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Messages - HCDaniel

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121
WME Lite / Re: Convert game by windows to android
« on: August 17, 2013, 09:39:26 AM »
Ok I didn't know its a batch file on Windows. So please try using "android.bat". If it doesn't work, can you please dump the content of the batch file here?

122
WME Lite / Re: Convert game by windows to android
« on: August 17, 2013, 08:33:48 AM »
When you have the SDK installed onto your machine, it is installed in one directory which you specified (or accepted the default one). So let's assume that is c:\android-sdk\

Inside that directory, you have one directory called "tools", where the "android[.exe]" is to be found. To use this tool from the command line, either put it in your PATH variable or call it with the full path, i.e. "C:\android-sdk\tools\android.exe".

If you haven't already done, install the dependencies for Android 2.3.3 (API 10). Call the "android[.exe]" without any arguments. A GUI should appear. Select "Android 2.3.3 (API 10)" --> "SDK Platform". Other platforms you can de-select (shorter download). Do not change anything for "Tools" and "Extras". Download & then exit the GUI.

You should now be able to proceed using the "android[.exe]" for the next steps detailed in the previous posts.

If something doesn't work as expected, please double-check the "System Requirements" from here http://developer.android.com/sdk/index.html especially the part about the Java 6 JDK (not JRE) and Apache Ant.

123
WME Lite / Re: Convert game by windows to android
« on: August 16, 2013, 09:26:11 AM »
To get to a .apk file with debug signing key, just let the android command line tools help you (unless you're using eclipse where everything is already done for you).

In the root of your project please type

Code: [Select]
android update project --path .

(not 100% sure about the syntax, but I think you get the idea). This will create a "local.properties" and a "build.xml" upon success. Then try to run

Code: [Select]
ant debug

and see whether a debug .apk is created. If not, please post the error (plus a list of files from the directory where you typed "android" resp. "ant").

124
WME Lite / Re: Convert game by windows to android
« on: August 13, 2013, 07:44:58 AM »
Hi,

you can simply go ahead and create the missing folders. They are not present in  the repository (yet) because I did not want to check in empty folders. As soon as you create them and place your files there, the Android tools will pick it up when you build the app.

125
WME Lite / Re: Any Linux developers out there?
« on: July 07, 2013, 07:55:52 PM »
Hi Mnemonic,

trying to understand (and hopefully fix) issue #12 (and maybe #14 but I'm not sure).

I believe this is dependent on the ratio of game resolution vs. screen resolution, and has also something to do with the pixel size of the overlay picture, and the (original) coordinates of the upper left point where to draw the overlay.

What I can observe is that parallax scrolling is jumpy, so even if a background is supposed to scroll smoothly with half the foreground scrolling speed from left to right, it occasionally looks like it jumps back and forth one pixel. Plus, as already reported, some overlay graphics are drawn with a white border (in my case at the bottom of the graphics), whether they have a pixel offset I cannot say.

It is correct that all bitmaps are drawn in the CBSubFrame::Draw function? I wonder whether the computations, combined with casts to (int) could be responsible for a pixel offset of one in special situations. There seem to be more casts in CBSurfaceSDL::DrawSprite without rounding. What's your opinion on this? I don't want to add rounding to all these computations without understanding what's going on.

126
WME Lite / Re: Any Linux developers out there?
« on: July 05, 2013, 02:24:20 PM »
Ah yes, you're right. Now I even remember seeing some of the code that uses zlib ;) So it looks like adding the explicit reference to zlib is the right way to go. Thanks for the hint!

127
WME Lite / Re: Any Linux developers out there?
« on: July 05, 2013, 01:40:54 PM »
I'll add that to the list of issues. Not 100% sure what's the difference between our systems. WMELite AFAIK does not depend on zlib, but freetype and/or freeimage might have a dependency. If their dependency to zlib is inherited, it might not be necessary to specify it for wmelite compilation - but all of it is just guessing at the moment. I'm really surprized that you need this dependency added, while it works for me on 2 different PCs... Hmmm :o

128
WME Lite / Re: Any Linux developers out there?
« on: June 29, 2013, 04:33:59 PM »
Thanks for the praise :) There are still some things to do. I will enter them as issues in the bitbucket repo, to not forget them. Whenever there is time, I'll see what I can work on.

129
WME Lite / Re: Any Linux developers out there?
« on: June 29, 2013, 10:44:35 AM »
After adding all the required steps I found that it looks quite difficult to build an Android package, if you compare it to the steps required for the other platforms. I hope that this doesn't stop you from trying - it's not so difficult in the end. At least you do not need to build the C part of the app (unless you're interested of course).

130
WME Lite / Re: Any Linux developers out there?
« on: June 25, 2013, 05:23:19 PM »
I'll see that I start documenting the Linux and Android build procedure. The Wiki seems to be a good place to put it into. It will take a while though.

131
WME Lite / Re: Any Linux developers out there?
« on: June 24, 2013, 01:51:40 PM »
Yes, that would be too easy ;D You will need to build the Android Java wrapper with your modifications (including your data files). I need to check in the native libraries of the current build (or you might unpack it from the .apk), and then you should try to rebuild the "SDLActivity" Java part. You will need the Android SDK for that, and install the required dependencies for Android 2.3.3 (API level 10). Once you can build the Java part, adjusting it to fit your needs is not that difficult.

132
WME Lite / Re: Any Linux developers out there?
« on: June 23, 2013, 02:12:46 PM »
I also uploaded a build with the WME touch demo project, now that embedding the game packages into the app works. Please test if you're interested.

133
WME Lite / Re: Any Linux developers out there?
« on: June 23, 2013, 02:04:35 PM »
New build, new try. I fixed an incorrect define in the Android version.

134
WME Lite / Re: Any Linux developers out there?
« on: June 18, 2013, 06:31:59 PM »
It might be an SDL issue. I have updated the library to the latest snapshot, and the behaviour is still not correct - but something seems to have changed... Needs more investigation.

135
WME Lite / Re: Any Linux developers out there?
« on: June 17, 2013, 07:29:58 PM »
Hm, when running the wmelite touch demo I thought it was intentional. But I see the same behaviour in my "classic WME" project as well. I need to look into this.

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