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Messages - Dabz

#31
Quote
MP3 music didn't play but WAV sound fx are fine (as noted above I believe).

I've had a report back from my test build of Nags that I've distributed that sound (PlaySound) doesnt work on LG Optimus One phones.... Their probably the best reasonably priced half decent ones you can get I think, which, I think will make them popular.

Also, is there a chance the two media volume control keys at the edge of devices can be mapped, or if they are, what do they fall under?

Dabz
#32
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can take a while

I've found first load takes some doing, but afterwards,the app loads pretty quickly..
#33
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Got it compiling now!  Turns out a new project had to be created - the one I was using (a V8 one) didn't have all the needed details...



:)

Seriously, I'm pleased you got it working MR T! <----- I aint going on no areoplane! :P Hehehe

Dabz
#34
My AndroidManifest.xml file:-

Code (glbasic) Select


<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="com.denathorngames.nagsheeddarts"
      android:versionCode="1"
      android:versionName="1.0">
  <supports-screens android:resizeable="false"
                  android:smallScreens="true"
                  android:normalScreens="true"
                  android:largeScreens="true"
                  android:anyDensity="false" />
    <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="8" />
<uses-permission android:name="android.permission.INTERNET" />
    <application android:label="@string/app_name" android:icon="@drawable/icon" android:debuggable="true">
        <activity android:name="org.libsdl.app.SDLActivity" android:label="@string/app_name" android:screenOrientation="portrait">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
</manifest>


Though, please note, I've added the section:-

Code (glbasic) Select

<supports-screens android:resizeable="false"
                  android:smallScreens="true"
                  android:normalScreens="true"
                  android:largeScreens="true"
                  android:anyDensity="false" />


Manually!

Dabz
#35
Quote
Sounds like a device must be connected to compile then

I can compile for an AVD, I've done it... I've tested all screen resolutions under the emulator, plus, a running a 160DPI version of Nags... If I couldnt run a GLBasic app in the emulator, then I wouldnt of mentioned it... I'm probably the biggest fan og GLBasic+Android, I want it in... No questions, I've sent Gernot the APK file and everything... This does work on my machine!!!

Quote
You shouldnt need Eclipse... Anyone trying to build their app using it is wrong!

How so?

Because I've never need to use Eclipse for GLBasic apps... Eclipse is an unzip and be done IDE, as far as I know, it doesnt touch the registry, it makes no assumptions of work places... Its basically WYSIWYG.... This is why... You dont need it!

Dabz


#36
You shouldnt need Eclipse... Anyone trying to build their app using it is wrong!

Dabz
#37
Okay, for those it doesnt work, can you please subject you OS specs/device...

Dabz
#38
Quote
As for the packaging, after I compile in glb then I open as an existing java android project and run it from eclipse with the device and emulator.

Eclipse.... You dont need Eclipse installed!?!

EDIT: Just reading everything

Dabz
#39
Its been a right nightmare for you hasnt it... chin up though! ;)

Dabz
#40
Quote
try to avoid spaces and brackets in you path - line 472 call the dex executable - works for me on windows 7 64 bit with jdk32 bit installed in c:\Programme

Code (glbasic) Select

JAVA_HOME=C:\Program Files (x86)\Java\jdk1.6.0_25


Maybe?

Dabz
#41
Well, they could, but you only need one key, it only takes 2 mins to sign an app using the command line too, so no need for additional tools imo!

Even better still you could get Ant to do the grunt when building, but, its horses for courses really.

Dabz
#42
Looks like Android is in, so, here's a quick rundown on how to sign apk files for Android in regards to GLBasic:-

1) First, build you app for Android

2) Create a folder called "keytools" and make a folder in that called "keys"  (I create the keytools folder in my root GLBasic project folder)

3) Navigate to your {App_Project_Root}/android/bin directory and copy the file glbasic-debug.apk to your keytools folder

The glbasic-debug.apk file has already been signed with a default key, which is no good when releasing stuff on the Android Market (It wont be accepted), so, we need to remove the debug key and add our own

4) To unsign it, we need to remove a few files from the apk package, the apk file is just a zip file really, so, you need to explore the package using a archive utility, I use 7-zip.

5) When exploring the package, there is a folder in the root of the package called 'META-INF', go into that folder and there should be three files... MANIFEST.MF, CERT.SF and CERT.RSA... Remove these three files and your package will be unsigned.

6) Open command prompt (cmd.exe)

7) Navigate to your keytools folder
8} Type the following (Make sure your Java paths are correct, if not, use whole paths to the Java tools used below):-
9)keytool -genkey -alias mykey.keystore -keyalg RSA -validity 20000 -keystore keys/mykey.keystore

Then following the questions...

10) Type the following: jarsigner -verbose -keystore keys/mykey.keystore -signedjar glbasic-signed.apk glbasic-debug.apk mykey.keystore

11) You apk file should now be correctly signed.

Dabz

Original instructions provided by therevills here: http://www.indiecodez.com/forum/index.php/topic,109.0.html, and I just updated them for GLBasic! :)
#43
Quote
o luck with Windows XP in a Virtual Machine either :

Oh, your running on a VM, mines in Bootcamp so is a proper installation.

Dabz
#44
Nope, I havent installed the NDK... And yep, 2.2 is the one!

Dabz
#45
Right, managed to get the resolution to shift up a bit by editing t the AndroidManifest.xml file:-

Code (glbasic) Select

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="com.denathorngames.nagsheeddarts"
      android:versionCode="1"
      android:versionName="1.0">
  <supports-screens android:resizeable="false"
                  android:smallScreens="true"
                  android:normalScreens="true"
                  android:largeScreens="true"
                  android:anyDensity="false" />
    <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="8" />
<uses-permission android:name="android.permission.INTERNET" />
    <application android:label="@string/app_name" android:icon="@drawable/icon" android:debuggable="true">
        <activity android:name="org.libsdl.app.SDLActivity" android:label="@string/app_name" android:screenOrientation="portrait">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
</manifest>


Note this line:-

Code (glbasic) Select

android:anyDensity="false"


This makes Android scale the application, though, its not the general 'done thing', but works on my HTC Desire... The proper way is to scale everything up, but, that would mean changing loads of code, redoing my LoadBMP images etc etc

I'll get something up, push it about on a few devices and see whats what! :)

But, overall, it works well for me (apart from mp3's not playing, though, I will try OGG), and I must say, brilliant job!  :good:

Dabz

EDIT: Tried .ogg, it plays the file, sorta, I say sorta because you can hear the music, but its barely audible behind what I can only describe as machine gun fire! :)