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Messages - Dabz

#46
Well, at least we know whats wrong... I had a feeling it had something do to with the USB cable, but I never realized you couldnt plug one in! :D

Anyway, what you've done isnt wasted, you can still build them...

Create a AVD (Android emulator) and get it running, then, try and build the project again... On my machine, when the phone is disconnected but the emulator is running, the application gets shunted onto the AVD (Note: Some stuff may not work as expected on an AVD as it does on hardware, this doesnt just apply to GLBasic apps, it happens even with native stuff)

Then, if its possible, you can just manually move the APK package that's  built onto your device and install it from there for actual testing on hardware (You may need to manually sign the app with keytool/jarsigner first)... That is, if its possible for you to do this.

Thing is though while testing, on the AVD, the application runs perfectly in a sense that my app is stretched to fit the screen, whereas on my actual device, its not, also, the colour parameter for DrawRect looks like its ignored on the AVD (Stays white) but works as expected on the device.

Dabz
#47
Right, with the USB plugged in, can you go to Apps->Settings->Applications

Then check if the these are ticked:-

- Unknown Sources                                       <---- Probably doesnt matter as the app gets signed as a debug app, but switch it on regardless
- Development->USB debugging                   <---- Important

Dabz
#48
Ah, I've just tried to build an app without the USB cable plugged in to my phone and received this error:-

BUILD FAILED
C:\Program Files\GLBasic_beta\Compiler\platform\android\android-sdk-windows\tools\ant\main_rules.xml:639: The following error occurred while executing this line:
C:\Program Files\GLBasic_beta\Compiler\platform\android\android-sdk-windows\tools\ant\main_rules.xml:271: exec returned: 1

Dabz

#49
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No, still fails

Bugger!

Basically, what you've done is what I've done, I literally have done nothing different that springs to mind, but, going off Google, it does look like its something to do with the SDK, but the answer isnt on there!?!

So, last thing I can think of is that by any chance could someone try this on Windows 7 32bit (Or Windows 7 64bit) to see what results they get... As I'm running XPSP3 and all seems well!

Dabz

#50
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So, install everything they've got, eh ?

Wont hurt! ;) Hehehe

Dabz
#51
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Yes, that looks like the one  - well found!

lol, dont thank me, thank XP's little doggy search thingy! :D

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BUILD FAILED
C:\Program Files (x86)\GLBasic\Compiler\platform\android\android-sdk-windows\tools\ant\main_rules.xml:310: null returned: 1

Right, I've had a look and it seems that the problem here is that you need to configure the Android SDK, I havent a clue what mind, lol, but, what I've done to my SDK in the past is installing the newest components from Google,  setup an emulator, as well as installing the USB connection driver whatsit... Which, I think, is what the problem is...

I setup my SDK through Eclipse, so, my guess is your best going to the Android site, go to the SDK installation instructions and follow them till you get to the point where you can create a AVD, as well as making sure while setting up you install the USB driver.

Dabz

#52
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(Which release config?)

I'm on XP at the minute, but, can you see matchys  screenie, where it says Configuration: [Debug], if you click the arrow, you should have release or something similar...

Basically, I do nowt special, just like what I mentioned above, I dont even change the 'Target Device Family' thingy that Matchy mentioned, just the signings... And mine works, and I can confirm my games run on an iPad because my older brother bought them for his.

Though, I have noticed matchy has his base SDK set at 3.2, where in xCode this is missing and I have to change that to 4.{x} (Cannot check exactly at the minute)

Dabz
#53
Right, I've found it in here:-

C:\android-sdk-windows\tools\lib\x86

Its also located in here:-

C:\android-sdk-windows\tools\lib\x86_64

I'm on XP SP3, though, I dont know if you can remember the shenanigans with Vista and the minGW compiler path thingy me bob when you wanted to build modules in BlitzMax, maybe, just maybe, this is the same problem, or related!?!

Dabz
#54
Quote
Where did you get your SWT file, by the way ?

Dunno Mr T, The only thing I've added was the JAVA_HOME thing, and it all worked... I have had my computer setup for Android development for ages mind... I'll have a peek and see if I can track it down!

Dabz
#55
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Can this be installed alongside regular, non-beta GLB?

Yeah, when it asks where you want to install it, remove the brackets in the file path and setup so it looks like C:\Program Files\GLBasic_beta, install as usual and you'll have a shadow copy running alongside your proper install.

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However, it is in both the local and system PATH settings  (and I can run java.exe directly from the command line) :

Make sure you create a new env variable, mine is:-

JAVA_HOME  :   C:\Program Files\Java\jdk1.6.0_22

Dabz

#56
Right... I just ran Nags Heed Darts on me phone (HTC Desire)... It ran though, here's what I'm getting

- no music (Music is mp3)
- sound is fine
- file system stuff seems to work
- mouse commands seem to be grafting

Though, my original code base is based on 320x480 for iOS, now, when I add this to project settings to match the original, and load it onto my phone, it doesnt scale to suit the whole of the devices screen... I used a library once called libgdx which is an Android based one, and basically, when I was using it, I just emphasised 320x480 in the init code and the engine scretched to suit... 

Is there any you could implement such a scaling feature behind the scenes Gernot, which obviously doesnt just scale the screen, but also handles touch events too?

This would be a bit of a boon IMO, because if I have to convert this manually, as well as Logic Battleships, I'll be suicidal :D

Dabz
#57
Kitty Hello... I love you! MWAH XXXX

;)

Dabz

EDIT: Before you attempt to build, make sure you set your Java JDK path in your environment variables or you'll receive this error:-

*** Error: Environment variable JAVA_HOME must be set to JDK path
Please install the Java Development Kit and set the variable.
Example: C:\Program Files (x86)\Java\jdk1.6.xx

If you have the IDE open at the same time as adding the above, you'll need to restart the IDE to catch the path or you'll end up getting the same error.
#58
Not sure how that worked really!?!

I only released Nags Heed Darts a couple of weeks ago and done nothing special with it in xCode, just cloned the release config, changed the certificate in that to Distribution, changed the signing thing to "Any OS" (Or whatever its called), built/archived->Submitted->Done!!!

Dabz
#59
Thanks fella's! :)

I've slowed the ball down slightly when bouncing left/right! :)

You may need to clear your browsers cache to get the new version!

Dabz
#60
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Yep that's just as I remember it. A right bastard of a game until you learned the levels.

lol, I see I've managed to catch the true essence of the original then! ;) Hehehe

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Is that running on monkey?

I didnt want to mention it, but yeah, it is!

Dabz