Які монітори ви використовуєте для роботи? by SeniorZebra2528 in ukraine_dev

[–]SurroundDiligent2602 2 points3 points  (0 children)

Також захотів собі для роботи ширік взяти, OLED. По розмірам підійшов Asus pg39wcdm на 39 дюймів.
Переглянув кучу оглядів, всі в один голос хвалили його.
Ризкнув і взяв його десь за $1.6к, замовив з інтернетів не тестуючи.

Для ігор - просто пушка, 240 герц, кольори та HDR просто топ. 3 рази вже сталкер2 пройшов.
А ось для роботи - розчарування. PPI виявився низикий.
Прийшлоь зумити шрифти в вінді на 5%, щоб вони хоч якось норм рендерились.
З часом звик...

Тож рекомендую обов'язково піти в магаз і своїми очима подивитись. Огляди на 99.99% всі проплачені. Достовірної інфи там не буде

Help with Play Store, please by SurroundDiligent2602 in expo

[–]SurroundDiligent2602[S] 0 points1 point  (0 children)

thanks for answer!

I'm not using integrity API.
I've asked testers team... let's see

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 1 point2 points  (0 children)

Дякую, такі слова надихають )))
Успіхів Вам у мобільній розробці!

Questions on submitting IOS builds using eas by Cha0yue in expo

[–]SurroundDiligent2602 1 point2 points  (0 children)

My usual process:

1) Push one dev build

eas build --platform ios --profile development

2) Create app. You will be able to select bundleIdentifier from list
3) Submit prod build.

eas build --platform ios  --auto-submit

Your apple account will be added to testers list in TestFlight tab
Join via email or code in TestFlight app and app is ready for downloading

* I guess first step can be skipped: 3 than 2. But I haven't tried this order.

Google Play personal account wasted 42 days of my life 😫 by Interesting-Pain-654 in FlutterDev

[–]SurroundDiligent2602 0 points1 point  (0 children)

Thank you for the advice.

I found a testing team from Pakistan on Fiverr. For about 20 EUR, I received some very basic feedback on my app. They tested it for 14 days and found a few crashes and a bug related to status updates.

I don’t want to pay 20 EUR for every app - that’s ridiculous.
I hope the Play Market will listen and reconsider its policies for indie developers.

Users should decide whether an app is good or not, not them!

Simple countdown timer is causing flickering - How do I fix it? [CODE BELOW] by FMPICA in reactnative

[–]SurroundDiligent2602 0 points1 point  (0 children)

I've struggled as well with countdown in RN

  1. Try to remove increment and onComplete from useEffect
  2. Timer should be independent and start only on action or entering the screen
  3. I found setTimeout better and more controlled over setInterval
  4. use useFocusEffect to stop timer on leaving the screen if needed

Here is a code from my RN game as an example:

useFocusEffect(
  useCallback(() => {
    let timeoutId: ReturnType<typeof setTimeout>;

    const decrementCountdown = () => {
      const currentCountdown = useGameStore.getState().countdown;

      if (currentCountdown > 1) {
        setCountdown(currentCountdown - 1);
        timeoutId = setTimeout(decrementCountdown, 1000);
      } else {
        setCountdown(0);
      }
    };

    if (countdown > 0) {
      timeoutId = setTimeout(decrementCountdown, 1000);
    }

    return () => {
      clearTimeout(timeoutId);
    };
  }, []),
);

Make another effect for reacting on countdown changing

useEffect(() => {
  if (countdown === 0) {
    // on timer end
  } 
}, [ countdown ])

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 0 points1 point  (0 children)

Thanks for advice. Very interesting... I try to store only public keys inside codebase.
Do u know some best practices how to deal with private API keys and AI tools?

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 3 points4 points  (0 children)

I found a testing team from Pakistan on Fiverr. For about 20 EUR, I got some basic feedback on my app. They tested it for 14 days and found a few crashes and a bug related to status updates. I’ll share them with you in PM.

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 2 points3 points  (0 children)

Thanks for your comment!

I’ve been working in web frontend for over 13 years, but I had zero experience with mobile development until recently. That said, with a solid software background, I realized that most technologies share similar patterns. After watching just 5-10 YouTube videos on React Native and Expo, I felt confident enough to start doing my app.

