Ежевика

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Cкоро будет так, захочешь новый телефон купить, а на выбор будет либо гламурный ширпотреб от эппла, либо просто ширпотреб от какого-нибудь самсунга.
http://crackberry.com/blackberry-going-private-what-does-it-all-mean-now-it-s-official

И напоследок:
http://www.siliconrus.com/2013/09/apple-store-culture/


All-in-One Mahjong for BlackBerry Playbook

This time it was pretty fast, only a couple days for approval and game is already available for purchase.
All-in-One Mahjong for BlackBerry Playbook.
Btw, latest Mahjong game for mobile device features guaranteed solvable layouts, what means there is only at least one way to remove all the tiles without reshuffle.
It took me sometime to implement this feature, as I had to modify both the game and layout editor, I use to create layouts.
I will try to explain the solution later.

All-in-One Solitaire for BlackBerry Playbook and Z10

After third attempt, I was finally able to release All-in-One Solitaire for BlackBerry.
There were (still not fixed, as BB Vendor support doesn’t reply) some problems filling Payment Info, and there are still a problem applying Canadian taxes (GST/QST) correctly to the game price.
Here is a nice table, I have, on who processes the payment, when you buy something at BlackBerry AppWorld:

BlackBerry Product and Payment Method

Merchant of Record

Digital River

Bango

BlackBerry Commerce

BBOS App World <4.0 (credit card or PayPal)

X

BBOS App World <4.0 (Carrier Billing)

X

BBOS App World 4.0+ (credit card or PayPal)

X

BBOS App World 4.0+ (Carrier Billing)

X

BlackBerry PlayBook  (Credit Card or PayPal)

X

BlackBerry 10 (Credit Card or PayPal)

X

BlackBerry 10 (Carrier Billing)

X

So, while BlackBerry Commerce applies Canadian taxes with no problems, both Digital River and Bango don’t apply anything.
I’m now trying to contact them to solve this problem, if it’s actually a problem, cause they might be not required to do that.

UPDATE:
Reply from Digital River:

Please be reassured that you are not liable for collecting GST/HST on your app sales. From a legal standpoint, BlackBerry is the retailer, so they’re responsible for any sales tax.


Mobile Market links

Here is how game can link to publisher’s page or another game in different mobile markets:

Google Play:
Publisher: market://search?q=pub:<publisher_name>
Game: market://details?id=<package_name>
More info: http://developer.android.com/distribute/googleplay/promote/linking.html

App Store (iOS):
Publisher: http://appstore.com/<publisher_name>
Game: http://appstore.com/<game_name>
itms:// and itms-apps:// didn’t work for me.
More info:
http://developer.apple.com/library/ios/#qa/qa1633/_index.html
http://stackoverflow.com/questions/433907/how-to-link-to-apps-on-the-app-store
http://itunes.apple.com/linkmaker/

Kindle Apps market:
Publisher: amzn://apps/android?s=<publisher_name>&showAll=1
Game: amzn://apps/android?s=<game_name>
More info: https://developer.amazon.com/sdk/in-app-purchasing/sample-code/deeplink.html

Samsung Apps market:
Publisher: samsungapps://SellerDetail/<selleer_id>
Game: samsungapps://ProductDetail/<package_name>

Blackberry App World:
Publisher: appworld://vendor/<vendor_id>
Game: appworld://content/<game_id>

SlideME App market:
Publisher: sam://search?q=pub:<publisher_name>
Game: sam://details?id=<package_name>
More info: http://slideme.org/blog/linking-your-apps-slideme

NOOK Apps market:
No market links, so just use regular web links or NOOK API.
Publisher: http://www.barnesandnoble.com/c/<publisher_name>
Game: http://www.barnesandnoble.com/w/<game_name>/<game_id>

Window Phone 8 store:
Game: http://windowsphone.com/s?appId=<game_id>
More info: https://msdn.microsoft.com/en-us/library/windows/apps/ff967553(v=vs.105).aspx


All-in-One Solitaire for Android

Finally, I have released my first version of All-in-One Solitaire for Android. This is a low-res version of the game and I’m going to release HD version soon.
As soon as I release a version of Kindle Fire and iPad actually.
And it’s been 3 weeks since I have submitted the game for Blackberry Playbook and it’s still under review.


Adobe AIR In-app Purchase native extensions

I have spent some time searching for free extensions for all the possible platforms and would like to share my results.
Also, I made my own in-app purchase extension for Android, as I couldn’t find a good and free one.

1. In-app Purchase for Blackberry Playbook.
There is an extension that comes with BlackBerry SDK for Adobe AIR.
API docs: http://developer.blackberry.com/air/apis/playbook/net/rim/blackberry/payment/PaymentSystem.html

2. In-app Purchase for iOS.
In-app purchase extension comes with Adobe Gaming SDK

3. In-app Purchase for Amazon Kindle.
It comes with Amazon SDK: https://developer.amazon.com/sdk/in-app-purchasing/documentation/adobe.html

4. In-app Purchase for Android.
I have found two extensions:
First is free extension from Freshplanet, but it is outdated.
Second is from Milkman for $50.
So, I have decide to make my own. 🙂
You can find it here: Adobe AIR In-app Purchase native extension for Android

Hope, it will help someone in their mobile app development.
Continue reading “Adobe AIR In-app Purchase native extensions”


Adobe AIR for Blackberry Playbook

So, I have finally started to port Solitaire and Mahjong games to Blackberry Playbook and have some notes.
I would like to mention them here, mainly for myself, just as a reminder.

0. Latest Adobe AIR SDK supported by Playbook to date is 3.1.

1. blackberry-airpackager sometimes doesn’t pack all the files to .bar file, if they are not in the same directory as blackberry-airpackager. In my case, it didn’t pack .swf file. App will crash on start in that case.

2. In order to get your Author ID, you need to rename debug token .bar file to .zip, find it in manifest.mf file or execute the following command:

blackberry-airpackager -listManifest [your_debug_file.bar]

3. Description of bar-descriptor.xml file can be found here.

4. According to the link above, permission for the app can be set with <action> tag, while sample HelloWorld project from BB AIR SDK use <permission> tag. Which one is correct – have no idea.

5. Mochi doesn’t work with Adobe AIR Mobile, and I’m not talking about ads, nothing works and it’s been for a long time.

6. Some good guide to AIR apps for playbook.

7. Blacberry SDK for Adobe AIR API Reference.

8. App version for Playbook should be X.Y.Z, not just X.Y as it’s by default in AIR settings.

9. It is always good to verify your .bar file before submitting it to Blackberry with the following command:

blackberry-signer -verify [your_bar_file.bar]

10. Testing Playbook App, especially payments.

11. QNXStageWebView for showing ads inside your app. I’m going to try Leadbolt and Millennial Media for now.

12. Payment System for AIR on Playbook, quit easy to implement.

13. Regular payments (in games or in App World) might stop working after running you own application in development mode. So, you need to restart Playbook to get it working again.

14. Using native extensions for Adobe AIR.

15. If you need to get info (like expiration date) from your certificate file, you can do the following:

blackberry-keytool -exportcert -storepass [your password] -keystore [your_certificate_file.p12] -file output.crt
blackberry-keytool -printcert -file output.crt


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