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Android build failed

Z

Ziphold

Guest
Hello! I recently updated to 1.4.1760, and when I try to export the project to android, this is the message I get in the compiler:


Code:
FAILURE: Build failed with an exception.

* What went wrong:
A problem occurred configuring project ':com.Unheard.Zombust'.
> Could not resolve all dependencies for configuration ':com.Unheard.Zombust:_debugCompile'.
   > Could not find com.android.support:multidex:1.0.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.pom
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.jar
     Required by:
         :com.Unheard.Zombust:unspecified
   > Could not find com.android.support:support-v4:23.1.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/support-v4/23.1.1/support-v4-23.1.1.pom
         https://jcenter.bintray.com/com/android/support/support-v4/23.1.1/support-v4-23.1.1.jar
     Required by:
         :com.Unheard.Zombust:unspecified

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED
Can anyone help?
Thank you.
 
Z

Ziphold

Guest
Have you tried clearing your cache? ;)
No, but I updated my Android support library to 23.2.1
This partially fixed the problem. I'm no longer getting the error message above, now this is what it says:
Code:
Z:\com.Unheard.Zombust\src\main\java\com\Unheard\Zombust\RunnerApplication.java:27: error: cannot find symbol
        super.onCreate();
        ^
  symbol:   variable super
  location: class RunnerApplication
Note: Some input files use or override a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Note: Some input files use unchecked or unsafe operations.
Note: Recompile with -Xlint:unchecked for details.
4 errors
:com.Unheard.Zombust:compileReleaseJavaWithJavac FAILED

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':com.Unheard.Zombust:compileReleaseJavaWithJavac'.
> Compilation failed; see the compiler error output for details.

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED
 
P

PlayLight

Guest
No, but I updated my Android support library to 23.2.1
This partially fixed the problem. I'm no longer getting the error message above, now this is what it says:
Code:
Z:\com.Unheard.Zombust\src\main\java\com\Unheard\Zombust\RunnerApplication.java:27: error: cannot find symbol
        super.onCreate();
        ^
  symbol:   variable super
  location: class RunnerApplication
Note: Some input files use or override a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Note: Some input files use unchecked or unsafe operations.
Note: Recompile with -Xlint:unchecked for details.
4 errors
:com.Unheard.Zombust:compileReleaseJavaWithJavac FAILED

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':com.Unheard.Zombust:compileReleaseJavaWithJavac'.
> Compilation failed; see the compiler error output for details.

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED
I would say that this is due to the Build-tools version you are using, but how about updating your entire SDK all together.
Jump over to my post on this thread for info on latest SDK revisions.
 
Z

Ziphold

Guest
I would say that this is due to the Build-tools version you are using, but how about updating your entire SDK all together.
Jump over to my post on this thread for info on latest SDK revisions.
I solved this problem, but thanks for the reply. All I had to do was reinstall GMS. It was due to old version of java JDK.
 
M

mysticjim

Guest
I'm getting the same initial message as the OP ;

Code:
FAILURE: Build failed with an exception.

* What went wrong:
A problem occurred configuring project ':com.companyname.first_phone_test'.
> Could not resolve all dependencies for configuration ':com.companyname.first_phone_test:_debugCompile'.
   > Could not find com.android.support:multidex:1.0.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.pom
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.jar
     Required by:
         Default:com.companyname.first_phone_test:unspecified
   > Could not find com.android.support:support-v4:23.1.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/support-v4/23.1.1/support-v4-23.1.1.pom
         https://jcenter.bintray.com/com/android/support/support-v4/23.1.1/support-v4-23.1.1.jar
     Required by:
         Default:com.companyname.first_phone_test:unspecified
   > Could not find com.android.support:multidex:1.0.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.pom
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.jar
     Required by:
         Default:com.companyname.first_phone_test:unspecified

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED

Total time: 27.383 secs
Create finished: 21:35:59
Not quite what original poster did, but for reference I'm using

Stable build of GMS Pro on Windows 7 64 bit

Have Java 7 32 bit, last available revision (as advised in Version guidance)

Android NDK 10c which is the advised one for the stable build)

And to my knowledge I've gone overkill on what I've installed on the Android SDK, but if anyone can advise some absolut essential components that I should have, I'll check and make doubly sure I have them

OP seemed to fix this by updated a component in the Andorid SDK, then mentioned re-installing GMS. The latter seems a bit drastic!
 
