Android Android export and Google Play compatability [Solved]

Discussion in 'GameMaker Studio 2 Community Tech Support' started by Hax4Ever, Aug 16, 2019.

  1. Hax4Ever

    Hax4Ever Member

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    Android export thus far has been nothing but a struggle for me, It took me some digging on these forums and the old forums to find out how to just get it to build, and about a week after getting that working and getting ready to put a product on the app store, I'm now wrestling with app bundles.


    Simply put : I can't figure out for the life of me how to make the game build with the requirements for the Play Store.

    I've been following the official guides and still haven't been able to build properly, in fact, after following the guide to help with the app bundles, it's been functioning less.

    The guide was a little confusing and vague when it said:
    Note, it said Folders, and the path variable seems only to be designed to link to one folder.



    Here are also the settings that I needed to apply outside of the IDE


    And of course, here is the GMS2Temp folder that should contain the output.

    [​IMG]

    The folder does NOT contain the APK, no apk was built, but there is a .droid file.

    Any help would be appreciated, I'm aware that a fix should be coming with 2.2.4 for both issues I came across with Android export thus far, but I still need to begin testing and get this port done as soon as possible.

    Edit: Upon trying to build using windows export on something else, that doesn't work either. Why did the tutorial guide me to make changes that would plainly disallow me from testing and building my own code?
     
    Last edited: Aug 16, 2019
  2. pipebkOT

    pipebkOT Member

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    @Hax4Ever

    where did you get that the output should be there?


    quoting the guide that you are using https://help.yoyogames.com/hc/en-us...ate-An-App-Bundle-For-Google-Play-Submissions

    it should be in:


    gms2temp folder is never mentioned in the guide.






    if you want to revert the changes and test in windows , just delete the runtime and download it again.
     
    Last edited: Aug 16, 2019
  3. Hax4Ever

    Hax4Ever Member

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    My bad ^^"

    I checked there, and while it is an improvement, this doesn't look like any APK to me.
    upload_2019-8-15_20-25-29.png
     
  4. pipebkOT

    pipebkOT Member

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    edit,

    yeah, it seems like the apk has not been compiled correctly.


    Android NDK: android-14 is unsupported. Using minimum supported version android-16

    change the minimum sdk in the project settings to 16 instead of 14 . and uncheck "run lint code analysis"

    [​IMG]


    Code:
    Using PlatformDir = C:\Users\Hax4Ever\AppData\Local\Android\Sdk\ndk-bundle\platforms\android-29
    also please don't target android api level 29 (android Q), is not even released yet. it's on beta,
     
    Last edited: Aug 16, 2019
  5. Hax4Ever

    Hax4Ever Member

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    I wasn't targeting api level 29, it shows I'm targeting 28

    Adjusted 14 to 16, disabled lint code analysis...
    Cleaned cache, attempted a build, and it still brought up 14 fsr.

    Restarted...
    Cleaned and tried again.
    upload_2019-8-15_21-35-7.png

    Same issue as last time.

    Compile log (Hastebin)
     
  6. pipebkOT

    pipebkOT Member

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    what version of android NDK and JDK are you using?

    [​IMG]
     
  7. Hax4Ever

    Hax4Ever Member

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    Build tools 28.0.1

    SDK...
    upload_2019-8-16_6-54-51.png

    Ndk...
    upload_2019-8-16_6-55-26.png

    Edit:
    JDK jdk1.8.0_221
     
    Last edited: Aug 16, 2019
  8. Mool

    Mool Member

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    I think I had that problem too. Try v2.2.2.326 (runtime)
     
  9. Hax4Ever

    Hax4Ever Member

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    Mind elaborating on what this means?
     
  10. GMWolf

    GMWolf aka fel666

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    In the GMS2 settings you can change what GM runtime you compile with.
    You should be able to roll back to an earlier, potentially more stable, runtime.
     
  11. Hax4Ever

    Hax4Ever Member

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    upload_2019-8-16_22-44-23.png
    Seems like that's not an option for me
     
  12. rIKmAN

    rIKmAN Member

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    Click the refresh button, you should get a list of runtimes to choose from which you can then double click to install.
     
