[Q] how important it is to include library on apk ? - Java for Android App Development

i don't know if this is the right room, sorry if it isn't.
i've learn android programming for quite sometimes, and currently try to develop some apps and games for google play store.
my question is, is it really necessary to include library for, like arm, x86 or mips architecture into my apk ?, i see that play store will filter apk so that if i don't include those libraries, device using those architecture won't be able to see my apps or games (or perhaps i'm wrong ?).
the problem is, when i include those libraries, my apk size will doubled, even more. so, can you suggest me a solution ?
and another one, if i don't include those libraries, if people do some direct install manually, will they'll be able to run my apps or games ?
thank you before, sorry about the stupid question though

Related

Which approch should I go?

This is my last semester before I graduate.
So, I decided to add my own Android application to my portfolio.
After a few meeting with my friends, we decide to create a game.
Our rough game's specs (Could be changed).
1. Collect all statistic locally, No statistic/central server.
(Low budget project)
2. 2d turn-base game, have some but not much amimations.
(Imagine a multi-player board game)
3. Multi-player over Bluetooth, WiFi or 3G. No single player.
4. Should playable on most of the 2.1 device
What we know/are learning
1. 3 years experience in mid-level Java programing (J2SE, J2EE)
2. 3 years experience in SQL-base database
3. 3 years experience in HTML, CSS, Javascript and Ajax
3. A year experience in Mid-level of Python, OpenGL
4. A year experience in Design pattern, Project Planing, Application Development
5. Android Application Development with Eclipes, Android SDK, JRE (In progress)
6. Titanium Appcelerator (In progress)
7. WebView, PhoneGap (In progress)
8. Publish into Android Market
Now, what we don't know/are questioning
1. Communication between android device
We decided not to use a statistic/central server. Which mean a device have to communicate to each other directly. We are not sure is it possible or not and how to accomplish that. Also some issues such as handle communication failure.
2. Approch
I'm not sure which language will be suited between C++ and Java (Best gaming experience, less issue, library/add-on support). Also still no clue which approch to go. Standard (SDK + Eclipes + JRE) or Titanium or WebView.
3. Device hardware difference
It will be not cool if this game can run smoothly on one device but laggy/false display on others. Most important question is the screen resolution.
4. Game engine
Still don't know that we need a game engine or not. Which one is suited to our project.
5. Server
We plan to go for commercial version in the future which will have more features such as Matchup, Ranking, Upgrade character and else. By the time, we do need a server right? If we do, do we need more than 1 server to handle global incoming connections?
6. What else should be take a look?
I'm currently spend my time to understaning all above question but advise from you guys would be much help. Correct me if I misunderstanding anything.
Thanks in advance, Sincere.
Still looking for answers
1. You will still need to use a central server, this server would keep track of all active(logged in ) accounts. This server will have the soul purpose of linking players or sending request from one player to another. As the ip address of our phones dynamic i see no way around this. For local games this is obviously a different story.
2. Depends on how gfx intensive your program is, if you are even semi fluent in ogl i would use this. But if not the standard Canvas android offers should be fine for 2d. I like c++, so i use java & c through jni. But if time is an issue(and u dont want headakes) i would just stick to java.
3. Android offers a compatibility mode which adapts software meant for one res to fit on others. I have zero experience in this so i can not elaborate on its effectiveness. if not with ogl it wouldnt be hard to make your program scalable to other resolutions. Tho of course you would have to alot of backend work to make sure it looks good. Wide ranging of devices is a huge plus for android users, huge headake for us devs :S.
4. If you are doing just a 2d board game ish game i dont think an actual game engine is needed...but w/e floats your boat.
5. Go to question 1. hehe.
6. No time, will comment later.
I am probably not as skilled dev as should be commenting in this thread, just fyi lol.
You can check out AndEngine as well, it is a free 2d opengl engine. It has a multiplayer extension based on java sockets but this part is incomplete, you should look out for more info on java.net.* for multiplayer purposes.
Another free opengl engine is Rokon.