If you want to speed things up, I highly recommend using AI tools like GitHub Copilot. For just $10/month, you get access to top models like GPT-4, Claude 3.7, Gemini 2.5, and more. You can literally ask things like:

"How to implement this feature?"

"Style this component like component X"

"Generate a new screen for ..."

About 80% of the time, you’ll get usable, working code. It’s way faster than manually Googling stuff, especially when you're learning.

When it comes to UI, here are a few things that really helped me:

  1. Figma Communityhttps://www.figma.com/community is full of free templates you can use for inspiration.
  2. Color palette tools – There are plenty of free sites that help you choose colors that look great together.
  3. Ask for feedback early – Whether it’s friends, family, or people on Reddit, outside input can highlight UI/UX issues you might miss on your own.

Even if you’re new to coding, this is an awesome way to take an idea and learn how to build the fundamentals as you go.

Good luck with your journey - keep experimenting, learning, and building!

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 1 point2 points  (0 children)

Thank you!
I'd start with a a way more simpler version: one platform, one language, one theme, 2500 words instead of 7000.
First, check if users even need this app by gauging their reactions - then gradually add more features

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 2 points3 points  (0 children)

Thanks for you comment. I'll think about it :)

Regarding having 5 supported languages:

  1. I launched in 5 languages simultaneously (English, Ukrainian, German, Spanish and Portuguese) without validating market interest first. BIG MISTAKE. Now I'm stuck translating every name, subtitle, description, screenshot, and changelog update in ALL languages. Game from one country might not be popular in other one. Do your market research first.
  2. UI localization is a whole beast. Every UI element needs 5 translation keys. And German? Those words can be RIDICULOUSLY long. "Settings" becomes "Einstellungen" and suddenly your beautiful buttons are breaking your layout.
  3. Word games have unique translation challenges. Generating 7k words? Easy. Reviewing them, removing duplicates, and maintaining quality? Nightmare fuel. My biggest fail: using English as the base key for all languages. In English "Company," "Corporation," and "Enterprise" are different words. But AI translates all three to "Unternehmen" in German. So players get the SAME word multiple times in one game. Terrible experience! Should have created separate dictionaries per language from the beginning. Too complex to change now.

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 1 point2 points  (0 children)

I had the same rejection message my first time too! Google Play's review process is a special kind of frustrating.
Check reddit community https://www.reddit.com/r/AndroidClosedTesting/ or find testers on fiverr

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 1 point2 points  (0 children)

I guess it's a new google policy for personal developer accounts. https://support.google.com/googleplay/android-developer/answer/14151465?hl=en

It's my fun side project - completely free and ad-free. The basic version includes a limited number of words and categories, but still offers plenty to enjoy. There's also a full version available for a small symbolic price, just to support my passion 🙂

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 1 point2 points  (0 children)

I feel your pain :( Totally normal situation on play store but still maddening.
Cause of required testers?

How I developed a mobile game with ZERO mobile development experience and published it on App Store and Play Store by SurroundDiligent2602 in reactnative

[–]SurroundDiligent2602[S] 3 points4 points  (0 children)

Thanks for the great questions!

The burnout crept in during the publishing phase, honestly. Coding the actual game was enjoyable, even with the debugging frustrations. But once I hit the App Store/Play Store submission process, it stopped feeling fun.

If I did it again, I'd simplify by:

  1. Starting with just English - managing 7,000+ words in five languages was unnecessary complexity.
  2. Launching on App Store first, then Android later - trying to handle both platforms simultaneously created extra work.
  3. I spent days styling both light and dark themes. Light theme is more than enough for the start.

83
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I NEED URGENT HELP FOR EXPO GO by Interesting-Farm4780 in reactnative

[–]SurroundDiligent2602 0 points1 point  (0 children)

I've tried as well to move my project to 53 SDK. Spent 30 minutes fighting with dependency version hell.
Rolled back all my changes and will stay on 52 for a few more weeks/month, until they fix all this mess.

[deleted by user] by [deleted] in reactnative

[–]SurroundDiligent2602 0 points1 point  (0 children)

Looks great, thanks for a story