Limit Amazon Kindle Build to Kindle

Ok,

It appears that the default build for “Amazon/Kindle” when submitted to the Amazon store still allow Non-Kindle Android devices to install the app from the Amazon store. This is causing an issue for me since I have some people downloading the app from Amazon and it doesn’t work as well as when it is compiled strictly for “Android” due to some sdk calls on the corona backend I would assume.

Is anyone else experiencing this? If so, how do we setup maybe the build.settings to limit to just the Kindle when submitting to the Amazon/Kindle store?

Matt [import]uid: 18783 topic_id: 35999 reply_id: 335999[/import]

What are some of the issues you are seeing? The difference between Amazon/Kindle and building for Android is the leaving out or including of some Google specific libraries that are only permitted on Google’s Android and not the Kindle’s Open Source version. You could pick Tablet only when uploading to Amazon, but it would still be eligible for non-Amazon tablets.

[import]uid: 199310 topic_id: 35999 reply_id: 143140[/import]

The problem was that the app loaded fine on the guys Samsung Galaxy but then none of the widgets worked… ie buttons.

Not sure what to do with that knowledge. I have stopped uploading anything to Amazon at this point because if it is for Kindle and will break when an Android user downloads it then I don’t want that headache.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143180[/import]

Hi Matt,

it’s not a problem.

You can upload multiple binaries to Amazon.

So for the first binary compile your Corona code for Amazon devices and then just activate the checkboxes for all the Kindle devices when uploading to Amazon (on the binaries page),

Then compile your app again for Android and upload this as the second binary, activate the Android checkbox when uploading. Piece of cake. :slight_smile:

I did this for my game “Freeze!”, it’s on iOS, Amazon and Google Play:
https://play.google.com/store/apps/details?id=com.frozengun.freeze

Best,
Andreas
[import]uid: 133261 topic_id: 35999 reply_id: 143235[/import]

wow… that looks like the way to do it… I missed that earlier and just took the defaults. Thanks… some simple uploading now and I am good to go.

This is especially nice since Google Play has that 50meg limit. My apps are curriculum based with lots of audio and are over a GIG each. So I was hoping Amazon would be better for both platforms.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143247[/import]

@Matt,

>> The problem was that the app loaded fine on the guys Samsung Galaxy but then none of the widgets worked… ie buttons.

There is no known issue why an app built for Kindle should not work on an Android device. You could have problems if you designed it for the specific screen dimensions of the Kindle, but everything else is the same between the Kindle and Android builds.

As a test to verify the widget Button issue, I built the ButtonEvents sample app for Kindle and it worked correctly on a couple Android devices.

What specific issues are you seeing and can you point me to any of our sample code that doesn’t work? [import]uid: 7559 topic_id: 35999 reply_id: 143419[/import]

What are some of the issues you are seeing? The difference between Amazon/Kindle and building for Android is the leaving out or including of some Google specific libraries that are only permitted on Google’s Android and not the Kindle’s Open Source version. You could pick Tablet only when uploading to Amazon, but it would still be eligible for non-Amazon tablets.

[import]uid: 199310 topic_id: 35999 reply_id: 143140[/import]

The problem was that the app loaded fine on the guys Samsung Galaxy but then none of the widgets worked… ie buttons.

Not sure what to do with that knowledge. I have stopped uploading anything to Amazon at this point because if it is for Kindle and will break when an Android user downloads it then I don’t want that headache.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143180[/import]

Hi Matt,

it’s not a problem.

You can upload multiple binaries to Amazon.

So for the first binary compile your Corona code for Amazon devices and then just activate the checkboxes for all the Kindle devices when uploading to Amazon (on the binaries page),

Then compile your app again for Android and upload this as the second binary, activate the Android checkbox when uploading. Piece of cake. :slight_smile:

I did this for my game “Freeze!”, it’s on iOS, Amazon and Google Play:
https://play.google.com/store/apps/details?id=com.frozengun.freeze

Best,
Andreas
[import]uid: 133261 topic_id: 35999 reply_id: 143235[/import]

wow… that looks like the way to do it… I missed that earlier and just took the defaults. Thanks… some simple uploading now and I am good to go.

This is especially nice since Google Play has that 50meg limit. My apps are curriculum based with lots of audio and are over a GIG each. So I was hoping Amazon would be better for both platforms.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143247[/import]

@Matt,

>> The problem was that the app loaded fine on the guys Samsung Galaxy but then none of the widgets worked… ie buttons.