Both use opengl es 1.0 and are compatible from android 1.6 onwards. I´m actually starting a 2d project based on AndEngine and have no complaints so far.
Since its not that intensive i woudn´t sugest to go for c++. I heard that not all devices are compatible with the ndk, but it is just hearsay, if some one can confirm this better.
@jug6ernaut
Thanks for your comment. Clarify me a lot.
About the server, do you have any suggestion where should I place/rent a server?
I'm living in south-east asia. I'm worry about lag issue will accur to US and Europe user when they communicate with server in this region. Our infrastructure is 10-20 years behind yours.
@rastanthology
Thanks for your comment. As you suggest, I think we will stick to Java as we planned. Plus, I'll take a look on AndEngine and Rokon.
1.- You don't need a webbased server for gameplay. You can just pair the devices over bluetooth or send the data over wifi (hell, if you wanted to make it really expensive and laggy, you could send the data over sms ). I think, connectivity wise this would be the way to go, not only because people some have data limitations in their phoneplan.
However, sending the gameplay data to a central server and distributing it back to the other player would make data collection and tracking easy, but that would be equally easy (and less data intensive for your data costs on your server) with a robust log you send to your server as you grow the game. Of course, even your peer-to-peer game will have a kind of client/server infrastructure, internally/programmaticaly speaking: maybe both devices run a client and a server, as you'll need classes/threads which send data, receive data and process data. Depending on the speed of the game and send/recieve speeds, you might want to have one of the devices be the one which has absolute say over timings/positions, or you might allow both devices to keep track and have some kind of collaborative conflict resolution
2.- pick the programming language you're best in. If you have to pick up c/c++ whilst you make the game, you're only doubling your frustration Make that be a factor in your choice of framework/engine, too. For a 'simple' game, you might just use pure java and libraries. For the game you're describing, you don't need the speed of c/c++. Nowhere near
3.- that's not a question 2D boardgames have a better chance of scaling well than even a 2d fast moving action game; I'd say that if you don't make it too complex (hundreds of transparent .png's simultaneously moving), most android devices should be able to run a 2 player boardgame without AI. Be sure to use suitable (correctly scaled etc) graphics, maybe even have multiple data sets for diff. devices.
4.- depends Sometimes, learning to use a game engine takes as much time as building those few things you need from scratch or using smaller routines/code/libraries. Design your program, find out what you need and then stack up "how much time will it take to build these classes/systems ourselves, to our exact specs" against "how much time will it take to find an engine which does kinda what we want, learn how to use the systems we want and modify them for what we want (and maybe not end up with exactly what we want)". Sometimes the (learning of the) engine is simple to learn and use, and saves you much time ... sometimes it doesn't
5.- yes. Depends on traffic (amount of connections, size of data). If you only sends logs etc and not realtime (gameplay) communications, you might have enough with one server. If you have many, many users, you might need more, and if the data has to have low latency, you will have to get more geographically situated servers.
6.- don't forget sound. Test your game on people. Prototype first, fast and often and don't be afraid to change the gameplay if what you prototype doesn't seem to be found "fun" by the people test your game
Good luck!
@MacDegger
Thanks so much. You just gave me a lot of Idea. I mean I can see the whole picture more clearly with your answer. Cheers!!
One more thing I want to know. If this game can be play only via BT or WIFI. Will people buy it?
As we plan to sell it in the market in the future. Even the gameplay is fun, nice or whatever. But, the game cant be play unless you have a friend with Android device and this game installed. That's sound not so interesting game anyways (at least for me).
I woudn't like to be pessimist but i don't think so. The best approach would be to release a free version with webview adds and a payed version add-less. From what i heard you might be receiving the same profit from both versions
rastanthology said:
I woudn't like to be pessimist but i don't think so. The best approach would be to release a free version with webview adds and a payed version add-less. From what i heard you might be receiving the same profit from both versions
Click to expand...
Click to collapse
I'm thinking about that too.
Free version with adds and less feature.
Paid version without adds and full feature.
