use your phone’s camera to explore our AR-activated space.” This WebAR experience utilizes image targets and was built using 8th Wall and a three.js integration. We love this example of ARCommerce, which is part of a growing trend of in-store activations enhancing the brick-and-mortar shopping experience with digital content. Check out some of the latest ARCommerce activations including LEGO and General Mills’ Fillows Cereal which both leveraged WebAR technology to bring immersive experiences to shoppers. Do you think AR will enhance the in-store shopping experience? Give us a shout on Twitter @the8thwall. Adidas Takes ARCommerce to Finish Line was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  10. A Week in WebAR is a new 8th Wall blog series that highlights innovative brand experiences created by our customers and partners. The Phillies’ Televised Activation Is a Home Run In partnership with NBC Sports Philadelphia and agency Blue, the Philadelphia Phillies live broadcasted a WebAR activation for their latest bobblehead for player Aaron Nola. https://medium.com/media/b877327c54da4b20cc9154cafdfe98ae/hrefDuring an NBC Sports Philadelphia news segment that aired on August 16th, a QR code appeared along with an image target of Aaron Nola’s bobblehead. Viewers had the chance to activate the image target in real time, bringing the bobble head out of the TV screen and into their living rooms, and unlocking $10 off tickets to the big game. For anyone who missed the broadcast, the Phillies provided this image target on their webpage to give everyone a chance to take advantage of the discount. Go ahead, try it out! Photo courtesy of the Phillies. WebAR experience powered by 8th Wall.LEGO’s Global In-Store Activation As part of a series of WebAR experiences designed to showcase their newly released play sets, LEGO rolled out its latest activation in stores around the world. The worldwide campaign was executed by agency Hoopla Digital UK using 8th Wall. Users can scan a QR code or visit a link on the in-store product display to reveal the virtual ghosts who have escaped into the aisle of the toy store! Assuming a first-person perspective, users can help their LEGO friends, Jack and Parker, capture the ghouls to stop the haunting. See if you can capture all of the ghosts! Try it here. General Mills’ New Fillows Cereal General Mills launched a new brand of cereal this year: Fillows, with Hershey’s Cookies N’ Creme and Pillsbury’s Cinnamon Roll creme filling. Using WebAR image targets, Fillows takes cereal box games to the next level by transforming their packaging into interactive puzzles with multiple levels and activities. The experience was developed by EyeKandy using 8th Wall. Check it out: https://medium.com/media/75e82221f8bfa2be8f83da9c1c46d54d/hrefNext time you’re browsing the cereal aisle or enjoying Fillows for breakfast, see how many points you can get! Play the game here. Did you try out this week’s activations? Give us a shout on Twitter @the8thwall. A Week in WebAR: The Phillies, LEGO, and General Mills’ New Pillsbury and Hershey’s-Filled Cereals was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  11. Hold onto your keyboards, we’re rolling out some new features that are going to improve the way you build with WebAR. Extended Image Target Support Up to 1,000 Image Targets If you’ve ever had a hankering for uploading outrageous amounts of image targets to a single WebAR project, now you can! With 8th Wall’s latest release you can upload trigger images to your heart’s content. Not only that, but your WebAR project can also scan for up to 10 of those images simultaneously. That means that you can build one app with a thousand image targets all while within the same WebAR experience. Go wild. 8th Wall image targets have the ability to work in tandem with our SLAM engine, giving you the flexibility to design experiences that interact with image targets as well as the physical space around you. Front-Facing Camera for Image Target Detection 🤳 You can also now use your front-facing camera to recognize image targets, allowing you to design a WebAR experience that triggers AR activations while in selfie mode. PlayCanvas Integration We’re pleased to announce that we now support an integration with the web-based game engine, PlayCanvas. Build a WebAR experience using the PlayCanvas Editor, add 8th Wall to your project, then publish to the mobile web. Get started with a sample project here. New Self-Serve Launch Controls If you have an Agency or Business account, you can now launch your own WebAR campaign without having to talk to us first! And, you can schedule the end date of that campaign directly in the Console. Here’s how it works: Creating a New Commercial WebAR Project From the Dashboard, click “Create a new project” Name your web app, then select Commercial to purchase a Develop License If you have a custom commercial use agreement with us, that will appear in your account (otherwise, a standard 8th Wall commercial use agreement will display.) Click “Accept” and proceed to checkout. Launching Your Commercial WebAR Project Within your web app in the Dashboard, click on “Promote to” next to Develop (if you’ve already purchased the Develop License.) Promote the project to Launch. Select your desired Launch License and proceed to checkout. Scheduling Your Commercial WebAR Project Within your web app in the Dashboard, under Campaign Duration, select either “Ongoing” or “Schedule an end date and time.” You can always edit the campaign end date if you’d like to extend it or end it sooner. When your campaign ends, it will automatically route to the Redirect URL you’ve provided. Fixes & XRExtras Improved experience for the following Android phones: P20 and P30 Pro Improved visual quality on Android Phones Support for iOS 13 device orientation permissions Better error handling for missing WebAssembly on some older versions of iOS Try It Now These features and fixes will update automatically ✨ View a full list of Release 12 updates here. Is there a new feature that you’d like to see incorporated into our next release? Leave a comment below or post in our Slack channel. Release 12: Endless Image Targets, a PlayCanvas Integration, New Launch Controls & More was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story. View the full article