P

PlayLight

Guest
I'm getting the same initial message as the OP ;

Code:
FAILURE: Build failed with an exception.

* What went wrong:
A problem occurred configuring project ':com.companyname.first_phone_test'.
> Could not resolve all dependencies for configuration ':com.companyname.first_phone_test:_debugCompile'.
   > Could not find com.android.support:multidex:1.0.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.pom
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.jar
     Required by:
         Default:com.companyname.first_phone_test:unspecified
   > Could not find com.android.support:support-v4:23.1.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/support-v4/23.1.1/support-v4-23.1.1.pom
         https://jcenter.bintray.com/com/android/support/support-v4/23.1.1/support-v4-23.1.1.jar
     Required by:
         Default:com.companyname.first_phone_test:unspecified
   > Could not find com.android.support:multidex:1.0.1.
     Searched in the following locations:
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.pom
         https://jcenter.bintray.com/com/android/support/multidex/1.0.1/multidex-1.0.1.jar
     Required by:
         Default:com.companyname.first_phone_test:unspecified

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED

Total time: 27.383 secs
Create finished: 21:35:59
Not quite what original poster did, but for reference I'm using

Stable build of GMS Pro on Windows 7 64 bit

Have Java 7 32 bit, last available revision (as advised in Version guidance)

Android NDK 10c which is the advised one for the stable build)

And to my knowledge I've gone overkill on what I've installed on the Android SDK, but if anyone can advise some absolut essential components that I should have, I'll check and make doubly sure I have them

OP seemed to fix this by updated a component in the Andorid SDK, then mentioned re-installing GMS. The latter seems a bit drastic!
hey mysticjim,
for one, you're missing vital packages in your SDK. (including Android Support Repository)
Go here (post 6) for an up-to-date Android setup
 
M

mysticjim

Guest
Okay, thanks for that @PlayLight - here is what I get now;

Code:
FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':com.companyname.first_phone_test:createReleaseMainDexClassList'.
> com.android.ide.common.process.ProcessException: org.gradle.process.internal.ExecException: Process 'command 'C:\Program Files (x86)\Java\jdk1.7.0_80\bin\java.exe'' finished with non-zero exit value 1

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED

Total time: 36.831 secs
Create finished: 08:06:55
So this is after adding all of the required components from the thread you pointed me to. Shorter error so obviously something has been solved. Any idea where to go from here?

I have to add, I've posted a few support questions about Android building, and every time I get directed to a new page or thread with what is claimed to be the 'up to date' list of everything you need. I've found three bits of documentation, including this latest thread that I've been directed to;

An older guide done by @Nocturne (last updated in May this year)

http://help.yoyogames.com/hc/en-us/articles/216753498-GameMaker-Studio-Android-SDK-and-NDK-setup-

What appears to be the 'official' versions list; (updated Friday last week)

http://help.yoyogames.com/hc/en-us/articles/216753748-SDK-Version-Support

And the thread I was pointed at, 6th post in;

https://forum.yoyogames.com/index.p...ng-libyoyo-so-no-such-file-or-directory.5544/

All 3 at some point contradict each other, all have been updated relatively recently, and the former two, which I'd considered hopefully would be the defacto guides, miss out some of the basic information highlighted in the thread.