Still don't have a clue how google adds works. Pay for each view or something I guess.
XeCeL said:
I'm thinking about that too.
Free version with adds and less feature.
Paid version without adds and full feature.
Still don't have a clue how google adds works. Pay for each view or something I guess.
Click to expand...
Click to collapse
given my software is not very ad exploiting(live wallpaper so only shows ads in settings), but in my experience ads pay like crap. 4000+ hits and ive made like 36c. Most if not all coming from clicks on the ads.
jug6ernaut said:
given my software is not very ad exploiting(live wallpaper so only shows ads in settings), but in my experience ads pay like crap. 4000+ hits and ive made like 36c. Most if not all coming from clicks on the ads.
Click to expand...
Click to collapse
Well, 4000+ hits but 36c I would better exclude it

Custom Device - Google Play Compatibility

Hello. I'm working on a custom device that is not on the market yet, and I am having issues getting it to work with Google Play. I have root access, so I was able to sideload GooglePlay.apk and GoogleServicesFramework.apk. However, I am forced to use Market Helper in order to download apps. I would like to bake in compatibility to the ROM itself, but am having issues.
I've tried modifying the build.prop to have dummy values for ro.product.{model,device,manufacturer}, as well as ro.hardware and ro.com.google.clientidbase. I feel like I'm close, but the device still fails to be accepted by Play without marker helper.
Any hints or advice are tremendously appreciated!
Sorry, can't help you with the problem.
But I am really interested in your custom device. Could you please tell us more about it?
Cool.
For those who encounter a similar problem, I will post the answer. Credit to (xkcd: Wisdom of the Ancients) for the idea.
edit: the policy of not posting outside links is really annoying. All links have the base: http: slash slash developer dot android dotcom , just add the relevant url and glue it together.
Anyway, here goes. Turns out the build.prop was not the limiting factor.
Explanation of the overall process:
- Developers create an app, and list certain features it depends on in the manifest.xml file located in the root of the apk. ( /guide/topics/manifest/uses-feature-element.html)
- When the Play Store is opened, a call is made to getSystemAvailableFeatures()
- This call is handled by an internal app called PackageManager - (/reference/android/content/pm/PackageManager.html)
-This app looks in /system/etc/permissions and parses the xml files to determine what hardware and software features the phone has. it then sends this list back to the play store. - see( /guide/practices/compatibility.html) and ( /google/play/filters.html )
- The play store then filters the apps, as per the links above.
How to modify this:
- What I’ve done is taken the files from /system/etc/permissions on a galaxy S2 Skyrocket (my personal device), and copied in all of them, without overwriting the already existing files. Now, google play works and allows the download of the same subset of apps as on the Skyrocket.
For those wondering how to include these files at compile time, here is the answer:
http://forum.xda-developers.com/showthread.php?t=2356046

What does Google Play really need to work properly

Hello there
I'm about to strip my system of any useless (for me) function and/or app and restrict every possible spying activity.
I messed around with the system and deactived alot of bulk and spam. I also restricted all the stupid triggers with autostarts.
Don't know If anyone saw all the things going on behind the surface, using all the following things to analyse:
I'm using several apps to do so. Xprivacy, Android Firewall, Autostarts, Root Cleaner, Android Tuner, Root Uninstaller, LBE-Security Master and Root Explorer.
So my question to someone with experience is:
What exactly does the google play and also the google framework needs to work properly ?
Would be nice to know that.
cya
seems to be a big secret... ? I think, there are several commands in this play store like, if this app or this function does not get X, return "no connection", even if it got its connection...
no one knows ?
I think it is important to know...

[Guide] Installing Google Play Service on Non-Rooted Firestick 2

Here is how to fix an error similar to this: App "Won't run without google play services which are not supported by your device" on Firestick 2.
There was an older thread here: https://forum.xda-developers.com/fire-tv/general/installing-google-play-service-rooted-t3574088 that updated info from here http://www.aftvnews.com/how-to-inst...amazon-fire-tv-or-fire-tv-stick-without-root/ but both are outdated at least for the apps I am using. Also, they did not list the source for their working version for when the tutorial gets dated.
