Ready made android games / app on Google playstore

Why are you selling this site?

I'm selling android apps that already publish on google play , total i have 9 games and 1 Dating app for sell.

App build using unity 3d and android studio software.

Below list games with price if you want to buy single game :

1. Solitaire King (50$ )

2. Clash Tower Defense (50$ )…

Ready made android games / app on Google playstore

Persisting Player Prefs On Build in Android

Can I ask for help/guide where I can build 2d game on android device includes the players prefs that I defined already, for example I have an "int" PlayerPrefs (PlayerPrefs.Getint ("mysavenumber")),

the data "mysavenumber" has already a saved integer value in it. How ever upon building my game and installing it on my android device it seems does not hold any value.

How can I build my game with the Playerprefs data that I have defined upon building and installing it on an android device?

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GLES3 – GL_INVALID_OPERATION: Operation illegal in current state (Unity Android native)

I use Unity(editor 2020.1.8f1). My application use android native .so lib that use GLES3. In order to use it first of all I have done these steps :

first: go to Project Settings >>> Player >>> Other Settings.  second: find "Auto Graphic API" and uncheck it.  third: Now you can see a new panel just below the "Auto Graphic API". It's a list of "Graphics APIs". Remove all graphics APIs and just add "OpenGLES3". 

Then in android CMakeList.txt file I marked that I use GLES3

... target_link_libraries(         libcocodec         GLESv3               <----------------  THIS LINE         decoder_engine_lib         $  {log-lib} ) ... 

And there is a usage :

void RenderAPI_OpenGLCoreES::EndModifyTexture(         void* textureHandle,         int textureWidth,         int textureHeight,         int rowPitch,         void* dataPtr,         bool destroy) {     GLuint gltex = (GLuint)(size_t)(textureHandle);     // Update texture data, and free the memory buffer     glBindTexture(GL_TEXTURE_2D, gltex);          GLenum format = GL_RG;      glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, format, GL_UNSIGNED_BYTE, dataPtr);     if (destroy)         delete[](unsigned char*)dataPtr; } 

and error message I get is –

2020-11-08 10:51:46.966 1512-1930/ E/Unity: OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state      (Filename: ./Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp Line: 358) 

I assume that something wrong with usage of GLenum format = GL_RG;, because (just for test) – if I use GLenum format = GL_ALPHA; I don’t get any errors (as well as expected result). Looks like gles3 doesn’t know what is GL_RG format.

What am I doing wrong?

OpenVPN works on Ubuntu but not Android – Name Resolution [migrated]

Server1 – Primary DNS/Plesk
Server2 – Secondary DNS
Server3 – OpenVPN

On by local computer running Ubuntu 20.04 I can successfully connect to the OpenVPN server and browse any website. My public IP Address shows as the SERVER3 IP Address.

On my Android, I can successfully connect to the OpenVPN server but I can only browse websites hosted on Server1. All other websites get the DNS_PROBE_FINISHED_BAD_CONFIG error message. In the OpenVPN app it shows a successful connection and the correct IP Addresses.

I am using the exact same configuration file for both devices. Note, different certificates are used for the connection.

Looking at the syslog on Server1, I see:

client @0x7f79480ea2b0 ANDROID-PUBLIC-IP-ADDRESS#50743 ( query (cache) '' denied 

I don’t get these errors when browsing on the Ubuntu box.

My ovpn file:

dev tun proto tcp remote SERVER3 IP 443 resolv-retry infinite nobind user nobody group nogroup persist-key persist-tun remote-cert-tls server cipher AES-256-GCM auth SHA256 verb 3 key-direction 1 <certificates are here> 

My OpenVPN Config file:

management 5555 dev tun ca ca.crt cert server.crt key server.key  # This file should be kept secret dh none server ifconfig-pool-persist /var/log/openvpn/ipp.txt push "dhcp-option DNS SERVER1 IP" push "dhcp-option DNS SERVER2 IP" keepalive 10 120 tls-crypt ta.key cipher AES-256-GCM auth SHA256 user nobody group nogroup persist-key persist-tun status /var/log/openvpn/openvpn-status.log log         /var/log/openvpn/openvpn.log log-append  /var/log/openvpn/openvpn.log verb 3 explicit-exit-notify 0 

Android exploit demos to scare my parents?

I recently discovered that my parents’ android phones have not received security updates for years. When I talked to them I realized that the benefit of software updates is very abstract to them and that they clearly felt like I was overreacting.

I personally really understood importance of software updates by watching exploit demos at IT conferences. So now I am wondering: Are there such demos aimed at educating everyday users?

I am thinking of something like or but for android.

Remote debugging android app from another computer on different network

Is is it possible for Android development to remote debug an app from another network? I am not talking about WebView/Web Pages debugging but as stated here, as this page talks about remote debugging a WebView or web pages opened in any app and also I don’t think it will work on if device and computer are on different networks.

My scenario is that if Device A is connected to Computer A on Wifi A and I want to debug the app running on Device A from Computer B on Wifi B.

There is option to connect your device using the ADB wireless debugging using TCP-IP, but that requires the Device and Computer to be on the same network, but in my case device and computer are on another network.

Android: How safe is PBKDF2 with a 4 digit pin?

Our Product Manager wants a 4 digit pin for login in our app, obviously for UX reasons, so user don’t have to remember their password each time when they login.

A refresh token can be retrieved from backend to obtain a session token, which have access to the API. On our app, we encrypt the refresh token with AES and PBKDF2. A random salt and IV are generated plus the 4 digit used as password for PBKDF2.

After the encryption, I store the salt, IV and the cipher text base64 encoded in private shared preference.

The encryption code looks like this:

const val CPR_TRANSFORMATION = "AES/CBC/PKCS7Padding" const val ALGORITHM_TYPE = "PBKDF2WithHmacSHA1" const val ITERATION_AMOUNT = 12000 const val KEY_SIZE = 256  private fun encrypt(passCode: String, data: ByteArray): Encrypted { //e.g.: passCode = "0000"     val salt = ByteArray(256)     SecureRandom().nextBytes(salt)      val iv = ByteArray(16)     SecureRandom().nextBytes(iv)      val cipher = Cipher.getInstance(CPR_TRANSFORMATION)     cipher.init(Cipher.ENCRYPT_MODE, getSecretKey(passCode, salt), IvParameterSpec(iv))     val raw = cipher.doFinal(data)     return Encrypted(salt.encodeBase64(), iv.encodeBase64(), raw.encodeBase64()) }  private fun getSecretKey(passCode: String, salt: ByteArray): Key {     val pbKeySpec = PBEKeySpec(passCode.toCharArray(), salt, ITERATION_AMOUNT, KEY_SIZE)     val keyBytes = SecretKeyFactory.getInstance(ALGORITHM_TYPE).generateSecret(pbKeySpec).encoded     return SecretKeySpec(keyBytes, KeyProperties.KEY_ALGORITHM_AES) } 

Now my question is: How secure is this implementation?

  • How could an attacker retrieve the refresh token from shared preference and decrypt it?
  • Is the symmetric key inside secure element?
  • How safe is this implementation against malware or root?
  • How easy can the key be brute forced? (except that user tries 10k times manually to insert the correct pin)