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Author Topic: Android - has anyone tried yet?  (Read 4040 times)

Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #90 on: 2019-Sep-05 »
just seen this share:
https://www.counterpointresearch.com/nokia-leads-global-rankings-updating-smartphone-software-security/

Look like some producets fails to update thier phones completly. One of produce is one of them im have and they are often cheap phones. So im cant say dropping Android 5 is a big issue if you ask me.

But is a issue im my self cannot fix. Have wrote to Gernot. So its up to him if he can fix that png issue. Im cannot promise.

But sooner or later Google depreacting Android 5 anyway on the Google Play. Android 4 is got depreacted on Google Play and is no longer updated.
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #91 on: 2019-Sep-19 »
My worry is the that the png issue also might affect other models or android versions or a combo of Android x with Phone model y.

If Gernot could find the cause, then there might be a chance to fix it and keep the backward compatibility intact.

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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #92 on: 2019-Oct-11 »
backward compatibility has allways been bad on both Android and iOS. Its reason im dropped out.

Dont except this to been fixed soon. You might still want to use the old Android SDK for Android 4+5 support and use AS  for Android 6+ support. Google Play supports multiply APKS, but not checked how that works.

But dont constatly asking for backward compatibility as im previous has declare Android 5 to been depreacted as least from mine side. Im havent seen issues with Android 6 as least not on the devices/emulators im have tried it on.

Also you could also using the old Android SDK for Android 4-5 if you want backward compatibility as Google supports multiply APKS (have no idea how this works througth as not checked). So except to remove SDK checks for Android 5 and below in AS to clean up the code.

But a great news is Android Studio 3.5.1 works very fine as well. Might need to clear and let grandle update and resync, but works fine.
« Last Edit: 2019-Oct-11 by spacefractal »
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #93 on: 2019-Oct-11 »
my believe its property a compiler setting issue with a newer compiler.
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #94 on: 2019-Oct-11 »
Some good news on the Admob Interstitials....I have them working with the latest Admob SDK version, but only between app switching on the paused game screen.

I need to find a way to open the Advert in the SDL running game...


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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #95 on: 2019-Oct-11 »
cool. yes  the game need to send pause() and unpause() before sending a advent as we invoke a another Activity.

Also bad news. Google has broken Android 5 support in Android Studio 3.5.1, so no more Android 5 request please.

Code: GLBasic [Select]
compileSdkVersion 29
minSdkVersion 23
targetSdkVersion 29
 

But The best bet is using both Android Classic SDK for older versions and Android Studio for Android 6+ projects and do a bundle apk (a area im havent looked into).

Btw im have forced to disable the SDL Audio which also got broken for Android 5 in AS 3.5.1 (Nice job, Google) and added a notify to the user if Android 5 or below is detected. The changes is sent to Gernot. Im sadly believe Libpng 1.4 is not supported in the newer AS at all as SDK tools etc has been updated.

But has not seen any issues from Android 6 throught.
« Last Edit: 2019-Oct-11 by spacefractal »
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #96 on: 2019-Oct-11 »
No probs!

Any tips on creating/invoking a new activity within SDL would be great :)
I am not a java man - but picking up bits as I go...
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #97 on: 2019-Oct-12 »
learn Java, hehe. Im did do some java games back in about 20 years ago or such. Acticity is a little bit strange on Android, but property do have better time in this week.

Howover what im seen is its a issue with the newer compiler used with libpng, but no idea how to fix as im dont know hot to do a error handing. In Android Studio 3.5.1, the SDL Sound does no longer works, which seens to been a bug in the emulator? Im do easy can skip it as im did as SDL Sound is actuelly not important and eventuelly could use SoundPool instead.

Howover we dont have all those grandle update issues as im previous sat in 3.5.0 at all. Took some time, but was no problem when first finished updated.

!!! Btw for Android 5.0, PNG, JPG and SOUND does NOT work for Android 5.X !!!
The app can do run !!! Have not seen issues yet with API23+
« Last Edit: 2019-Oct-12 by spacefractal »
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #98 on: 2019-Oct-29 »
I got SOUND and music working on Android 5.x it was just a media folder issue for sound.
I just could figure the png issue.
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #99 on: 2019-Nov-06 »
i have a ads working when users jump out of the app and such - its not ideal - but okay for now...*makes same money roughly*

A proper, GLB firing of the ads via glb_javacall would be super - whenever SF has time to look at it...
I tried myself but found little on the interent and my lack of java / android concept knowledge meant I kept making mistakes...

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Offline erico

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Re: Android - has anyone tried yet?
« Reply #100 on: 2019-Nov-07 »
Nice, so most of the trouble you were having is solved.

About *makes same money roughly*, you mean publicity during game against just when exiting app?
Interesting, the later seems interesting if it does not disturb the gameplay.

Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #101 on: 2019-Nov-08 »
Yes - I noticed players on youtube often jump out of a game or app mid play or when they die, in order to send a text or open something else...this is when the ad shows.

I can make it so the ad show right away when they do that but they are prompted to continue playing or quit fully, or I can wait for them to return to the app then show them. Currently using the former but the next app I will try the latter - just to see the difference.
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #102 on: 2019-Nov-11 »
You are under risk to get your admob account disabled by using ads this way. do newer ever use ads on a app exit (people can report it, and then you might get its disable if that happens):
https://support.google.com/admob/answer/6201362

Also when a ads show, the previous activty (your game) is got paused and then resumed.

For  the javacall from glbasic, its is sent to public static String glb_JAVACALL(String url) in SLDGlbasic.Java. The Android Extras Java calls should still works. Its hasent changed at all here.

Howover long time ago im checked this last time really.
« Last Edit: 2019-Nov-11 by spacefractal »
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #103 on: 2019-Nov-16 »
I will soon post how I got the ads working in Pause or Jump out of app :)
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