Only two steps are required.
For now, https://www.apkmirror.com/ has the most up to date version and seems to update daily. You can use a sideloaded Google Browser or the AFTV browser in the Downloader App (enable JavaScript in settings) that is provided in the Amazon Firestick Store.
1. Go to source website (they do not have an app) and search Google Play Store for ANDROID TV. Ensure you download the version that explicitly states (Android TV) in the title. The ones that were not titled did not work even though the description said for Android TV.
2. On the same website search and download Google Play Services for Android TV
That is it. No need to download anything else, no need to log in, or even click the apps you downloaded. Since the website does not have an app, it won't auto update but hopefully, your apps do not require a constantly updated store.
I did this and the play store never loads. Advice?
total7kaos said:
I did this and the play store never loads. Advice?
Click to expand...
Click to collapse
The play store does not need to load. This guide is not for getting a functioning play store but to allow apps that require Google Play Services to function.
Thank you, bro. Last time I downloaded 4 files including a PlayStore, this is excellent.
velayo said:
Thank you, bro. Last time I downloaded 4 files including a PlayStore, this is excellent.
Click to expand...
Click to collapse
You are welcome. I know, it was much simpler than the older tutorials made it out to be. Also by listing the source, hopefully, this tutorial can be relevant for a very long time.
What do you mean source web site?
Nm I got it thanks bunches
You rock, thank you!
Just to clarify as I got a bit confused at the beginning.
1. From APK mirror download 2 APKS with these names in the title, get the latest version.
-1. Google Play Store (Android TV)
apkmirror.com/apk/google-inc/google-play-store-android-tv
- 2. Google Play services (Android TV)
apkmirror.com/apk/google-inc/google-play-services-android-tv
2. They can be downloaded from the device via a browser (enable java)) or side loaded.
3. Once you have them on the device, install them but no need to launch them. I installed 1 and then 2.
4. Launch your app that threw the error before and now it should work.
melonboy666 said:
You rock, thank you!
Just to clarify as I got a bit confused at the beginning.
1. From APK mirror download 2 APKS with these names in the title, get the latest version.
-1. Google Play Store (Android TV)
apkmirror.com/apk/google-inc/google-play-store-android-tv
- 2. Google Play services (Android TV)
apkmirror.com/apk/google-inc/google-play-services-android-tv
2. They can be downloaded from the device via a browser (enable java)) or side loaded.
3. Once you have them on the device, install them but no need to launch them. I installed 1 and then 2.
4. Launch your app that threw the error before and now it should work.
Click to expand...
Click to collapse
Yes, that is all I did and it worked.
Side note. I personally use the https://apkpure.com/ because it has an actual app store. I could not find the correct version on there but once I used the APK mirror one, the Pure store was able to find and update it and it worked. Maybe it was a one time deal but thought I would mention it. That might make it easier than continuing to use a browser. However, apps don't seem to require the newest version of Play, so no big deal either way.
Didn't work for me
Did not work for me. Any chance to confirm the working versions?
I'm on:
Fire TV Gen2 / Fire OS 5.2.6.0 (FireTV Home version 6.0.0.0-264)
I used-
Google Play Store (Android TV) v. 8.0.2.8 ( 8.0.28.R-xhdpi (8) (PR) 163004339)
Google Play Services (Android TV) 11.7.46 (836-175121617) (11746836)
^^- There were newer versions, but the new versions were all betas and I didn't want to fool with that.
I get same errors as the OP- "App "Won't run without google play services which are not supported by your device"
For what it's worth I'm trying to use my (paid for) version of realMyst.
Any help? Thanks!
Racer_X_ said:
Did not work for me. Any chance to confirm the working versions?
I'm on:
Fire TV Gen2 / Fire OS 5.2.6.0 (FireTV Home version 6.0.0.0-264)
I used-
Google Play Store (Android TV) v. 8.0.2.8 ( 8.0.28.R-xhdpi (8) (PR) 163004339)
Google Play Services (Android TV) 11.7.46 (836-175121617) (11746836)
^^- There were newer versions, but the new versions were all betas and I didn't want to fool with that.
