That means you need to install android API platform 19 (4.4) or higher.Combokarel wrote:I've got an issue with trying to make the apk, the build.bat seems like it's working, but it doesn't seem to do something. I am getting this error in the build.bat:
Android NDK: WARNING: APP_PLATFORM android-19 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml
Is that the problem?
love-android-sdl2 (native, 0.9.2)
Re: love-android-sdl2 (native, 0.9.0)
Re: love-android-sdl2 (native, 0.9.0)
Just tried using setTextInput(true, x, y, width, height). Does it get affected by orientation of the keyboard or even love.graphics.translate? (I ask since it's covering something important in my Android game - name input display)
- slime
- Solid Snayke
- Posts: 3166
- Joined: Mon Aug 23, 2010 6:45 am
- Location: Nova Scotia, Canada
- Contact:
Re: love-android-sdl2 (native, 0.9.0)
Make sure you're using the latest love-android, it wasn't hooked up properly in earlier versions.TurtleP wrote:Just tried using setTextInput(true, x, y, width, height)
No idea.TurtleP wrote:Does it get affected by orientation of the keyboard
Nope, it's not a love.graphics drawing operation so it doesn't get affected by the graphics transformations.TurtleP wrote:or even love.graphics.translate?
Re: love-android-sdl2 (native, 0.9.0)
Hm.. Well, I'll try to play around with the settings more and see if I can get it to not cover the display I need.slime wrote:Make sure you're using the latest love-android, it wasn't hooked up properly in earlier versions.TurtleP wrote:Just tried using setTextInput(true, x, y, width, height)
No idea.TurtleP wrote:Does it get affected by orientation of the keyboard
Nope, it's not a love.graphics drawing operation so it doesn't get affected by the graphics transformations.TurtleP wrote:or even love.graphics.translate?
EDIT:
No matter what I try, the keyboard is at the same spot. Could be caused by the fact that the phone's using landscape rather than portrait fullscreen.
- slime
- Solid Snayke
- Posts: 3166
- Joined: Mon Aug 23, 2010 6:45 am
- Location: Nova Scotia, Canada
- Contact:
Re: love-android-sdl2 (native, 0.9.0)
Hmm, actually you might need to call the function with the proper arguments twice to get it to work (my fault.)
- Combokarel
- Prole
- Posts: 23
- Joined: Sun Apr 27, 2014 11:18 am
Re: love-android-sdl2 (native, 0.9.0)
I have another problem, when I package my game and run the .apk, I get a black screen.
Re: love-android-sdl2 (native, 0.9.0)
Hey, cool port!
Anyone have any idea on how to NOT update the game when the app is not visible (=in the background) ?
I've tried both love.visible(v) and love.focus(f) and neither seem to work...
Thank you for your help,
superzazu
Anyone have any idea on how to NOT update the game when the app is not visible (=in the background) ?
I've tried both love.visible(v) and love.focus(f) and neither seem to work...
Thank you for your help,
superzazu
Re: love-android-sdl2 (native, 0.9.0)
Is it possible to call android functions from within LOVE? Or trigger them?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
- retrotails
- Party member
- Posts: 212
- Joined: Wed Apr 18, 2012 12:37 am
Re: love-android-sdl2 (native, 0.9.0)
os.execute() should work.Davidobot wrote:Is it possible to call android functions from within LOVE? Or trigger them?
edit:
This opens my game in the play store.
Code: Select all
os.execute('am start -a android.intent.action.VIEW -d market://details?id=com.pixelpotential.crystalcrash')
Who is online
Users browsing this forum: No registered users and 2 guests