marauder2k9 Posted September 8, 2019 Share Posted September 8, 2019 Major Problem: Now coming up to the time to release the app on the play store im building the signed apk for upload and there is an error everytime i try to builderror: undefined reference to 'png_init_filter_functions_neon'i have no idea even where to begin with fixing this ive tried everything i could find on github and stackoverflow Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 8, 2019 Share Posted September 8, 2019 sorted it! Add this to Application.mk APP_CFLAGS += -DPNG_ARM_NEON_OPT=0 Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 8, 2019 Share Posted September 8, 2019 last problem i ran into after uploading to the play store and all and getting everything ready for release an error came up, as of august 2019 all apps must include support for 64bit, basically arm64-v8ai have added to types.gcc.h #elif defined(__aarch64__) # define TORQUE_CPU_STRING "ARM" # define TORQUE_CPU_ARM # define TORQUE_LITTLE_ENDIAN # define TORQUE_64 then to Android.mk at the bottom before LOCAL_ARM_MODE := arm ifeq ($(TARGET_ARCH_ABI),$(filter $(TARGET_ARCH_ABI), arm64-v8a)) LOCAL_CFLAGS := -DHAVE_NEON=1 LOCAL_ARM_NEON := true endif in Application.mk APP_ABI := armeabi-v7a x86 x86_64 arm64-v8a and finally in the build.gradle for the app abiFilters 'x86', 'x86_64', 'armeabi-v7a' , 'arm64-v8a' folders had to be created for the prebuilt libraries for freetype and openal and i copied over the prebuilt libraries for armeabi-v7a, everything seems to build and work fine but i think arm64-v8a will require its own prebuilt libraries. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 8, 2019 Share Posted September 8, 2019 Okay arm64-v8a definitely needs its own libraries error message outputlibfreetype.a: error adding symbols: File in wrong formati cant release my game because of it now. Can anyone build the prebuilt libraries for android? I cant seem to get it to work. Tried cygwin and even tried building on my linux virtual machine and cant figure it out The two prebuilt ones are freetype and openal Quote Link to comment Share on other sites More sharing options...
greenfire27 Posted September 8, 2019 Author Share Posted September 8, 2019 You should probably move that question to it's own thread. Maybe someone with some Android knowledge will spot it and help you out.Wish I could help, but I've done painfully little with Android. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 8, 2019 Share Posted September 8, 2019 its okay after some more digging i got libraries made for arm64 and im now putting it up on the store! some of these changes may need to be added to the repo, part of the reason why i was putting so many posts here was because im keeping track of what im doing, these will probably need to be made available to people as a pull request, especially since google is making it mandatory and in 2021 its going to be that no 32bit app is going to be supported only 64bit Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 9, 2019 Share Posted September 9, 2019 YUP THAT WORKED!! App is now up on the Play store and will be released after google checks it out which should be within 7 days!!! Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 9, 2019 Share Posted September 9, 2019 received an email from google saying about a vulnerability in libpng library and had to update the libpng to 1.5.26 hopefully that will sort things out Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 9, 2019 Share Posted September 9, 2019 Yeah it seems to be grand now. no errors on play console showing up, some of the changes i have made will need to be added to the git for android developers so they can be released on play store since google is making it mandatory for 64bit.Another thing, ive created a few scripts that do certain functions that come easy in other game development kits, i will collate these all together into the ToyAssets with their own folder and documentation on what they do and how to use them when i get a chance Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 14, 2019 Share Posted September 14, 2019 https://www.facebook.com/tommy2k13/videos/1135923383278742/It would be so much easier if i was able to use music from my past lol Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 14, 2019 Share Posted September 14, 2019 And the game is up on the play store!! https://play.google.com/store/apps/details?id=com.ctrlintelligence.critterbits Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 14, 2019 Share Posted September 14, 2019 Multitouch fixed on android and audio fixed on android been a busy week :D Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted September 15, 2019 Share Posted September 15, 2019 now added a way to find out if the device the user is using is a tablet or a phone when running on iOS or Android devices. simply call from script if($deviceType $= "tablet") { //do something different for tablets } this value can also check if device is phone. If you are working a cross device game you can now set your camera to scale appropriately and all artwork providing they are 1:1 at multiples of 4 should rescale properly to a different camera size. For example on my app i have the phone to be a camera size of 90,160 (reverse due to portrait) but for tablets i have it set to 180,320. This way all artwork ends up looking about the right size for the screen.Also for anyone working on iOS and you are getting black bars at the top and bottom of the screen, you have to create a launch screen.storyboard and set it to launch as your targets App Icons and Launch images Launch Screen File. This then resets UIScreen mainScreen to be the correct size. And lastly if you are getting a weird offset in touches on iOS it is because of this code here: S32 _iOSGetPortraitTouchoffset() { // NOTE: This needs to be changed to acount for different retina sizes, but I am not sure what is going on with it yet S32 offset = 0; S32 deviceType = Con::getIntVariable("$pref::iOS::DeviceType"); bool retinaEnabled = Con::getBoolVariable("$pref::iOS::RetinaEnabled"); if (deviceType == 2) offset = 500; else if (deviceType == 1) offset = retinaEnabled ? 500 : 250; else offset = retinaEnabled ? 320 : 160; return offset; } due to ios apps now only being released to iOS 7+ devices this offset is irrelevant but you cannot remove it completely or it will break touches after a few. so just comment everything out apart from S32 offset = 0; and the touches should then be accurate Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.