I get same errors as the OP- "App "Won't run without google play services which are not supported by your device"
For what it's worth I'm trying to use my (paid for) version of realMyst.
Any help? Thanks!
Click to expand...
Click to collapse
Hmm, even if it is an older version, it should give you an “update error” not a “not supported error”
My apkpure app has updated the Google Play Store but not the Services.
Currently my Google Play Services is 11.5.09 (836-164803921) Try this first.
and my store which just updated now is 8.3.75.U-all [0] [FP] 173942022
This is what is working for me right now. Let me know if that works.
allusernamestaken said:
Hmm, even if it is an older version, it should give you an “update error” not a “not supported error”
My apkpure app has updated the Google Play Store but not the Services.
Currently my Google Play Services is 11.5.09 (836-164803921) Try this first.
and my store which just updated now is 8.3.75.U-all [0] [FP] 173942022
This is what is working for me right now. Let me know if that works.
Click to expand...
Click to collapse
Hey, thanks for the quick reply... and for your help, generally. So- some slight progress, I guess.....
The app starts to load, but now I get the error- "This app requires the latest version of the Google Play Games app." with the option to cancel or install. Install leads to the error- This version of the app isn't compatible with your device. To fix this problem, go to Settings and uninstall updates for the Google Play Store app."
I guess I could try installing that next. I see there are (Android TV) versions of that app. Any suggestions which one(s) might be confirmed working for my OS?
Also- Is there not some way to modify an app so that it plays but doesn't need to reach out to google play? But that method probably wouldn't be the same method for all apps then (so not useful to try and figure out b/c limited use). These google apps eat up a lot of space on the very limited Amazon internal storage. Haven't tried to move them to external yet.
Also also- How did you get brakets ( ][) in your post? The site won't let me put them in, saying bbcode is forbidden.
allusernamestaken said:
Hmm, even if it is an older version, it should give you an “update error” not a “not supported error”
My apkpure app has updated the Google Play Store but not the Services.
Currently my Google Play Services is 11.5.09 (836-164803921) Try this first.
and my store which just updated now is 8.3.75.U-all [0] [FP] 173942022
This is what is working for me right now. Let me know if that works.
Click to expand...
Click to collapse
So I did go ahead and install a Google Play Games, just for fun. This one:
5.3.98 (174057789.174057789-046) (Not the most recent but only a couple weeks old)
Didn't work. Got a blank screen on loading realMyst. Then I tried something- I moved realMyst from the the SDdrive to internal storage. THAT seemed to help. For a bit.
With rM on internal storage, google play games started up. But it wanted me to log in:
x'ing out - went to a black screen permanently
choosing 'use an account' or 'login with account' somthing like that- went to a black screen permanently
choosing 'use google play services' - went to a black screen permanently.
I'm getting tired of that having to be on internal storage issue... The Fire TV has so little internal memory... what a hassle. Unless maybe if I move all 4 services out the sd drive......
And anyway it still doesn't work.
Any suggestions, generally, on google play games version, internal/sd location, etc. would be appreciated. But I'm coming up to my wall, at least for this round....
I bought this thing, secondarily, for the game capability. But their game selection stinks. (Chose this over shield b/c I only really want app games on tv, and I use it for tv/media as well. Seemed more solid. And less expensive.)
Anyway... les sigh.
The app starts to load, but now I get the error- "This app requires the latest version of the Google Play Games app." with the option to cancel or install. Install leads to the error- This version of the app isn't compatible with your device. To fix this problem, go to Settings and uninstall updates for the Google Play Store app."
Click to expand...
Click to collapse
Did it just start to work or did you wind up changing the versions? This would help future users. Slight progress but another snag for your issue I see.
Also- Is there not some way to modify an app so that it plays but doesn't neDidn't work. Got a blank screen on loading realMyst. Then I tried something- I moved realMyst from the the SDdrive to internal storage. THAT seemed to help. For a bit.ed to reach out to google play?
