Hey guys, I'm a developer who's been publishing Flash/AIR/Starling games on Steam/Windows for a few years now. These include Epic Battle Fantasy 5, Bullet Heaven 2 (made in Starling!), and Epic Battle Fantasy 3 (an AS2 game!).
I'm trying to port some of these to Android, but I'm totally stumped by the deployment process.
I can compile an APK file from Adobe Flash CC2015 that runs on my device no problem, but when it comes to getting it on the Google Play Store, I'm totally stuck.
My APK is around 150MB, which I just found out is too big, but apparently there's a new App Bundle format that I can use instead, which allows for a 150MB file. I've set up ADT, which HARMAN says has an experimental option to create App Bundles, but I just can't figure out the syntax for it. I'm not familiar with these command line tools at all. Any advice on how to make an Android App Bundle would be appreciated. (or any other simple way to get past the 100MB limit)
I'm also struggling with the implementation of Distriqts' Adverts and InAppBilling ANEs. I managed to implement their Vibrate ANE just for fun, but anything more complex than that is beyond me. The code in their online documentation and in their example files seems to be different, and I'm just totally confused when working through it - there's so many steps!
I guess I just want to know how to get started, and if there's any resources or essential reading I'm missing. A lot of documentation for AIR seems outdated now.
I miss the good old days when I could drop a Newgrounds or Mochi Ad component in my .fla file, get an Ad key, and then it just worked like magic!