CGamez's Forum Posts

  • For me it seems the easiest and best thing for everyone would be going back to the old system but additionally adding a description so there is less confusion. Because I also think there are more people confused of the new update (because most of the users can't sign anymore) than on the old version.

  • Is there any chance to add an additional description, so if someone can't build then he just should try to enter the keystore-password in the key-password field or how this actually works?

    I have several games and really don't want to change keys for all of my live games if that's even possible.

    Atm everything seems to be working by using another signing service, but of course it's more to do so... (exporting, then uploading to another software and signing)

  • Hey,

    I found this from Google:

    "Note: Using app signing by Google Play is optional. You can still upload an APK and manage your own keys instead of using an app bundle. However, if you lose your keystore or it becomes compromised, you won’t be able to update your app without publishing a new app with a new package name."

    Here the link:

    support.google.com/googleplay/android-developer/answer/7384423

    So I think it's not possible for everyone to generate a new key. But I don't know how many users will face this issue. Atm. I'm trying to sign the app by another service, but with C3 I can't.

  • Yes I guess everyone who has "live games" doesn't use any beta versions, so the real problem appears now in the stable version and everyone with live games now has to switch to another build service...

    I mean if the key-password doesn't work for new keys, maybe just add a description what to do then. But now all users who already had working keys now need new ones if that's even possible.

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  • I guess you need to use always the same keystore for google play since it's a live game (already published with the key)...

  • Ashley:

    But how should we build now? It doesn't work for me without the key password...

    Edit: Posted a bug request on Github with the error-log from the build:

    github.com/Scirra/Construct-3-bugs/issues/3949

  • Got the same problem, I've already tried with keystore password only, but it fails.

    Edit: R199: "Android export: removed 'Key password' field since it was ignored by the Java keytool "

    But without it it doesn't work for me...

  • So you say their time is worth much more (USD 10,000), then you say their time is worth nothing (everything for free)...

    More money means better services for all, that's just a fact. Also most of the addons are for the whole community and not only for one person. So if someone requests a "premium whitelisting" then many others also profit from that.

    In the end it's their decission if they can afford time for such a service. It's just a suggestion from my side.

  • Hey newt,

    I think an average hourly wage is around USD 100 and I don't think it needs 100 hours to whitelist a single addon :) So my USD 100 is based on the fact, that it needs 1 hours in average. And like I said, if it needs more time, it could be also more... But really nobody gets USD 10,000 per hour... Also you wouldn't pay that much for a single addon to whitelist, even if you get million dollar with your app / game.

    Btw. USD 10,000 is much more than a single addon costs to develop, so that makes totally no sense ;)

  • Hey Ashley,

    you already mentioned that you are a small team with limited resources which can cause a long approval time for Build Service Requests.

    There I have a suggestion you maybe can add to your services: Something like a premium request service. Therefor you charge a special amount per whitelist request but then it's definitely done in X days. I think a good number would be around 5 days.

    I suggest this since if you have a big live game and need fast / important updates to a huge community, you also have enough money to pay for a "premium request service". I don't really know how much time (work hours) it needs to whitelist a single addon, but maybe 100 USD per request would be a fair amount. Even if it would be more I would have used this service several times in the past, but also interested for feature requests.

    For example I saw a Build Service Request opened 21 days ago. For "real" publishers this could be very huge problem if you need to react fast (maybe important update or whatever).

    I don't know if something like this is even possible, but if yes, it would be a very great improvement!

    Thanks for your time!

    Best regards.

  • Hey,

    it shouldn't take 3/4 minutes to load a few vars from local storage.

    Maybe post your code, there should be something wrong.

    I also wouldn't recommend to store 30 vars in the storage.

    Use a "Dictionary" and store your vars there. Then save the dictionary in the local storage. Now you only have 1 item to save / load.

    Best regards!

    Edit: You can check out how the local storage works in the C3 manual: construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

  • Taximan:

    Maybe you have the same error I had a few weeks ago (also like 5-10% crashes)...

    To make sure it's not this error, can you please make a screenshot of your tilebackgrounds / sprites you used in your project?

    Then I can maybe help you.

    Edit:

    Or just check your project if you use any tiled-backgrounds (image-size = 1x1 pixel or very small) but size in usage is like 100x100 pixel.

    This will make a lot of phones crash when loading the layout with those tiles included.

  • Thanks!

    Anyone an idea why it didn't work with a second keystore? Or can you only create 1?

  • Just another information:

    I now used the keystore from my first app (which is already published) and now it works...

    Just the question:

    Can I use the same keystore for 2 apps?

    Thanks!

  • Hello,

    I'm trying to export my new game as a signed release apk with the C3 build service. (exporting as a debug apk works fine)

    I've created a keystore using C3.

    But if I use the keystore now (alias = key name, passwords also correct, checked it 3 times...) the buildservice crashes and says something like incorrect keystore...

    I already have a published app and there everything went fine with the C3 keystore generation and C3 signed apk build.

    Here is the full error-log:

    Error: Failed to load signer "signer #1" java.io.IOException: Failed to obtain key with alias "production" from tmp/bb2baa0a-350a-4e32-9edd-ef3e9ce28258. Wrong password? at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:690) at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCerts(ApkSignerTool.java:555) at com.android.apksigner.ApkSignerTool$SignerParams.access$200(ApkSignerTool.java:509) at com.android.apksigner.ApkSignerTool.sign(ApkSignerTool.java:215) at com.android.apksigner.ApkSignerTool.main(ApkSignerTool.java:89) Caused by: java.security.UnrecoverableKeyException: Get Key failed: Given final block not properly padded. Such issues can arise if a bad key is used during decryption. at sun.security.pkcs12.PKCS12KeyStore.engineGetKey(PKCS12KeyStore.java:435) at sun.security.provider.KeyStoreDelegator.engineGetKey(KeyStoreDelegator.java:96) at sun.security.provider.JavaKeyStore$DualFormatJKS.engineGetKey(JavaKeyStore.java:70) at java.security.KeyStore.getKey(KeyStore.java:1023) at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:663) ... 4 more Caused by: javax.crypto.BadPaddingException: Given final block not properly padded. Such issues can arise if a bad key is used during decryption. at com.sun.crypto.provider.CipherCore.unpad(CipherCore.java:975) at com.sun.crypto.provider.CipherCore.fillOutputBuffer(CipherCore.java:1056) at com.sun.crypto.provider.CipherCore.doFinal(CipherCore.java:853) at com.sun.crypto.provider.PKCS12PBECipherCore.implDoFinal(PKCS12PBECipherCore.java:405) at com.sun.crypto.provider.PKCS12PBECipherCore$PBEWithSHA1AndDESede.engineDoFinal(PKCS12PBECipherCore.java:437) at javax.crypto.Cipher.doFinal(Cipher.java:2164) at sun.security.pkcs12.PKCS12KeyStore.engineGetKey(PKCS12KeyStore.java:371) ... 8 more

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