I guess if I'd either got lucky with my setup first time, or found that thread first then there is a chance this wouldn't have been such a long and drawn out process, and honestly - I've bought the Android module in the Humble Bundle, so I guess personally I don't feel that I'm owed too much in terms of guidance by the developers as it was such a good deal, however I have to say that if I'd have been one of the many developers who'd purchased the Android module at full price, I'd be feeling tiny bit hard done by in terms of clear, consistent documentation.

I'm not going to get high and mighty, we'd all like to replace the current way doing things with a single button that compiles APK's effortlessly and faultlessly, and naturally, ain't going to happen! What I do think is possible is maybe a monthly updated official page, split between the stable version of GMs and the EA/Beta versions, seriously - separate them to ensure newbies, already in a state of confusion, don't accidentally install the wrong version of something by simply misreading one line of guidance (make it as foolproof as possible) with essential versions of each 3rd party application and a sensible link to where to get it, and notes indicating typically what needs to be done.

I do appreciate that we're dealing with a user base on multiple versions of windows, Mac OS and Linux, so it's going to be a sizeable guide, but surely such an important module deserves the support? Finding the basic set up to export to Android surely shouldn't be a case of being lucky enough to be directed to the 6th post in on a thread? Forums are brilliant and I'm ever appreciative, but it's a fragmented knowledge base. The starting point for use of any software should be the official guidance then the support forums ideally help to straighten out any odd nuances - but how many threads are popping up here, especially from people like myself who've come to this new after the Humble Bundle deal, who are having trouble? I've found quite a few.

It's frustrating because Gamemaker is overall such a brilliant, intuitive bit of kit to use for development - I don't know if it's a similar problem for exporting for other platforms like IOS, but for people who want to export to Android the current documentation is sadly something of a barrier to progress.
 
P

PlayLight

Guest
Okay, thanks for that @PlayLight - here is what I get now;

Code:
FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':com.companyname.first_phone_test:createReleaseMainDexClassList'.
> com.android.ide.common.process.ProcessException: org.gradle.process.internal.ExecException: Process 'command 'C:\Program Files (x86)\Java\jdk1.7.0_80\bin\java.exe'' finished with non-zero exit value 1

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED

Total time: 36.831 secs
Create finished: 08:06:55
So this is after adding all of the required components from the thread you pointed me to. Shorter error so obviously something has been solved. Any idea where to go from here?

I have to add, I've posted a few support questions about Android building, and every time I get directed to a new page or thread with what is claimed to be the 'up to date' list of everything you need. I've found three bits of documentation, including this latest thread that I've been directed to;

An older guide done by @Nocturne (last updated in May this year)

http://help.yoyogames.com/hc/en-us/articles/216753498-GameMaker-Studio-Android-SDK-and-NDK-setup-

What appears to be the 'official' versions list; (updated Friday last week)

http://help.yoyogames.com/hc/en-us/articles/216753748-SDK-Version-Support

And the thread I was pointed at, 6th post in;

https://forum.yoyogames.com/index.p...ng-libyoyo-so-no-such-file-or-directory.5544/

All 3 at some point contradict each other, all have been updated relatively recently, and the former two, which I'd considered hopefully would be the defacto guides, miss out some of the basic information highlighted in the thread.

I guess if I'd either got lucky with my setup first time, or found that thread first then there is a chance this wouldn't have been such a long and drawn out process, and honestly - I've bought the Android module in the Humble Bundle, so I guess personally I don't feel that I'm owed too much in terms of guidance by the developers as it was such a good deal, however I have to say that if I'd have been one of the many developers who'd purchased the Android module at full price, I'd be feeling tiny bit hard done by in terms of clear, consistent documentation.

I'm not going to get high and mighty, we'd all like to replace the current way doing things with a single button that compiles APK's effortlessly and faultlessly, and naturally, ain't going to happen! What I do think is possible is maybe a monthly updated official page, split between the stable version of GMs and the EA/Beta versions, seriously - separate them to ensure newbies, already in a state of confusion, don't accidentally install the wrong version of something by simply misreading one line of guidance (make it as foolproof as possible) with essential versions of each 3rd party application and a sensible link to where to get it, and notes indicating typically what needs to be done.