Click to expand...
Click to collapse
Way above my layman knowledge to answer that. It is stupid that apps even require Google Play unless needed to function.. There are many devices and stores that are not Google.
Now this method is really to fool apps that don’t really even need to use Google Play but for some reason require it. I am not familiar with Google Play Games but does your app actually need a FUNCTIONING Google service to work? If so than......
EDIT:
From my quick review Google Play Games says “Games get more fun with the Google Play Games app. Browse and compete with friends, track your achievements, and pick up where you left off, on any device. As you master more games, show off your skills in your gamer profile. Record your gameplay and share it to YouTube. Play the world, anywhere in the world, all from one place“.
So from this description it appears you might need the real and not fictitious Google since it seems the game actually utilizes its framework or api to “compete with friends, track achievements and pick up where you left off on any device”. If that is the case.......not an easy fix.
Also also- How did you get brakets ( ][) in your post? The site won't let me put them in, saying bbcode is forbidden.
Click to expand...
Click to collapse
I just used the iPad and [][]
allusernamestaken said:
Did it just start to work or did you wind up changing the versions? Slight progress but another snag I see.
Now this method is really to fool apps that don’t really even need to use Google Play but for some reason require it. I am not familiar with Google Play Games but does your app actually need a FUNCTIONING Google service to work? If so than......
I just used the iPad and [][]
Click to expand...
Click to collapse
Oh no, I should have specified- I installed the versions you suggested. Restarted, and open rM (realMyst). That's when I got to the Google Play Games requirement. Looking back, other versions I tried may have said that (Need-Games) and I didn't notice the difference. Moot point, we're on this path now.
So that's when I installed the above version of Google Games. Restarted. Started rM. Got to the 'choose a way to log in' errors, above.
To the best of my knowledge, rM doesn't need google play store or games. I'm not sure why it ever would, actually.. But it's single player, I think it's 'coninuous save', but you don't have multiple save games/points. There is no multiplayer, and no in-app purchases (that I recall). realMyst is a port of an old pc game, called Myst. They had a sequel, called Riven. This is just an android version of that old game. It's a first person explore and puzzle-solve game. Had great graphics for back then. Same kinda deal as like Out of This World (which will run on my Fire.)
And ur lucky with the brackets, I had to edit all the file names to remove then. And also just figure out that it was the brackets that were the problem. I have no idea what bbcode is, lol...
Racer_X_ said:
Oh no, I should have specified- I installed the versions you suggested. Restarted, and open rM (realMyst). That's when I got to the Google Play Games requirement. Looking back, other versions I tried may have said that (Need-Games) and I didn't notice the difference. Moot point, we're on this path now.
in-app purchases (that I recall). a...
Click to expand...
Click to collapse
Probably, I don’t see how an updated version of the correct file would error. Moot for you but not future users:angel:
I was editing my previous comment while you were apparently still here.
I added
From my quick review Google Play Games says “Games get more fun with the Google Play Games app. Browse and compete with friends, track your achievements, and pick up where you left off, on any device. As you master more games, show off your skills in your gamer profile. Record your gameplay and share it to YouTube. Play the world, anywhere in the world, all from one place“.
So from this description it appears you might need the real and not fictitious Google since it seems the game actually utilizes its framework or api to “compete with friends, track achievements and pick up where you left off on any device”. If that is the case.......not an easy fix.
allusernamestaken said:
Probably, I don’t see how an updated version of the correct file would error. Moot for you but not future users:angel:
From my quick review Google Play Games says “Games get more fun with the Google Play Games app. Browse and compete with friends, track your achievements, and pick up where you left off, on any device. As you master more games, show off your skills in your gamer profile. Record your gameplay and share it to YouTube. Play the world, anywhere in the world, all from one place“.
So from this description it appears you might need the real and not fictitious Google since it seems the game actually utilizes its framework or api to “compete with friends, track achievements and pick up where you left off on any device”. If that is the case.......not an easy fix.
