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SnooPI

Y'es it's a good news Spacefractal. Although I think a powerful HTML5 support is the best solution.
But if Gernot (and you) get to do both, so much the better :good:

spacefractal

the issue with admob was the stability and for me was crash too often, and in fact the newer admob require Android Studio. So its got removed, but its will property been add back for the AS version of course when first working.

This also means we a least also can compile for both 32, 64bit as well Intel CPU (which im using for the emulator).

But currectly we do have issue to get JNI to working (which was even required for glbasic startup to set the correct orientation), etc calling java from c++ (the other way works fine). SDL 2 is also used here and we use full source to compile.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

MrPlow

I didn't have many crashes on my admob ads - probably cause I stayed using older frameworks

One thing I did do was I replaced the Playservices with newer library and updated the manifest for it - all worked first time and my crash rate was low...

<meta-data android:name="com.google.android.gms.version"
              android:value="7895000"/>

Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

spacefractal

the above should pretty been more automatic to detect the version with Android Studio..... But its not a priotiy by now and im will close this topic.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/