I do appreciate that we're dealing with a user base on multiple versions of windows, Mac OS and Linux, so it's going to be a sizeable guide, but surely such an important module deserves the support? Finding the basic set up to export to Android surely shouldn't be a case of being lucky enough to be directed to the 6th post in on a thread? Forums are brilliant and I'm ever appreciative, but it's a fragmented knowledge base. The starting point for use of any software should be the official guidance then the support forums ideally help to straighten out any odd nuances - but how many threads are popping up here, especially from people like myself who've come to this new after the Humble Bundle deal, who are having trouble? I've found quite a few.

It's frustrating because Gamemaker is overall such a brilliant, intuitive bit of kit to use for development - I don't know if it's a similar problem for exporting for other platforms like IOS, but for people who want to export to Android the current documentation is sadly something of a barrier to progress.

They're not really contradicting each other at all, Daniel's recent Android setup will work perfectly fine for Stable, Beta and EA, it just doesn't include support for building to the latest version of android (7 API24).
This isn't that big a deal right now, as Android 7 only came out of Beta this month.

So either setup will work fine as long as it's followed correctly.

Mobile platforms are updated consistently, weather it's new features, bug fixes or security patches, each developer looking to produce software for these platforms must keep on top of what's going on with their target OS and especially any 3rd party API's they wish to include in their projects.
If they don't, then they will be forever running into road blocks.

You're probably right, an official page or sub-forum which is kept up to date might be worthwhile. It would take a bit to maintain though and i think staff has enough on their plate as it is.



In regards to you recent error. Can you post your full log for me?
 
Last edited by a moderator:
M

mysticjim

Guest
[QUOTE="PlayLight, post: 56718, member: 474"

You're probably right, an official page or sub-forum which is kept up to date might be worthwhile. It would take a bit to maintain though and i think staff has enough on their plate as it is.

[/QUOTE]

Yeah, I guess so. I reckon it's most frustrating purely because getting your test program exported and seeing it working on the mobile device is the last bit of the process to knowing if what you're creating is viable. To get stuck at that process is truly maddening! You get a big buzz from creating something, and it's like being thwarted by a technicality right at the end! Ah well. :)

Anyway, here is my a copy of the full build log (I hope this what you were after, it's the full text that gets generated in the console during build - and in this case, subsequent fail!) Be really grateful if you point out what I've done wrong.

Code:
Create started: 22:48:42
"C:\Users\User\AppData\Roaming\GameMaker-Studio\GMAssetCompiler.exe" /fU="C:\Users\User\AppData\Local\gm_ttt_54446\a10854.txt" /c /m=android   /config="Default" /tgt=8 /obob=True /obpp=False /obru=True /obes=False /i=3 /cvm /tp=1024 /mv=1 /iv=0 /rv=0 /bv=1757 /gn="first phone test" /td="C:\Users\User\AppData\Local" /cd="C:\Users\User\Documents\GameMaker\Cache" /sh=True /dbgp="6502" /hip="192.168.0.3" /hprt="51268" /optionsini="C:\Users\User\AppData\Local\gm_ttt_54446\gm_ttt_5279\first phone test.ini" /o="C:\Users\User\AppData\Local\gm_ttt_54446\gm_ttt_5279" "G:\Gamemaker projects\first phone test.gmx\first phone test.project.gmx"