Click to expand...
Click to collapse
My assumption was that newer versions would be better programmed to figure out that they were on a Fire and to stop working. Just like any kind of copy-protection. So that only older or 'adjusted' versions would work.
So I just loaded it up on my phone. First screen- permissions. Asks for camera, mic, other stuff, I forget what exactly. But I clicked 'don't ask again' and "Deny". The app says something about 'won't be able to save games without storage permissions'. Ok, fine for now, whatever.
Then, yes, Google Play does prompt me to create a Gamer ID (A google play account, I suppose.) My options are 'learn more' and 'Next'. This I've seen other apps do, sometime pretty insistently. But this time I can simply back out of it (The android back button on the phone). And this sends me straight to the game. The game opens, etc.
It does look like there are saved games (bookmarks). I can go back and play with the storage permissions (on my phone, at least.)
Many games will prompt to create a gamer ID. Some can be quite naggy. But at some point I can always back out and continue without.
Does that help at all? I kinda get that we're coming to the end of the road...
Racer_X_ said:
My assumption was that newer versions would be better programmed to figure out that they were on a Fire and to stop working. Just like any kind of copy-protection. So that only older or 'adjusted' versions would work.
So I just loaded it up on my phone. First screen- permissions. Asks for camera, mic, other stuff, I forget what exactly. But I clicked 'don't ask again' and "Deny". The app says something about 'won't be able to save games without storage permissions'. Ok, fine for now, whatever.
Then, yes, Google Play does prompt me to create a Gamer ID (A google play account, I suppose.) My options are 'learn more' and 'Next'. This I've seen other apps do, sometime pretty insistently. But this time I can simply back out of it (The android back button on the phone). And this sends me straight to the game. The game opens, etc.
It does look like there are saved games (bookmarks). I can go back and play with the storage permissions (on my phone, at least.)
Many games will prompt to create a gamer ID. Some can be quite naggy. But at some point I can always back out and continue without.
Does that help at all? I kinda get that we're coming to the end of the road...
Click to expand...
Click to collapse
You might want to start a separate thread asking about the Google Play Games error. I am not that technically savvy but I decided to create an account and pay it forward since the other outdated thread which showed how to install Google Play Music pointed me in the right direction. I noticed that most people just needed the Play Store, so I basically cut the steps to make it easier and showed them where to always get the most up to date version.
This thread almost got you there, so maybe like Google Play Music, someone will be able to chime in.
THIS MIGHT HELP but again I am no expert and just speculating.
The Google Play Music Tutorial which I linked to on my first post had two extra steps which allowed you to log in with your Google Account credentials.
Maybe that login is what you need here to fool it and bypass the error.
So maybe try on the same APK site installing Google Services Framework and Google Account Manager
allusernamestaken said:
You might want to start a separate thread asking about the Google Play Games error....So maybe try on the same APK site installing Google Services Framework and Google Account Manager
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Ok, that sounds like a plan. Thanks for your help, I appreciate it!
Rx
it works but not 100% - teamviewer but not youtube.tv --- really need a solution swtched from directvnow to youtube.tv and it only works on chromecast and phones.
Got it working
Success after some trial and error: My intention was to get Minecraft working on the FireStick since the Amazon version has no joystick support. So I bought version 1.2.8.0 from Google Play Store for $7 (downloaded and installed to Android compatible device), used SDMaid to backup the .apk file and then sideloaded it to the Firestick using ESExplorer over my network (there are dozens of ways to get the .apk file and sideload it to the FireStick). I then dowloaded the exact versions of Google packages from this tutorial https://flixed.io/install-google-play-fire-tv-stick/
*I tried the newest versions and they do not work (as has been experienced in this thread), it has to be the older packages, regardless if the minimum API matches the Fire OS SDK 22 or whatever.
Again, there are dozens of ways to download the Google packages from apkmirror.com and install them to your Fire TV (no mystery).
Google Play version of MincraftPE 1.2.8.0 working with generic PS3 style bluetooth controller on Fire TV Stick 2 FireOS 5.2.6.1:fingers-crossed:

why developers are not focusing more in sailfishOS?

