![]() |
Android development | ![]() |
![]() |
![]() |
Naith
![]() |
![]() |
Extra question: what settings and such do I need to make in Windows?
|
||||||||||
|
![]() |
![]() |
jbikker
![]() |
![]() |
As promised in the other thread (https://forums.libsdl.org/viewtopic.php?t=10770):
For "Hatched!" I simply run the game natively on Windows for development, which allows for rapid compilation and very easy debugging. Every now and then I need to get something to the device or emulator, which is what your question seems to be about. I am working with 32-bit builds, so that's what I picked for everything. Android SDK: simply the latest version will work. Same for NDK... I found that from there, things can get a bit complicated. I made some notes while setting things up:
There's additional trickyness for generating a keystore, and then again when you want to get an app in the store (you'll need a unique application identifier, which is non-trivial for a Java-evader like me). |
||||||||||||
|
![]() |
![]() |
jbikker
![]() |
![]() |
Actually, now that Hatched is done, I could try to rip out all the game specific things and set up a 'minimal Android SDL2 app' with some guidelines for how to get it from the zip all the way to the store. I suspect that might be useful to newbies like I was 2 months ago.
![]() |
||||||||||
|
![]() |
![]() |
Naith
![]() |
![]() |
A big thanks to you! The biggest problem I'm having is doing the correct settings (the one you wrote as notes) and also choosing the correct SDK and NDK. But I think I know now which target and such (of the SDK / NDK) I should pick. Thanks again for your help!
What you wrote in your last message would be very, very much appreciated, and if you want to- and have the time, please do it. ![]() |
||||||||||
|
![]() |
![]() |
jbikker
![]() |
![]() |
Here you go: https://forums.libsdl.org/viewtopic.php?p=45629#45629
Would be awesome if you could give this a whirl and let me know how it went. |
||||||||||
|