Reading project file....finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Final Compile...finished.
Saving IFF file... C:\Users\User\AppData\Local\gm_ttt_54446\gm_ttt_5279\first phone test.droid
Writing Chunk... GEN8
Writing Chunk... OPTN
Writing Chunk... EXTN
Writing Chunk... SOND
Writing Chunk... AGRP
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... SHDR
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... TPAGE
Writing Chunk... CODE
Writing Chunk... VARI
Writing Chunk... FUNC
Writing Chunk... STRG
Writing Chunk... TXTR
0 Compressing texture... writing texture texture_0.png...
Writing Chunk... AUDO
Writing Chunk... SCPT
Writing Chunk... DBGI
Writing Chunk... INST
Writing Chunk... LOCL
Writing Chunk... STRG
Stats : GMA : Elapsed=2352.1345
Stats : GMA : sp=3,au=0,bk=0,pt=0,sc=0,sh=0,fo=0,tl=0,ob=2,ro=1,da=0,ex=0,ma=2,fm=0x0
cmd /c ""C:\Users\User\AppData\Roaming\GameMaker-Studio\Android\runner\gradle\gradlew"" build -x assembleDebug

:com.companyname.first_phone_test:preBuild UP-TO-DATE
:com.companyname.first_phone_test:preReleaseBuild UP-TO-DATE
:com.companyname.first_phone_test:checkReleaseManifest
:com.companyname.first_phone_test:preDebugBuild UP-TO-DATE
:com.companyname.first_phone_test:prepareComAndroidSupportMultidex101Library UP-TO-DATE
:com.companyname.first_phone_test:prepareComAndroidSupportSupportCompat2421Library UP-TO-DATE
:com.companyname.first_phone_test:prepareComAndroidSupportSupportCoreUi2421Library UP-TO-DATE
:com.companyname.first_phone_test:prepareComAndroidSupportSupportCoreUtils2421Library UP-TO-DATE
:com.companyname.first_phone_test:prepareComAndroidSupportSupportFragment2421Library UP-TO-DATE
:com.companyname.first_phone_test:prepareComAndroidSupportSupportMediaCompat2421Library UP-TO-DATE
:com.companyname.first_phone_test:prepareComAndroidSupportSupportV42421Library UP-TO-DATE
:com.companyname.first_phone_test:prepareReleaseDependencies
:com.companyname.first_phone_test:compileReleaseAidl UP-TO-DATE
:com.companyname.first_phone_test:compileReleaseRenderscript UP-TO-DATE
:com.companyname.first_phone_test:generateReleaseBuildConfig UP-TO-DATE
:com.companyname.first_phone_test:generateReleaseAssets UP-TO-DATE
:com.companyname.first_phone_test:mergeReleaseAssets
:com.companyname.first_phone_test:generateReleaseResValues UP-TO-DATE
:com.companyname.first_phone_test:generateReleaseResources UP-TO-DATE
:com.companyname.first_phone_test:mergeReleaseResources UP-TO-DATE
:com.companyname.first_phone_test:processArmeabi-v7aReleaseManifest UP-TO-DATE
:com.companyname.first_phone_test:processArmeabi-v7aReleaseResources
:com.companyname.first_phone_test:processArmeabiReleaseManifest UP-TO-DATE
:com.companyname.first_phone_test:processArmeabiReleaseResources
:com.companyname.first_phone_test:processMipsReleaseManifest UP-TO-DATE
:com.companyname.first_phone_test:processMipsReleaseResources
:com.companyname.first_phone_test:processUniversalReleaseManifest UP-TO-DATE
:com.companyname.first_phone_test:processUniversalReleaseResources
:com.companyname.first_phone_test:processX86ReleaseManifest UP-TO-DATE
:com.companyname.first_phone_test:processX86ReleaseResources
:com.companyname.first_phone_test:generateReleaseSources
:com.companyname.first_phone_test:processReleaseJavaRes UP-TO-DATE
:com.companyname.first_phone_test:compileReleaseJavaWithJavac UP-TO-DATE
:com.companyname.first_phone_test:compileReleaseNdk UP-TO-DATE
:com.companyname.first_phone_test:collectReleaseMultiDexComponents UP-TO-DATE
:com.companyname.first_phone_test:packageAllReleaseClassesForMultiDex UP-TO-DATE
:com.companyname.first_phone_test:shrinkReleaseMultiDexComponents UP-TO-DATE
:com.companyname.first_phone_test:createReleaseMainDexClassList FAILED