  12. Wow! To release an App on Google Play is not a matter of a few hours, as I experienced the last weeks! But finally Tapmoji is released! I want to share some experiences releasing the app. For the last couple of months I worked on a game called Tapmoji using the Defold engine. Initially I wanted this project to be a small and simple one, but during the development I decided to make a polished mobile game. So it became my biggest project so far. You can get it on Google Play (as Early Access). Please take a look at it and let me know what you like/dislike or what issues you had! I’ll appreciate every feedback! For the interested ones, read on to get an insight into the releasing process! For everyone else, thanks for playing, and come back for more news and games! Devlog Here are some screenshots of the current release: The last couple of weeks I had three big challanges: Finalize the App (Gameplay, Sounds, Menu, Backgrounds, Particle effects) Find a way to insert AdMob Mediation Upload the App to Google Play Finalizing the App A month ago I released a web version of the game. Since this release I improved a couple of things (and updated the web version as well!). Gameplay: Global countdown: player has to master as many level as possible in 60 seconds. After each level 5 bonus seconds are added Stars: the currency the player collects Ability to restart game from the last level after paying a certain amount of stars Spawning some particles when the right emoticon or an item was touched At game over: showing random sad emoticon at the top At level-complete screen: showing random happy emoticon at the top Showing random background image at each level Spawning and moving emoticons more bouncy Saving highscore and amount of stars in a save file Ads: Possibility to get 100 Stars as reward for wathing an ad; Showing an interstitial ad after every 3rd game. Sounds: As usual, all sounds are from opengameart.org Background music, sounds for tapping on the right/wrong emoticon, tapping on a button, at collecting items, at counting up stars at game over Possibility to toggle sound at the menu Graphics: Created 5 different backgrounds with Incskape Showing Ads (Using AdMob) To insert Ads into a Defold app was not an easy challenge. The Defold forums led me to Enhance, after I saw many posts regarding issues adding the Defold AdMob extension into a Defold project. For me it didn’t work as well. Using Enhace you just have to paste the enhance-extension library into the Defold project and write a few lines of code to show ads. After creating an account on Enhance.co, you have to upload the apk (which contains the enhance-extension), choose which type of ads you want to show (banner, interstitial, rewarded-ad) and which Ad mediation network you want to connect to (e.g. Google AdMob). Enhance adds some SDKs and finally lets you download the “enhanced” apk. I wanted to use AdMob as mediation network, so I needed to set up an AdMob account and put the needed IDs in the associated fields at the Enhance-process. Keep in mind that Enhance will add some new permissions into the AndroidManifest.xml, depending on the SDKs that are added (E.g the permission to track the location of the user). You can uncheck this option at the enhancing-process to keep the power over the permissions. I checked the enhanced apk using the apktool. This tool let’s you reverse-engineer the apk, which allows you to take a look into the AndroidManifest.xml to check which permissions were added. Using Google AdMob showing interstitial and rewarded ads, Enhance made my apk something about 10 MB bigger (~20 MB in total). Using Enhance I faced a problem. Enhance doesn’t provide a 64bit library for Defold. But since August 2019 every app has to support 64 bit architecture. Enhance defold-connector – 64 bit workaround To make this work with Defold, you need Enhance to work with the arm64 architecure. Since August 2019 Google Play allows you only to upload apks, which support 64bit architectures. Unfortunately the defold enhance-extension has no android-arm64 library. I tried to copy the android-armv7 library and rename it to android-arm64 and it worked fine! Officially enhance doesn’t support 64 bit by now, but this workaround seems to work (for me). Using the Defold AdMob extension Using Enhance, the release process become longer. I had to sign my app afterwards and “zipalign” it on my own, to upload it to the Google Play Console. Also, this potentially unstable 64bit issue and my app becoming twice as big, made me looking for an alternative. I decided to try the Defold AdMob extension from “Lerg”. It is well documented and easy to implement, as I experienced. Using this extension my app became just about 1 MB bigger. You can let Defold sign your app and upload the exported apk to the Google Play Console without any further steps. But in comparison to Enhance, where you don’t have to pay anything for using their service, the AdMob extension will serve 1% of all impressions to it’s creators benefit. Upload to Google Play There are a few things to keep in mind, when uploading an app to Google Play. Export in 64 bit Since August 2019 it is nessecery to provide an 64bit apk. In Defold you can just check the 64bit option before building the apk. It is important to check also the 32bit checkbox. This makes the app compatible with twice as much devices. Check Android Permissions needed The AndroidManifest.xml provided by Defold includes some permissions, which you don’t need perhaps (they are explained here). For example keeping the BILLING