Android Custom APK

Great ! Thank You, so what prevents this version from using it to upload to google play ? Thats safest build i have to date i think. Is it incomplete somehow ? I have playstore key and all that
 
I see, its since beginning of this year, but i succesfully published bearz game and that was from old build ( beginning of june this year), or was that build after x86/x64 merge ?
 
Hi both of you msmalik681 and bWWd ,

msmalik681 noted your report about crashing, I will find time to check if it relates to my changes (will be quite some time until I can look at it). Thanks!

bWWd 100 MB is pain I guess. To my knowledge, there are at least 2 solutions, (I didn't test both of them myself yet) it seems 1. might be possible that you can try to do it without need a change on engine side.

1. Android app bundle - in short we send Google compiled code, assets, etc let them build and sign the app for multiple target screens/devices. This reduce your total file size further as you no longer need to combine all assets for all screens together. I saw it also relaxes the maximum APK size to 150 MB. https://developer.android.com/guide/app-bundle
2. Expansion file - for app in demand of very large file size in terms of GB. More complicated and definitely need engine to also handle it https://developer.android.com/google/play/expansion-files.html

You might try 1. if it helps + further optimize assets , it might be able to reach your target.
This article I linked above https://medium.com/mindorks/android-app-bundle-6c65ce8105a1 has a tutorial on how to create an app bundle (both in command line and via Android Studio), and test overall workflow.
PS. No need to pay attention to Dynamic Feature as mentioned in article yet.
 
haxpor sorry I know you said your busy but I have been trying to compile libsdl2.so using cygwin so I can test compatibility over different versions and I keep getting warnings about the gles2 file it still compiles but is the shared library file good to use ?
 
msmalik681  As far as I recall, I double checked since that time of changes, and the resultant library is good to use. Note also since that time libsdl2 has slightly quite a leap in upgrade from older version to newer for better support in certain part. This gap might play a role in problem you encounter. Do you have call stack or crash log you want to share?
 
haxpor here is more information on my issue: https://stackoverflow.com/questions/58282604/trying-to-generate-libsdl2-so-for-android

I add the path for the nkd build folder within the sdk and with cygwin i added python, make, gcc-core and gles2/3 again it makes the libsdl2.so file but i get warnings about the input files code not sure if they can just be ignored.

When White Dragon last updated the android sdl to 2.0.8 he had to use a snapshot from 14th april 2018 I think as other versions caused bugs and issues.  This might be the reason behind the constant engine crashes and freezing on x64 architecture.
 
So as a update the latest master build will compile to 32-bit only (64-bit is not compatible) so it will work with all devices.

I am working on porting the source code to be 64-bit compatible.  I just hope I can pull it off.
 
Greetings

@msmalik681 - i have managed to make a custom button layout, but would like to change their textures

does anyone have the button template mentioned in these 2 posts?


 
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