Using Marmalade with Google Play Expansion Files, JNI, and LVL License Checks

Purpose

Google Play requires all core APK application files to be 50mb or less.  If your program is larger, you must split it into expansion file(s) delivered separately.  Google Play hosts your expansion file(s) and may automatically transmit them to your customer along with the main APK, but they may not.  If not you can host the expansion file yourself and download from your server, but that may cost additional money and have bandwidth issues depending on your hosting provider.  If you want to download from Google Play, you must make a licensing check to retrieve the download URL.  Marmalade does not currently support this, therefore you must step outside Marmalade and make native Java calls from within C++.  If this sounds complicated, it is.  Especially since there is no single source of documentation from which to figure out how to do this and you cannot use the debugger.  This article attempts to set the record straight, or at least permanently wrong, on how to do this.

Intro

I am a marmalade C++ developer and we wanted to release our iPhone game Catch the Monkey to Android.  The iPhone IPA build is 29mb, but the identical build for Android is a 78mb APK.  This is because IPA files are compressed ZIPs and APKs are not (shame on you Google).  Google Play limits APK file size to 50mb so I had to figure out how to use expansion files.  This is relatively straightforward from a Java Android application written in Eclipse.  It is much more convoluted going from C++ to Java to Google Play back to Java back to C++.  It took me just over a week to make this rock solid.

Two thousand years ago a guy said we should treat people the way we want to be treated.  He was promptly killed for saying outlandish things like this, but I try to follow his principles anyway.  I wish someone would have documented how to do this, so here it is so no one else has to go through the week of hell I just had.

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Art side of the things: Sushi World Screen Concepts

Sushi World believe or not started way back in 2009.  We want to create a game that you can experience being a sushi chief, taking care of your customers, manage your ingredients and master your skills with different sushi combinations.  We went through series of design phases about the game and its game play.  Below is our very first prototype back in 2009.

We had 4 slots for different customer types, and thought bubbles of what sushi they have ordered.  Also there is a garbage can at the bottom for manage your ingredients.  The new ingredients will only come into the empty space on the main area, which means you either use it to create a sushi for a customer or you need to throw it in the can.  But beware if you fill the can, you will get FIRED (GAME OVER) from the manager.

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Should game developers embrace free to play models?

In the show Celebrity Rehab, Heidi Fliess (The Hollywood madam) was asked “What is prostitution?”

She answered “The control of money in your life.”

In 2006 I opened a table top gaming retail store called Hobby Kingdom.  At the time a plastic miniatures game called HorrorClix was very popular, so a supplier tried to get us to carry the line.  My purchaser looked at the product and decided it wasn’t good for people to play the game, it had no redeeming value to it, so we wouldn’t carry it.  The supplier was shocked we wouldn’t carry a top selling product line in our store.  He challenged us numerous times to carry it, and finally said “Aren’t you in the business to make money?!”  Our answer was “Yes, but not at any cost.”

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Our thoughts about “Ouya”!?

Ouya” the newly announced Android base console machine, it is design to run mobile games on your TV with proper gaming controller.  Does this has what it takes to compete with big boys like Microsoft, Sony and Nintendo?

Below is what we think:

Positives:

The console makers decide what they will and will not release onto their platform.  I do not know if they filter based on religious content, but if they do, then it can be very frustrating not to get your title up after all that investment.  And the development licenses are not cheap, they cost a ton.  So an open system that is more developer friendly is a great opportunity

The reason it will fail:

I believe the Ouya is a great concept, but is a red herring.  Any developer who thinks this will usher in a new era of indy console games will be sorely disappointed.

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Sushi World! (working title)

Mirthwerx is happy to announce our 2nd title “Sushi World (working title)”.  This title has been worked on for more than 2 years, lots of the ideas and teats has gone through building this game and now we are very happy with the result.  Sushi World is a puzzle matching/finding game that has simple game play for casual gamer, yet offered optional competitive play for experienced gamer.  The idea is to prepare sushi combinations for your customers with optional speed bonus, shape bonus and time bonus for gamer who want to rank high on the world wide leader board.  You will be traveling around the world to gain your fame and impress your sushi master for his final approval back in Japan.

The public prototype is 99% done and we will be inviting everyone who is interested to test play and give us feedback very soon.

Be on the look-out for the public beta testing announcement in early July.

There is also prizes to be won from the beta leader board!

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