There is no known issue why an app built for Kindle should not work on an Android device. You could have problems if you designed it for the specific screen dimensions of the Kindle, but everything else is the same between the Kindle and Android builds.

As a test to verify the widget Button issue, I built the ButtonEvents sample app for Kindle and it worked correctly on a couple Android devices.

What specific issues are you seeing and can you point me to any of our sample code that doesn’t work? [import]uid: 7559 topic_id: 35999 reply_id: 143419[/import]

What are some of the issues you are seeing? The difference between Amazon/Kindle and building for Android is the leaving out or including of some Google specific libraries that are only permitted on Google’s Android and not the Kindle’s Open Source version. You could pick Tablet only when uploading to Amazon, but it would still be eligible for non-Amazon tablets.

[import]uid: 199310 topic_id: 35999 reply_id: 143140[/import]

The problem was that the app loaded fine on the guys Samsung Galaxy but then none of the widgets worked… ie buttons.

Not sure what to do with that knowledge. I have stopped uploading anything to Amazon at this point because if it is for Kindle and will break when an Android user downloads it then I don’t want that headache.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143180[/import]

Hi Matt,

it’s not a problem.

You can upload multiple binaries to Amazon.

So for the first binary compile your Corona code for Amazon devices and then just activate the checkboxes for all the Kindle devices when uploading to Amazon (on the binaries page),

Then compile your app again for Android and upload this as the second binary, activate the Android checkbox when uploading. Piece of cake. :slight_smile:

I did this for my game “Freeze!”, it’s on iOS, Amazon and Google Play:
https://play.google.com/store/apps/details?id=com.frozengun.freeze

Best,
Andreas
[import]uid: 133261 topic_id: 35999 reply_id: 143235[/import]

wow… that looks like the way to do it… I missed that earlier and just took the defaults. Thanks… some simple uploading now and I am good to go.

This is especially nice since Google Play has that 50meg limit. My apps are curriculum based with lots of audio and are over a GIG each. So I was hoping Amazon would be better for both platforms.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143247[/import]

@Matt,

>> The problem was that the app loaded fine on the guys Samsung Galaxy but then none of the widgets worked… ie buttons.

There is no known issue why an app built for Kindle should not work on an Android device. You could have problems if you designed it for the specific screen dimensions of the Kindle, but everything else is the same between the Kindle and Android builds.

As a test to verify the widget Button issue, I built the ButtonEvents sample app for Kindle and it worked correctly on a couple Android devices.

What specific issues are you seeing and can you point me to any of our sample code that doesn’t work? [import]uid: 7559 topic_id: 35999 reply_id: 143419[/import]

What are some of the issues you are seeing? The difference between Amazon/Kindle and building for Android is the leaving out or including of some Google specific libraries that are only permitted on Google’s Android and not the Kindle’s Open Source version. You could pick Tablet only when uploading to Amazon, but it would still be eligible for non-Amazon tablets.

[import]uid: 199310 topic_id: 35999 reply_id: 143140[/import]

The problem was that the app loaded fine on the guys Samsung Galaxy but then none of the widgets worked… ie buttons.

Not sure what to do with that knowledge. I have stopped uploading anything to Amazon at this point because if it is for Kindle and will break when an Android user downloads it then I don’t want that headache.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143180[/import]

Hi Matt,

it’s not a problem.

You can upload multiple binaries to Amazon.

So for the first binary compile your Corona code for Amazon devices and then just activate the checkboxes for all the Kindle devices when uploading to Amazon (on the binaries page),

Then compile your app again for Android and upload this as the second binary, activate the Android checkbox when uploading. Piece of cake. :slight_smile:

I did this for my game “Freeze!”, it’s on iOS, Amazon and Google Play:
https://play.google.com/store/apps/details?id=com.frozengun.freeze

Best,
Andreas
[import]uid: 133261 topic_id: 35999 reply_id: 143235[/import]

wow… that looks like the way to do it… I missed that earlier and just took the defaults. Thanks… some simple uploading now and I am good to go.

This is especially nice since Google Play has that 50meg limit. My apps are curriculum based with lots of audio and are over a GIG each. So I was hoping Amazon would be better for both platforms.

Matt [import]uid: 18783 topic_id: 35999 reply_id: 143247[/import]