Issue with Android compiling(others work)

Discussion in 'Legacy GameMaker Community Tech Support' started by Batesville757, Feb 3, 2019.

  1. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
    13
    I can't for the life of me understand this issue.

    exporting to Android with my current project fails (never been successful) but I'll immediately load one of my other older ones and it'll work just fine on 3 devices

    I went even as far as importing my current game into a copy of my old project file, shaved all the fat down (even stuff from the current project that's been needing to be deleted) and still fails.

    What gives?

    My current project is for sure bigger but I don't think I've got that much on it.

    The only other thought is.maybe some of the music and sfx being wav/mp3?

    I know they need to be ogg but I figured it still would compile
     
  2. rIKmAN

    rIKmAN Member

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    Sep 6, 2016
    Posts:
    4,317
    You should post the full log from the compiler window, not many users on here are psychics. ;)
     
  3. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
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    *Slaps forehead...apologies

    I was in such a hurry to explain my issue as best as I could that I thought It wouldn't have been needed (esp with the old one working)

    But I'll get right on that here in just a sec, I'm usually better about stuff like that
     
  4. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    4,317
    No worries, but there are so many things that could be the issue (especially with Android having so many moving parts / versioning issues) that posting the log will improve your chances of getting helpful answers.

    Please use code / spoiler tags!
     
  5. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
    13
    Code:
    Compile started: 4:29:00 PM
    Run started: 4:29:02 PM
    CreateTargetExe Start: 4:29:02 PM
    "C:\Users\bates\AppData\Roaming\GameMaker-Studio\GMAssetCompiler.exe" /llvmSource="C:\Users\bates\AppData\Roaming\GameMaker-Studio\YYC" /fU="C:\Users\bates\AppData\Local\gm_ttt_76108\a2617.txt" /c /m=llvm-android  /config="Default" /tgt=8 /obob=True /obpp=False /obru=True /obes=False /i=3 /j=4 /cvm /tp=1024 /mv=1 /iv=0 /rv=0 /bv=1773 /gn="PerfectMobilenewnew" /td="C:\Users\bates\AppData\Local" /cd="C:\Users\bates\OneDrive\Documents\GameMaker\Cache" /sh=True /dbgp="6502" /hip="127.0.0.1" /hprt="51268" /optionsini="C:\Users\bates\AppData\Local\gm_ttt_76108\gm_ttt_77638\PerfectMobilenewnew.ini" /o="C:\Users\bates\AppData\Local\gm_ttt_76108\gm_ttt_77638" "H:\PerfectMobilenewnew.gmx\PerfectMobilenewnew.project.gmx"
    
    Reading project file....Warning : Unable to find audio resource "snd_game"- using default sound (Windows Ding)
    Warning : Unable to find audio resource "snd_hit"- using default sound (Windows Ding)
    Warning : Unable to find audio resource "snd_pregame"- using default sound (Windows Ding)
    Warning : Unable to find audio resource "snd_bottomdrop"- using default sound (Windows Ding)
    Warning : Unable to find audio resource "snd_bottomdrop1"- using default sound (Windows Ding)
    Warning : Unable to find audio resource "snd_bottomdrop3"- using default sound (Windows Ding)
    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.
    Global scripts...finished.
    Final Compile...finished.
    Writing Chunk... GEN8
    Writing Chunk... OPTN
    Writing Chunk... LANG
    Writing Chunk... EXTN
    Writing Chunk... SOND
    *writing audio file windows ding.ogg...
    *writing audio file windows ding.ogg...
    *writing audio file windows ding.ogg...
    *writing audio file windows ding.ogg...
    *writing audio file windows ding.ogg...
    *writing audio file windows ding.ogg...
    Writing Chunk... AGRP
    Writing Chunk... SPRT
    Warning : resource sprite100_sprite100_0 rescaled from 1134,580 to 567,290
    Writing Chunk... BGND
    Writing Chunk... PATH
    Writing Chunk... SCPT
    Writing Chunk... GLOB
    Writing Chunk... SHDR
    Writing Chunk... FONT
    Warning : resource fnt_bCH2_fnt_bCH2 rescaled from 2048,1024 to 1024,512
    Writing Chunk... TMLN
    Writing Chunk... OBJT
    Writing Chunk... ROOM
    Writing Chunk... DAFL
    Writing Chunk... TPAGE
    Texture Group - Default
    Writing Chunk... CODE
    Writing Chunk... VARI
    Writing Chunk... FUNC
    Writing Chunk... STRG
    Writing Chunk... TXTR
    0 Compressing texture... writing texture texture_0.png...
    1 Compressing texture... writing texture texture_1.png...
    2 Compressing texture... writing texture texture_2.png...
    3 Compressing texture... writing texture texture_3.png...
    4 Compressing texture... writing texture texture_4.png...
    5 Compressing texture... writing texture texture_5.png...
    6 Compressing texture... writing texture texture_6.png...
    7 Compressing texture... writing texture texture_7.png...
    8 Compressing texture... writing texture texture_8.png...
    9 Compressing texture... writing texture texture_9.png...
    10 Compressing texture... writing texture texture_10.png...
    11 Compressing texture... writing texture texture_11.png...
    12 Compressing texture... writing texture texture_12.png...
    13 Compressing texture... writing texture texture_13.png...
    14 Compressing texture... writing texture texture_14.png...
    15 Compressing texture... writing texture texture_15.png...
    16 Compressing texture... writing texture texture_16.png...
    17 Compressing texture... writing texture texture_17.png...
    18 Compressing texture... writing texture texture_18.png...
    Writing Chunk... AUDO
    Using NDKDir = C:\Users\bates\Documents\Android\android-ndk-r12b
    Using PlatformDir = C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14
    Using ARMToolChain = C:\Users\bates\Documents\Android\android-ndk-r12b\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64
    Using X86ToolChain = C:\Users\bates\Documents\Android\android-ndk-r12b\toolchains\x86-4.9\prebuilt\windows-x86_64
    Using MIPSToolChain = C:\Users\bates\Documents\Android\android-ndk-r12b\toolchains\mipsel-linux-android-4.9\prebuilt\windows-x86_64
    saving file C:\Users\bates\AppData\Local\gm_ttt_76108\gm_ttt_77638\PerfectMobilenewnew.droid
    Build for architecture - armv5
    