  13. Hax4Ever

    Hax4Ever Member

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    Tried refreshing yesterday and today, no runtimes are listed...

    EDIT:
    Switched themes, now there's runtimes.
     
    Last edited: Aug 17, 2019
  14. Hax4Ever

    Hax4Ever Member

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    Alright so after changing runtimes and building again, no progress from the last one, it built and didn't give me an APK.
     
  15. pipebkOT

    pipebkOT Member

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    Your main problem is the
     
  16. Hax4Ever

    Hax4Ever Member

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    I'd assume so. But when I build for Windows export it works completely fine (But still throws that error)
     
  17. pipebkOT

    pipebkOT Member

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    if you see the image , you can notice that "path" accepts multiples folders in a list and separate them by a ";"

    thats why you need to add them to the "list" and then press "ok", but without deleting the existing paths.

    but you deleted the original path, thats why it keeps showing that error

    [​IMG]
     
    Last edited: Aug 17, 2019
  18. Hax4Ever

    Hax4Ever Member

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    Alright I did that.

    Now it crashes again.

    Crash log (Hastebin)
     
  19. pipebkOT

    pipebkOT Member

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    did you add the original paths? + the android ones? show a image of the paths list
     
  20. Hax4Ever

    Hax4Ever Member

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    upload_2019-8-17_14-51-29.png

    Edit: I think I see the problem.
     
  21. pipebkOT

    pipebkOT Member

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    you are missing the android sdk"platform-tools" path too

    and the original oracle/java/javapath, you know......, the one you deleted xD and caused all the problem
     
    Last edited: Aug 17, 2019
  22. Hax4Ever

    Hax4Ever Member

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    Adjusted the paths. Still no APK.

    Error Log (Hastebin)

    upload_2019-8-17_15-20-40.png

    Tried removing that third one, cleaned and built again...

    ...Same error.
     
  23. FrostyCat

    FrostyCat Member

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    You have been told that "subst is not recognized" is a blocker. Add C:\Windows\system32 to your PATH environment variable to get rid of that.
     
  24. Hax4Ever

    Hax4Ever Member

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    That seems to have worked, but it didn't throw an error at the end like the guide suggested it should.

    I tested the apk(s) with Google Play and got the same error I would've gotten if I just compiled this regularly.

    upload_2019-8-17_16-22-37.png

    So now I'm back at square one.
     
  25. FrostyCat

    FrostyCat Member

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    That's a warning, not an error. Google Play shows that message whenever it sees a big APK. As long as you get an APK that runs, then you've succeeded.

    It doesn't mean you don't have anything else to check, though. For starters, try removing needless architectures (e.g. x86, x86_64) or graphics/sounds that are not being used.
     
  26. pipebkOT

    pipebkOT Member

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    or compress the sounds instead of using uncompressed sounds. uncompressed sounds are the culprit of bloated apks

    --------------

    if you still want to make an aab
    did you get the gradle warning ? you say that not, so you need to do the editing and downloading gradle part, and make sure that your are doing it in the runtime that your are using.
    modifying the android runner







    after that you need to do the cmd part and all of that, so, re-read the guide and continue
     
    Last edited: Aug 18, 2019
  27. Hax4Ever

    Hax4Ever Member

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    Forgot to mention that I did.

    Build Log (Hastebin)

    I checked the gradle, and yeah, I did have the changes from the article already applied.

    I wanna note that the apks were located in the different directory (rather than the specified one)

    Attempting to use the subst command in cmd throws an 'invalid parameter - [whatever letter I put in]' error at me

    Edit : I'm stupid, let me just try doing the cd stuff since I'm not including google play services
     
  28. Hax4Ever

    Hax4Ever Member

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    So after a few days of guidance, I was finally able to get Google Play to accept the file.

    Thanks to everyone that helped me with this, I hope this thread will be useful to people in the future that come across this issue. (Atleast 'till 2.2.4 when these issues are hopefully fixed)
     

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