permission, you define that you app uses in-app purchases. Using in-app purchases you have to provide your adress in the Google Play Console which will be shown public in the Play Store after releasing the app. Being a single developer working from home, you perhaps don’t want to let everybody know where you live. Also, when you don’t use push notifications, you can delete the GET_ACCOUNTS, RECEIVE and C2D_MESSAGE permissions. In Defold you have to create a new AndroidManifest file and set the path in the game.project file. You can copy and paste the content of the built-in AndroidManifest and remove the unnecessary permissions. Creating a Google Play Developer account To create a developer account to gain access to the Google Play Console, you have to pay 25$ by credit card first. Also, you have to provide your phone number to get an google verification code. Be prepared for inserting a name which represents your company. This took me one hour, because I didn’t have an official name for my one-man-studio this far. At this point “Rocking Coffee” was born! Uploading, publishing and updating the app To upload an app, there are some required fields you have to fill in. This includes a title (50 characters), a short description (80 characters) , a long description (4000 characters), an icon (512×512 pixel), at least two screenshots (min. 320 px., max 3.840 px) , a feature-graphic (1024×500) and a link to a website with a privacy-policy for the app, which will be shown in the play store page of the app. After providing all these requirements, you are able to publish your store entry for review by Google. Especially the feature graphic took me some time (you can see it at the top of this post). The best thing is, that it is not beeing shown in the Play Store as long as you don’t have any trailer video. And I don’t have a trailer… For creating a privacy-policy page there is a tool which helps a lot: App Privacy Policy Generator. After uploading the game and creating the store entry, I waited 5 days until it was reviewed and published by Google. This includes an age rating, as well. If your app is rated as appropriate for kids, you have to ensure that the ads shown by AdMob are also appropriate for kids. You can manage this in your Google AdMob account. My app was rejected first, because I simply forgot to set these settings. I uploaded the app as a beta-release. I knew there would be some troubles and bugs, because it was the first time I released an app. In the end it was a good choice. I forgot to handle different screen resolutions and my app was displayed differently on different screen sizes. Especially on tablets. It took me some time to fix this. Defold provides some good solutions for this (creating display profiles). Updating the app, it is important to increment the version code of the app and sign it with the same key as the previous one. The version code can be set in the game.project file in Defold. After updating the apk file in the Google Play Console, it takes about one day for google to check and publish it. Summarizing, it took me about a week to prepare the release and get it online! That’s all! This were my experiences with publishing an Android app made by Defold on Google Play. Hopefully I can help someone with these informations! I’m still working on updates and will release Tapmoji officially, soon! There are far more things to come. Daily challanges, Booster items, Google Play Services etc. For now, don’t hesitate to check out the early access version at the Play Store and to give me some feedback what you like or dislike, or what ideas you have! Cheers! View original post at AGameAMonth.net
  13. A Week in WebAR is a new 8th Wall blog series that highlights innovative brand experiences created by our customers and partners. LEGO Hidden Side LEGO unveiled its latest web-based AR campaign which serves as an interactive product demo for the newly launched LEGO Hidden Side play sets, now in LEGO stores across the globe. The in-store activation challenges kids to help their LEGO friends, Jack and Parker, capture virtual ghosts who have escaped into their real world. From the WebAR experience, users can go directly to the LEGO website in order to learn more about the play sets, and they can also download the full mobile app. The campaign was produced by mixed reality agency Trigger using 8th Wall technology. Try it out here. An Alien Encounter with Shaun the Sheep In anticipation of A Shaun the Sheep Movie: Farmageddon, hitting theaters this Fall, Studio Canal and Aardman bring the extraterrestrial magic of the film to fans everywhere with their latest WebAR activation. Produced by agency Hoopla Digital UK and powered by 8th Wall, the experience allows users to summon the two protagonists, LU-LA and Shaun, into their own environment. LU-LA is a lovable alien who has crash-landed near Mossy Bottom Farm and befriended the flock. Watch as she uses her otherworldly powers to levitate and orbit objects before your eyes! Experience the magic here. Cheers with Heineken® Heineken® is kicking off the Singapore Grand Prix 2019 season with an exclusive Heineken® Pre-Race Party featuring Flume (DJ SET). The beer brand’s accompanying WebAR contest, called Heineken® AR Cheers, gives players the chance to win one of 1,000 double passes to the Heineken® Pre-Race Party. Led by Just After Midnight in association with MUN Studio NYC, Megapixel Solutions and powered by 8th Wall technology, this is the first time a brand has used web-based AR technology to power a live competition of this scale. The activation uses image detection to trigger an AR experience when you cheers your Heineken® with a friend. This action conjures an F1® car avatar to reveal instantly if you have won tickets. Play it here in Singapore (and good luck!) Toyota Supra Toyota just rolled out a fully integrated WebAR campaign in collaboration with Hearst Magazine’s Road & Track, bridging print and digita