iOS & Android port advance info

Started by josebita, June 09, 2011, 03:51:59 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

MisterN

The first link says unavailable. Is there anything I have to do to get my game to at least boot up?
werg

josebita

I'm reuploading the apk with a fix for music playback. In order to get your game running, rename your dcb to main.dcb and put it in /mnt/sdcard/data/main.dcb (in a folder named data in your phone's sdcard). Also, be aware that you'll most likely have to chdir() to /mnt/sdcard/data in your code.

New apk with music fix:
http://www.megaupload.com/?d=HTCLNVN4

Test program:
http://www.megaupload.com/?d=8L12GETJ

BlackCurtain

Quote from: josebita on September 05, 2011, 05:03:34 AM
I'm publishing a new binary for Android so that people can test it. It's really buggy in the sense that:
* You cannot use set_mode(), just assume the video mode has already been set to fullscreen.
* Rotating your phone seems to make SDL unhappy.
* Sound playback is still very buggy (But this is SDL's fault :P).
* For the program to work, you must install the APK and then place your main dcb file in a folder named "data" in your sdcard and name it "main.dcb".

Binary+test program that shows how to get your phone's resolution.
http://www.megaupload.com/?d=8L12GETJ
http://www.megaupload.com/?d=GGYPT0PU

[Edit] The music playback crash was fixed long ago in SDL_mixer upstream, I just hadn't updated the code.
Nice to see you're getting somewhere with the Android port. I've been looking forward to it :)

MisterN

If we made an app to put on the app store, how would we put it all in one .apk?
werg

josebita

Quote from: DoctorN on September 05, 2011, 11:01:05 PM
If we made an app to put on the app store, how would we put it all in one .apk?
At the moment you cannot. But when it works the idea is that you need to create the apk (through ant) and putting all your resources in a folder named "assets" in the source code folder. Then you'd access your files normally.

josebita

#20
I found that the cause of the crash in the Android code to be the way in which I've implemented the SDL_RWops file layer.
I have, however, made some progress and now resources and the DCB are looked for in the APK and BennuGD can peek within it (until seeking within the APK crashes, that is). I also fount the way to change the name the app displays and its icon. Not that I've discovered a great mistery of nature, but I thought some of you might like to see it:

josebita

Cool! It looks like the issue I was having with SDL_RWops was actually a bug in the Android code and has been workarounded by the nice people at SDL.
What this means is that your game's resources can now be directly bundled with your game's APK, which was one of the missing key points for BennuGD to work correctly on Android.

I'm leaving a very simple APK below for you to test and tell me if it's really working for you in your phone. Please remind to close the app manually after usage as otherwise it'll stay running in the background.
http://www.megaupload.com/?d=UC19KXDQ

PS: It looks like they added multitouch support in Android, so I'll have to go test it :)

josebita

The multitouch module seems to be working. It's still kinda buggy but it can already be used.
I'll later today post how it's used right now so that you can give me suggestions on how to improve the API (if needed).

darío

I tried the application with android 2.3 and it seems to work well :D.

Is there any info on how to create an standaolne APK?
My sites:
Smart Fpg Editor - Painless FPG Edition for Bennu and PixTudio
fenixlib - .NET support for manipulating PixTudio, Bennu and Div graphic formats

josebita

My FMOD Ex binding module has been integrated into the iOS monolithic build; now I can extend it as needed.

You can see a short video of the mic spectrum analyser in action:
http://www.youtube.com/watch?v=vDdzdupm0AA

josebita

Just a couple of tips that people developing games for iOS should remember:

       
  • If you want your games to be downloadable through mobile networks, keep their size below 20MiB. Otherwise people on those networks won't be able to download them but your game won't appear in their App Store's either! So, unless they specifically connect through Wifi, your app won't exist for them.
  • If you already have a developer account, download, print and carefully read this. It contains very valuable info about how to package your app and how to manage the upload process, as well as how to keep track of your sales.
Also, I've seen that some people are having trouble with signing their apps for App Store upload; I'll try to write a small step-by-step guide in my blog soon.

josebita

I've uploaded a new template:
http://bennugd-monolithic.googlecode.com/files/BennuGD%20Xcode%20Template_iOSSimulator-20110620.zip

It's te same code as the other template but this one targets the iOS Simulator. I haven't tested the code as much as I should've so it might need some tweaking to get it to work.

Erkosone


josebita

Quote from: Erkosone on November 16, 2011, 08:38:02 AM
Work´s perfectly, good job man.
Good to know :) I had some trouble compiling it and wasn't really sure it'd work as it should.

Erkosone


Thank you for your work, but not use as a primary language BennuGD is a job well done.
Feedback for the new iPhone simulator TemplateProject: - Apparently it works well, you can run games and programs,
but something happens when I close the application remains resitende as usual, this is fine, but when I close at all in the manager iPhone task, the re-run it throws this error:


'Thread 1: Program Received signal: "SIGKILL". '




Just close the simulator and relaunch the application to work, so it's not a problem, but if you are used to improve the template you step information on video:
Record the error in shape. WMV: http://www.megaupload.com/?d=5DWGK59U