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':com.companyname.first_phone_test:createReleaseMainDexClassList'.
> com.android.ide.common.process.ProcessException: org.gradle.process.internal.ExecException: Process 'command 'C:\Program Files (x86)\Java\jdk1.7.0_80\bin\java.exe'' finished with non-zero exit value 1

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED

Total time: 31.906 secs
Create finished: 22:49:25
Many thanks
 
J

jackhigh24

Guest
@mysticjim use java 1.8 "8u102" as for some setups 1.7 wont work well, you should be good to go then unless i missed something in that log
 
M

mysticjim

Guest
@mysticjim use java 1.8 "8u102" as for some setups 1.7 wont work well, you should be good to go then unless i missed something in that log
Okay - I literally just got rid of Java 1.8 as my initial builds didn't work and all the guidance mentions using 1.7 with the stable build.
 
J

jackhigh24

Guest
@mysticjim im not sure if your saying its works now or not, or maybe your saying you tried that in the past so are not going to try it now, but as you updated what playlight directed you to update then you should try 1.8 again, for reference i still have stable GMS v1.4.1657 setup and im using java jdk1.8.0_31 with that version, so i dont know what stable you are using but as you can see 1.8 is ok for that old one so should be ok for you.
 
M

mysticjim

Guest
Okay, getting somewhere now;

Code:
BUILD SUCCESSFUL

Total time: 1 mins 26.391 secs
"C:\Users\User\AppData\Local\Android\android-sdk\platform-tools\adb" get-state

* daemon not running. starting it now on port 5037 *
* daemon started successfully *
error: no devices/emulators found
Create finished: 19:17:19
Did get a compile failed box pop up but it did make an aPK. I emailed it to my phone and it installed successfully.

Sadly, it didn't work in so much that I had a sprite on screen that was supposed to move another object on screen when touched, and that didn't work at all, but I can troubleshoot that now. At least I know I can physically get an executable onto the phone.

For reference I switched to 64bit version of JAVA SE 1.6 ( latest update) and switched to Android NDK R10d, as advised, and went with 64bit across the board - it's a small point, but clearly the first two guides tell users in a few cases to always use 32 bit versions of certain bits of kit regardless of what version of Windows you have! Honestly no idea if that's where I've been having issues, but just happy it's working to some degree. I can now start to prototype some more ideas and get ideas about how they look on my actual device now. Awesome! Very many thanks @jackhigh24 and @PlayLight
 
J

jackhigh24

Guest
not sure about that version of java but if it works then test things, if no problems then use it, as for your sprite thing, i take it you mean an object with a sprite as you cant press drawn sprites that are in the gui if thats what your doing, you have to set up areas to detect a press in the gui, or have an object match the posistion of drawn gui sprite, or if you are using an object with sprite and its not working then something is wrong and could be that java, what version of GMS are you using as well as i dont see you mention that
 
M

mysticjim

Guest
Hello @jackhigh24

I did another simple test project, literally just detecting a mouseclick on screen and moving an object towards that to see if that translated to the mobile device and touchscreen and it worked perfectly, so I'm almost certain the problem with my first test project was in the coding rather than my setup for building the APK's. So, I guess I'm sorted for now, all good. Thanks again for your assistance, was really struggling but very happy now :)
 
J

jackhigh24

Guest
@mysticjim
ok no problems, if you do run into problems, make a new thread so we dont keep high jacking this guys thread and we will see if we can get you fixed up if needed.
 
M

mysticjim

Guest
For reference I switched to 64bit version of JAVA SE 1.6 ( latest update)
Just to clarify, that was meant to read Java 1.8, managed to type the wrong version! Lucky I don't do the documentation for GMS!
 
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