17 March 2011

Can't use Amazon to generate money on mobile ?!

I'm finishing an application for Android.
Since it's about the Wii, I thought it could be valuable to include affiliate links to Amazon to generate some money.

Unfortunatly, to avoid in legal issue, I (re)read yesterday Amazon's Associates Program Participation Requirements and noticed this point

7. You will not, without our express prior written approval, use any Content or Special Link, or otherwise link to the Amazon Site, on or in connection with any site or application designed or intended for use with a mobile phone or other handheld device, or any television set-top box (e.g., digital video recorders, cable or satellite boxes, streaming video players, blu-ray players, or dvd players) or Internet-enabled television (e.g., GoogleTV, Sony Bravia, Panasonic Viera Cast, or Vizio Internet Apps).


or, cleaned,

7. You will not [...] use any Content or Special Link [...] on [..] any [...] application designed [...] for use with a mobile phone or other handheld device, or any television set-top box [...] or Internet-enabled television[...].


It's just...awesome!
so I have to delete my Amazon lib from my app and find another way (ads again...) to get some money...

10 March 2011

AIR for Android, Market and Motorola Droid X

Thanks to great guy at FlashGameLicense.com, I discovered my games weren't available to Droid X users.
Why ? Thanks to a small tweet of suzalex from Motorola in October, I found the culprit :

a <uses-configuration> tag with android:reqFiveWayNav set true market filters your app off


Lesson learned : only set configuration, requirement, permission you REALLY need ;)
Beware, Burrito fills some you don't really need while Flash CS5 don't.

06 March 2011

Poulpytris on Market

Following Penguinoid, I published Poulpytris on Market



I hope it will be a success

Penguinoid on Market

It was hard but I finally managed to upload a fully working version of Penguinoid to the Android Market.



If you read my previous posts, you understood my main problem was key handling....
It's now fixed (I hope) so let's the game spreads all over the mobile world...

See you in some months for the full analysis of the results

BUG : changing stage.displayState break key listener

If you ever call
stage.displayState = StageDisplayState.FULL_SCREEN
on your game, this will break any listener you added throught

NativeApplication.nativeApplication.addEventListener(KeyboardEvent.KEY_DOWN,
onKeyPress);

I tried to re-add it listening to FullScreen event, without success...

It's not needed on AIR app, but I share the same code for Web and AIR version.
It's handy when you're online and the player get back to game.

So... only call it if (Capabilities.playerType=="PlugIn") !!

Really Intercept Back key

Following previous post, it seems this way is not fully working on Flex app
It works on AS mobile project but not fully on Flex mobile project.
To make it works, you need to follow the steps defined in SWFHead's post

To resume, you have to override backKeyHandler and provide your own back handling (throught popView)

Grrr.....