Two questions about "expansion files"

Greetings everyone,

I have 2 questions about expansion files on Google Play. Here they are:

1- My app is approximately 170 mb (6,5 mb .apk + expansion file as Corona packed it) but when I upload it to Google Play and send it to my beta testing group (just me at the moment :slight_smile: ), I see it as 170 mb and it makes me download the whole package of 170 mb through one Google Play link. Because of that, I can’t really test the end user experience and see if all goes well. So, my questions is, how can I handle this situation to reflect the end user experience?

2- That one’s a bug and directly related to the first question as I ran some tests. After I did what I did in the first question, I try to open up the app and get the following error:

11-25 17:09:22.673 25878 25907 V Corona : \> Class.forName: network.LuaLoader 11-25 17:09:22.673 25878 25907 V Corona : \< Class.forName: network.LuaLoader 11-25 17:09:22.675 25878 25907 V Corona : Loading via reflection: network.LuaLoader 11-25 17:09:22.678 25878 25907 I Corona : Platform: XT1033 / ARM Neon / 4.3 / Adreno (TM) 305 / OpenGL ES 3.0 V@53.0 AU@04.03.00.166.006 (CL@) / 2014.2511 11-25 17:09:22.762 25878 25907 V Corona : \> Class.forName: CoronaProvider.licensing.google.LuaLoader 11-25 17:09:22.762 25878 25907 V Corona : \< Class.forName: CoronaProvider.licensing.google.LuaLoader 11-25 17:09:22.769 25878 25907 V Corona : Loading via reflection: CoronaProvider.licensing.google.LuaLoader 11-25 17:09:22.777 25878 25907 I Corona : Runtime error 11-25 17:09:22.777 25878 25907 I Corona : ?:0: attempt to index field 'settings' (a nil value) 11-25 17:09:22.777 25878 25907 I Corona : stack traceback: 11-25 17:09:22.777 25878 25907 I Corona : ?: in function 'initiate' 11-25 17:09:22.777 25878 25907 I Corona : ?: in main chunk

I assume that there is a problem with validating app license but I’ve already included the key in my config.lua like this:

( Do I need to use licensing.verify() in main.lua? )

application = { content = { width = 720, height = 1280, scale = "letterBox", fps = 30, }, license = { google = { key = "myKey", }, }, }

It’s very annoying to upload 160 mb file and then wait 2-3 hours for Google servers to refresh so I’d be grateful if someone can help me and point out my mistake.

Thank you.

Do you have a function named initiate in your main.lua?  If so there is a variable named settings that is nil

Hmm, I’m looking into it right now. Any thoughts on the first question?

Edit: I found the problem with the initiate function. It was about the multi-language text files, which I assume is in the package that I uploaded to Google Play (I also got an error that my logo.png was not found so it’s not downloading the expansion file and executing the main.lua).

So, what should I do now to make it work as an end user experience? I really want to test it out before submitting to Google Play (if there’s a way to do it).

As I tested out the game with different .apk files, the download screen does not kick in. I’m using the latest build and a bit curious if anything has changed since then. If so, I need to download a daily build from the other account. I’m desperately looking for help since we need to publish the game as soon as possible.

 

Here is the summary of my problem:

  • The alpha version of the game is shown as 170 mb in the Google Play developer console. When I look at the details, I see my 166 mb expansion file added.

  • I gave access to an account of mine for this alpha build and when I try to download it from the Google Play testing link, it downloads a game of 170 mb! (I can also see it in the Settings/Applications menu)

  • When I launch the game after the download, Corona’s download interface does not kick in and the main.lua is executed without the assets in place. Because of that, everything turns out nil and the game crashes into a black screen.

 

 

What I want to do:

  • Fully test out the end user experience. 6,5 mb of .apk download and after that, download the assets before the main.lua is executed.

 

 

Sorry for spamming but I’m desperately looking for a solution as we need to publish the game and that stands out to be the sole problem.

 

Any help would be appreciated.

 

 

 

Edit: So it seems that, license tag is not executed when it’s in an if statement so I modified my config.lua and it works now. 

Do you have a function named initiate in your main.lua?  If so there is a variable named settings that is nil

Hmm, I’m looking into it right now. Any thoughts on the first question?

Edit: I found the problem with the initiate function. It was about the multi-language text files, which I assume is in the package that I uploaded to Google Play (I also got an error that my logo.png was not found so it’s not downloading the expansion file and executing the main.lua).

So, what should I do now to make it work as an end user experience? I really want to test it out before submitting to Google Play (if there’s a way to do it).

As I tested out the game with different .apk files, the download screen does not kick in. I’m using the latest build and a bit curious if anything has changed since then. If so, I need to download a daily build from the other account. I’m desperately looking for help since we need to publish the game as soon as possible.

 

Here is the summary of my problem:

  • The alpha version of the game is shown as 170 mb in the Google Play developer console. When I look at the details, I see my 166 mb expansion file added.

  • I gave access to an account of mine for this alpha build and when I try to download it from the Google Play testing link, it downloads a game of 170 mb! (I can also see it in the Settings/Applications menu)

  • When I launch the game after the download, Corona’s download interface does not kick in and the main.lua is executed without the assets in place. Because of that, everything turns out nil and the game crashes into a black screen.

 

 

What I want to do:

  • Fully test out the end user experience. 6,5 mb of .apk download and after that, download the assets before the main.lua is executed.

 

 

Sorry for spamming but I’m desperately looking for a solution as we need to publish the game and that stands out to be the sole problem.

 

Any help would be appreciated.

 

 

 

Edit: So it seems that, license tag is not executed when it’s in an if statement so I modified my config.lua and it works now.Â