Android install error...

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MrPlow

So, should i modify my bat file or update my java?
I will try the keysize thing too...
Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

MrPlow

Im using

(build 1.7.0_21-b11)

Should I change my bat file then?
Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

Kitty Hello

Using GLbasic Beta V11, you should use the Java SDK 1.7.x.
My original key sign batch file works fine for me.

spicypixel

Quote from: Kitty Hello on 2013-Oct-30
Using GLbasic Beta V11, you should use the Java SDK 1.7.x.
My original key sign batch file works fine for me.

Do you have a link to the key signing batch file???
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MrTAToad

This contains all the information you should need : http://www.glbasic.com/forum/index.php?topic=6169.0

It has both the pre 1.7 and post 1.7 changes...

Ian Price

Stupid question - How do you know if you're app is signed or not?
I came. I saw. I played.

MrTAToad

What happens is that Android will complain about the APK not being signed correctly during/before the installation process.

Ian Price

#22
My "glbasic-debug.apk"s install fine on the OUYA - I presume that means it's signed correctly then?

GLB creates 3 .APK files -

- glbasic-debag.apk
- glbasic-debug-unaligned.apk
- glbasic-release-unsigned.apk

Which one is actually the right one to use on a device? The first debug one works fine, but what are the differences?
I came. I saw. I played.

MrTAToad

You should sign the glbasic-release-unsigned.apk - I presume the others have all the debug information in, whilst the release file doesn't. 

You should be able to install the debug versions on an Android device (if the "allow unknown sources is checked") as I believe they use a test signing code - however, you cant upload them to the Play Market until the signing files have been replaced - but then you'll have all the debug stuff left...

kanonet

Yeah when creating your game the debug is best to test the game on your device fast, cause it dont need signing etc. But when you release your game you need to sign the release version and publish this, not the debug.
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Ian Price

Yeah, I knew that only signed .apks will be accepted on stores, but I wondered what the difference was between the three .APKs that GLB produced.

Is there a reason why GLB doesn't sign .APKs automatically? Can it be made to do so?
I came. I saw. I played.

MrTAToad

It would be a good idea really.

erico


spicypixel

http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

spacefractal

#29
its due you need to insert the password every time to sign it, that why its cant been signed automatic. Its would simply got stuck under compiling, because the IDE dont show any input from them.

Also im have never liked the auto install with adb automatic too, which is why im removed that part in the SDK UPGRADE version (its very often stuck, without could see any reason, due its never outputted the screen from adb). the newer adb also sovled the many unstable hell im had with SDK 2.2. So personly im will not return to the default SDK glbasic using anymore.

Howover instead, im could promide the command to been used to install as well signing the apk to easier it (a copy & paste to the commando prompth). Im did that with install, but im can look doing the same with apk signing as the last step.
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