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Messages - MrPlow

Hi Gernot, Spacefractal

Any idea why sdl mixer might not work with android 7.1 to 10 ...but 11,11,13 all are fine??
if needed I could run the odd aab or apk file for you on my Browserstacks account... manually runs / tests from Android 8 to 14
I since found other interesting requirements to get my aab packages to run correctly "extract native libs"  etc.
Also on the controls - a direction is only needed to pressed once...
then press other arrow for changing the current direction...etc.

Quote from: Qedo on 2023-Sep-05tried it and it's very nice big, the only problem but maybe it's my problem is the management of the direction keys
Perhaps they are too far away and often have to look at the position of my finger in relation to theirs.I don't know.
I will continue to play it to practice. Well done :booze:
Hi Qedo,
Glad you liked it :D
It was done a good while ago...
but I am updating all my apps for better visibility in Playstore and to keep them running well...

My only issue is now getting the loadsound to load / sound files for android 7,8,9,10
here is the app I recently updated - if you want to try it...
The nativelibs parts helped the app work from a Playstore install!!
Okay here are the changes I made


if using admob
<uses-permission android:name="" />

then application changes


then activity
 <activity android:name="SDLGlbasic"

//In app for using admob 19.4.0
dependencies {
    implementation fileTree(dir: 'libs', include: ['*.jar'])
    implementation 'androidx.appcompat:appcompat:1.2.0'
    // GLBASIC_USER_NOTE AdMob - implement dependency
     implementation ''

then in file


Okay - new problem - not huge though... Android 7 - 10 are not finding/playing audio files
11,12,13 are... any ideas?
The getcurrdir command is finding "data/data/com.appname"  etc etc.
I spoke too soon....
For weekend i was trying to resolve a strange issue where the app runs and works
from browserstacks and my apk builds on my phone...but NOT when installed from PLAYSTORE...

very strange - vulkin and bad-egl-display type errors...

So found similar issues happening for Unity users when building for unity...

I have managed to resolve now  :D  :booze:

Which is great - installs work from playstore now...

I will post here shortly with the fixes to do - quite simple...
There is a bug somewhere in my Logo App - doesnt like Android 12/13

But did a new compile of Solar Hunter - works fine! from Android 7 to 13

Ads working with 18.3.0 - gonna try 19.x.x next and maybe then 20.x.x? If not a hassle

Admob are keeping the 7.x.x to 19.x.x gms ads versions for a while yet - I think

I am using the platform Browserstacks for my device testing!! It is well worth the money for the time and hassle it provides  :D
Due to Google deadline for updates : End of August (with option to extend to 1 Nov)
(for older apps to be visible to newer devices - and for older apps remain eligible to update going forward)

Currently, I need to look into getting my apps all updated on weekends after work.
It has been a while, but already had some luck with getting an app without dependency on gms and ads to work and run on my phone and Android 12 & 13

See below a test with the very useful Browserstacks app testing platform...

So far so good!

I am still on older version of Android Studio and gradle model (5.4.1) and build
classpath ''

I will look into the whole new Android Studio setup after this and when my new Windows 11 Laptop arrives...


From what I recall - the 64bit compile exe just overwrites the x86 one... in the same folder...
and u can check by a simple inspection of the exe I think?

Cant remember how though...
I think I found your answer - using loadsound only with music in wav - nothing more advanced?
Then maybe check every few seconds for if the sound is still playing?
Hmm, okay - so not to use?

PLAYMUSIC "zenblockstrack3b.mp3",  TRUE

or$()+"/zenblockstrack3b.mp3", musvol, TRUE)


Did you have to remove music or how did you do music?
Hi Dreamerman!
My AV BitDefender doesnt like the steam gbas files when trying to compile...
strip.exe fails on output.obj
Any ideas?