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Many thanks for your reply Janette5. I just have Admob advertising. I have tried your suggestions but I either cannot build the app because of "errors with gradle" or I don't have the correct Android studio options etc., etc., and when I do successfully build the apk, Google rejects it because of all kinds of ridiculous requirements that I lose the will to live in trying to comply with. Now I'm retired there are much better and less stressful things I want to do than struggle with Google's lies and deceit.
The apps I have make a little bit of passive income, which now is slowly diminishing and will end soon once they become totally non compliant. I should really cheerfully accept this and move on
this will be solve in a bit seems that to rollout also x86_64 is required now, not the case for close open draft, new libs are being prepare and test
Isn't it the case that Google no longer wants apk files, period? They want app bundle files so that they can control the installation of all apps with all their Google Bloatware.
Since August 1st in the UK you get the Error shown below on uploading an apk
Latest Error using build 292.11 with 29 and 9 target This release is not compliant with the Google Play 64-bit requirement The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: 5.
Include 64-bit and 32-bit native code in your app. Use the Android App Bundle publishing format to automatically ensure that each device architecture receives only the native code it needs.
I can build an app bundle but get stuck with the Google App signing. Is there an 'idiots guide' on how to produce and submit signing keys/certificates ?
Can the Keystore tool be used to create the app signing key that Google Play requires for app bundles? If not is there any other simple way of creating them if you know nothing about Java programming?
Built apk with 292.11 and still receive this error on Google Play
Error This release is not compliant with the Google Play 64-bit requirement The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: 5.
Include 64-bit and 32-bit native code in your app. Use the Android App Bundle publishing format to automatically ensure that each device architecture receives only the native code it needs. This avoids increasing the overall size of your app. Learn
Unfortunately I get the same message but my date for here in the UK is:
From August 1, 2019 all releases must be compliant with the Google Play 64-bit requirement.
So I just get a big red error message and you cannot 'roll out' the apk.
I uploaded apk's in July with the latest updates of Fusion etc., and it said they were 64 bit compliant so didn't think anymore of it. I didn't get a message saying they were not compliant with the 'Google 64 bit requirement'. So typical Google have moved the goal posts again.
Plus Google is so hypocritical about the size of your app when mine are 1.5 or 2 MB and they're bloatware consumes most of Android's drive space.
Of course the reason they are targeting independant developers is they don't want us anymore unless we're making a decent amount for them. With the rubbish GDPR laws that Europe has now, which incidentally do not protect the user in any way, Google now wants only software companies and big independant names so they can push any data law suits onto them.
So can anyone help with the app bundles certificate/keystore how to?
Now that Google Play no longer accepts Fusion built apk's after 1st August 2019, even though they're updated with 64 bit code. It seems we have to use app bundles instead. Is this correct and can anyone give any steps to take to create and upload an encrypted keystore file to Google's signing service?
Thanks for the above. Unfortunately I've downloaded Visual Studio Community 2017 and it says my sln file is not supported. Under VS Community 2015 I don't get the open folder option only open file plus I cannot figure out how to debug or build. I just want to build a UWP package from my Fusion sln file. What Visual Studio program should I be using as the one in the video is not the same as VS 2015/2017?
Hi, Is there a Visual Studio Tutorial for compiling an UWP app? I couldn't see one anywhere and a step by step tutorial would be a big help along with how then to submit to the Windows store. I have a Microsoft Developer account and Visual Studio installed.
After a lot of trial and error work, I've finally found a workaround that shows Admob ads on Amazon Fire tablets and phones. So if it helps others who have the same problem, here's what I discovered:
My app downloads on Amazon went from a few hundred a month to single figures when updating them with target API 8.0 (new minimum now required by Google Play).
Targeting API 26 (8.0) - Fire tablets and phones use a much lower API so the apps don't work and don't even show as available to those phones and tablets. I targeted 2.3 although under 5 should work. Apps still crashed when Admob ad requested.
Using the process at Please login to see this link. (the old Flash Game Licence guys) I wrapped my apps with Ogury ads as a pre-roll no code required.
Now the apps work on my Amazon Fire tablet and show the Admob adverts inside.
I tried wrapping with Amazon ads but the apps still crashed when reaching an Admob request.
I just bought an Amazon Fire 7 Tablet to check my apps on Amazon. Admob adverts do not show on this 7th generation tablet and often just crash the app. Some older apps of mine, not updated in the last year or so, do sometimes still show ads.
Is an Amazon Ads object possible?
I'm sure all Amazon devices will show their own ads. I'd be very happy to pay for such an object.
The only change I know is the June 29th information in the linked blog.
'Over the last year, we've been enhancing our search and discovery algorithms' consideration of app quality and user engagement. This means that apps and games that have high retention rates, low crash rates, low uninstalls, and many other factors, are recommended more often.'
Some individual developers in Korea are talking this change seriously. Some types of games are said to be seriously impacted by player accessibility after this change.
Very interesting, I didn't know this, many thanks.
My Admob Android App revenue has been dropping quite dramatically in the past few months and I've been concentrating solely on the fault being mine e.g. I've been trying to improving quality, trying different wordings in Google Play etc., etc.
I was wondering if there are any other factors influencing Android Apps and the drop in Ad revenue currently or is it just me. So I was wondering if anyone can recommend any App News magazines to find out what the current trends are e.g. have Android apps/games reached their peak and are on the way down, has GDPR had an effect etc.