Hey guys does anyone knows if Corona SDK support Android TV dev-kits? I have an ADT-1 and I was wondering if it was announced or had some sort of consideration? Also anyone knows when Composer GUI will release on Windows?
Have you tried to deploy a test app to the devkit and run into errors? I would hope it would work fine from jump street, or at least not that much different than the Ouya.
Not trying to be a pain, but one question per post will get your more answers. If you ask two different (topic) questions, folks will often answer one and ignore the other.
Now to answers,
-
If you can hook (just about any) android device up via USB, you should be able to deploy Corona android builds using ADB.
-
As far as Composer GUI on Windows? They need a good Windows compatible text widget library as far as I know, so if you know of any you should suggest them.
-
If you can get an app installed on your device, you can try discovering the keys to your controller with this (made for OUYA, but flexible enough for gross discovery):
https://github.com/roaminggamer/RG_FreeStuff/tree/master/OuyaDumper
Just a note, you can also install via adb wirelessly, if the device and the computer are on the same network (I’m sure you know this Ed, just posting for everyone else)
Ex:
adb connect 192.168.1.6 – replace this with your device’s ip address
adb install -r yourApk.apk
Actually I didn’t know that. Thanks!
Thanks guys! I didn’t have time to start porting demos this week since school is starting soon, I didn’t know it would take a lot more to bring the Composer GUI to Windows. But I guess I can’t say much as I really haven’t programmed custom tools for Windows and especially for Mac OS X. Now I thought handling gameplay would be as simple as it is to program Android controls, but what worried me was trying to handle the new UI without making something too complicated or inconsistent. I really haven’t done much with GUI development.
I’d love to hear about your trials and tribulations getting Corona apps running on that devbox. I imagine it wouldn’t be crazy, but I think we’d all benefit from learning the picadillos of the platform. Do you have a blog or dev diary we can check out?
Have you tried to deploy a test app to the devkit and run into errors? I would hope it would work fine from jump street, or at least not that much different than the Ouya.
Not trying to be a pain, but one question per post will get your more answers. If you ask two different (topic) questions, folks will often answer one and ignore the other.
Now to answers,
-
If you can hook (just about any) android device up via USB, you should be able to deploy Corona android builds using ADB.
-
As far as Composer GUI on Windows? They need a good Windows compatible text widget library as far as I know, so if you know of any you should suggest them.
-
If you can get an app installed on your device, you can try discovering the keys to your controller with this (made for OUYA, but flexible enough for gross discovery):
https://github.com/roaminggamer/RG_FreeStuff/tree/master/OuyaDumper
Just a note, you can also install via adb wirelessly, if the device and the computer are on the same network (I’m sure you know this Ed, just posting for everyone else)
Ex:
adb connect 192.168.1.6 – replace this with your device’s ip address
adb install -r yourApk.apk
Actually I didn’t know that. Thanks!
Thanks guys! I didn’t have time to start porting demos this week since school is starting soon, I didn’t know it would take a lot more to bring the Composer GUI to Windows. But I guess I can’t say much as I really haven’t programmed custom tools for Windows and especially for Mac OS X. Now I thought handling gameplay would be as simple as it is to program Android controls, but what worried me was trying to handle the new UI without making something too complicated or inconsistent. I really haven’t done much with GUI development.
I’d love to hear about your trials and tribulations getting Corona apps running on that devbox. I imagine it wouldn’t be crazy, but I think we’d all benefit from learning the picadillos of the platform. Do you have a blog or dev diary we can check out?
Hey everyone! I followed this great tutorial for Android TV development: https://coronalabs.com/blog/2015/01/13/tutorial-creating-android-tv-apps/However, our app gets rejected for Android TV because it doesn’t have the required banner image. The problem is, the banner is there. We put the banner in the root folder alongside the other Android icons but Corona doesn’t put it in the correct folder when we build. I unzipped out apk to verify this. If anyone knows how I can get around this let me know. Is there a way to tell Corona where to put the banner file when building? Thanks!
Hi @Eggroll Games,
Which build of Corona SDK are you using? Are you 100% sure that you named the banner (case-sensitive) according to this guide?
http://docs.coronalabs.com/daily/guide/distribution/buildSettings/index.html#android-tv-1
Best regards,
Brent
Yes, the file is a 320x180 .png named Banner-xhdpi.png. My Corona version is 2014.2511.
@taylorringo - for a windows GUI editor you should check out Level Director (www.retrofitproductions.com/level-director)
Hi @Eggroll Games,
I believe support for Android TV came in a daily build sometime following 2014.2511. Please download a more current daily build and see if that does the trick.
Take care,
Brent
You’re right. I built on my Mac which runs version 2015.2546 and it worked. Thank you!
Leaderboard always working fine.Its just when the game is updated the high score is getting back to zero level.The user leaderboard is user’s leaderboard is fine, it is showing the correct highscore, but not the in-game highscore. http://colorado web design