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Hi, 

I'm finally adding my game to the Market - but I can't publish because the game doesn't work at any less that QVGA (800 x 480 pixels) or "Large Screens"

The AndroidManifest,xml looks is below, all i've added is what's in bold, yet the Developer Console STILL says the following:

API level: 7-12+
Supported screens: small-xlarge
OpenGL textures: all

Which is obviously not true..

If anyone can help I'd really appreciate it, I'm reluctant to publish with the stated "over 500 supported devices" when I know it not to be true.

Thanks

Dave

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" 
          package="" 
          android:versionCode="1" 
          android:versionName="1.0">
  <uses-sdk android:minSdkVersion="7" />
  <supports-screens android:smallScreens="false" 
                  android:normalScreens="false" 
                  android:largeScreens="true" 
                  android:anyDensity="true" />
  <application android:label=""
               android:icon="@drawable/icon"
               android:debuggable="true">
    <activity android:name="">
      <intent-filter>
        <action android:name="android.intent.action.MAIN" />
        <category android:name="android.intent.category.LAUNCHER" />
      </intent-filter>
    </activity>
  </application>
  <supports-screens 
</manifest>

Replies(4)

I don't think that what you added is necessary in the first place, it should automatically assume that the application works on all devices. You say that it doesn't work on smaller devices- are you sure that that isn't your code?
And if you want it to work on all devices, then why do you have smallscreens and normalscreens as false?
It doesn't work on smaller devices because it's specifically been designed to work at 800 pixels (width)  and above.
So yes, it is definitely as a result of my code, and the way it has been designed. And no, I don't want it to work on all devices, that's entirely the point, which is precisely why I've set normal and small screens to false.

D.
I understand your problem now.
Is it possible that that extra "<supports-screens" on the second to last line has anything to do with it?
Yeah, well spotted, it wasn't that it was a version problem, and completely my own fault, 

Thanks anyway

D.

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