I was just wondering why sailfishOS has still really bad apps.
and why is not developers are doing more apps for this amazing OS?
just wondering
it's very simple: no market.
In general you make apps to earn money. perhaps you'll find some developer or group of developers that will port a popular app as a hobby, student project, or simply because they are using sailfish and want an specific app.
so basically, if there is no market, there is no money. therefore no apps
Actually I have just bought xperia 10 plus to move away from toxic android ecosystem (from google to all the app junk), after I have figured out that I could delete 90% of application on my android phone and I would never miss them.
If you are using sailfish phone, you have an option to run apks there is no real need for native applications. Quite frankly in last few years I could hardly find any application that was something that "I have to have". All the really needed applications were added to the first smartphones: email, gps, browser, sms, mms, calls, video player, music player, camera, contacts, text editor, sound recording... and I am already stretching it with last two, I cant remember when I have last time wrote high volume of text on those tiny useless on screen keyboard or had a need to record some sound.
There is one app on android which I will need (access to online banking) and I hope it will work, it didnt work even on my previous android until I have reversed it and change some code to stop verifying for root and safetynet, so it should work here too.
Everything else is... more a toy than useful or actually some security application to prevent all others doing something that you don't want, from rolling ads to stealing data. I am waiting for this mobile application market to slowly collapse, there is no more value in it except maybe games. Everything else is just wasting time in the least constructive way.
And not having market is a huge bonus, if you check sailfish apps (jolla store and openrepos) you will find that you have everything you need for having a great phone, made by enthusiasts not people that want to become rich. And no one is making useless junk as, as valthunder said, there is no market. And this is fine. Actually great.
root said:
There is one app on android which I will need (access to online banking) and I hope it will work, it didnt work even on my previous android until I have reversed it and change some code to stop verifying for root and safetynet, so it should work here too.
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Great to read about your decision!
For banking apps that require Google Services you could try to tweak your Sailfish Alien Dalvik with Signature Spoofing and a GServices replacement like MicroG.
The SafetyNet replacement here is the DroidGuard Helper that should be installed alongside GmsCore.
eltmosen said:
Great to read about your decision!
For banking apps that require Google Services you could try to tweak your Sailfish Alien Dalvik with Signature Spoofing and a GServices replacement like MicroG.
The SafetyNet replacement here is the DroidGuard Helper that should be installed alongside GmsCore.
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Naah, I am having my own "cracked" apk build from previous phone, I have removed all checks to root and safetynet and it works fine, no need to change it. Since the app is just front end for web interface it works since forever, I have also removed version matching with server. Took a day or two but worth it
But I have one question: I am trying to integrate xposed framework (last version as there si no boot/recovery img to try with magisk) into system.img (8.1). And same goes for su. Is there any "official" way how to do it without unpacking system.img, adding binaries, repacking it...
root said:
But I have one question: I am trying to integrate xposed framework (last version as there si no boot/recovery img to try with magisk) into system.img (8.1). And same goes for su. Is there any "official" way how to do it without unpacking system.img, adding binaries, repacking it...
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Click to collapse
Following all things sfos quite closely i did not witness anyone get xposed framework to work. (at least no public report) That might be due to sfos users generally are not Android wizards. The matter might still be a low hanging fruit to anyone with deeper knowledge
Whenever rooting/xposed/su is brought up, much more competent guys then me hint at Alien Dalvik just being an AOSP tailored to run inside LXC on non android kernel plus filesystem integration, Intents integration, shared clipboard etc.
quoting my friend olf:
"Jolla uses many modern measures to confine the Android container: at LXC level, with cgroups, firewall rules, SElinux policies etc.
You may configure additional measures at all these levels, it is just a Linux machine and you are the administrator!"
So maybe what you want to achieve practically is even possible using a whole set of different tools then available in Android?
And yes, my vague explanation hinting at me being a simple user having no clue and just putting things together from forum posts is a correct observation

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