    In file included from C:/Users/bates/OneDrive/Documents/GameMaker/Cache/PerfectMobilenewnew/Default/Scripts/PerfectMobilenewnew.vars.cpp:1:
    In file included from C:\Users\bates\AppData\Roaming\GameMaker-Studio\YYC\include\YYGML.h:12:
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-arm/usr/include\math.h:24:9: warning: '__pure2' macro redefined [-Wmacro-redefined]
    #define __pure2
            ^
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-arm/usr/include\sys/cdefs.h:198:9: note: previous definition is here
    #define __pure2 __attribute__((__const__)) /* Android-added: used by FreeBSD libm */
            ^
    1 warning generated.
    linking libyoyo.so
    Build for architecture - armv7
    
    In file included from C:/Users/bates/OneDrive/Documents/GameMaker/Cache/PerfectMobilenewnew/Default/Scripts/PerfectMobilenewnew.vars.cpp:1:
    In file included from C:\Users\bates\AppData\Roaming\GameMaker-Studio\YYC\include\YYGML.h:12:
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-arm/usr/include\math.h:24:9: warning: '__pure2' macro redefined [-Wmacro-redefined]
    #define __pure2
            ^
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-arm/usr/include\sys/cdefs.h:198:9: note: previous definition is here
    #define __pure2 __attribute__((__const__)) /* Android-added: used by FreeBSD libm */
            ^
    1 warning generated.
    linking libyoyo.so
    Build for architecture - x86
    
    In file included from C:/Users/bates/OneDrive/Documents/GameMaker/Cache/PerfectMobilenewnew/Default/Scripts/PerfectMobilenewnew.vars.cpp:1:
    In file included from C:\Users\bates\AppData\Roaming\GameMaker-Studio\YYC\include\YYGML.h:12:
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-x86/usr/include\math.h:24:9: warning: '__pure2' macro redefined [-Wmacro-redefined]
    #define __pure2
            ^
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-x86/usr/include\sys/cdefs.h:198:9: note: previous definition is here
    #define __pure2 __attribute__((__const__)) /* Android-added: used by FreeBSD libm */
            ^
    1 warning generated.
    linking libyoyo.so
    Build for architecture - mips
    
    In file included from C:/Users/bates/OneDrive/Documents/GameMaker/Cache/PerfectMobilenewnew/Default/Scripts/PerfectMobilenewnew.vars.cpp:1:
    In file included from C:\Users\bates\AppData\Roaming\GameMaker-Studio\YYC\include\YYGML.h:12:
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-mips/usr/include\math.h:24:9: warning: '__pure2' macro redefined [-Wmacro-redefined]
    #define __pure2
            ^
    C:\Users\bates\Documents\Android\android-ndk-r12b\platforms\android-14\arch-mips/usr/include\sys/cdefs.h:198:9: note: previous definition is here
    #define __pure2 __attribute__((__const__)) /* Android-added: used by FreeBSD libm */
            ^
    1 warning generated.
    linking libyoyo.so
    Stats : GMA : Elapsed=41134.8998
    Stats : GMA : sp=111,au=6,bk=11,pt=0,sc=2,sh=0,fo=8,tl=0,ob=99,ro=15,da=0,ex=1,ma=52,fm=0x821448E80064
    cmd /c "subst Z: "C:\Users\bates\OneDrive\Documents\GameMaker\Cache\PerfectMobilenewnew\Android_YYC\Default" && Z: && cd \com.companyname.PerfectMobile && "C:\Users\bates\AppData\Roaming\GameMaker-Studio\Android\runner\gradle\gradlew"  assembleRelease lint "
    
    
    FAILURE: Build failed with an exception.
    
    * What went wrong:
    A problem occurred configuring root project ''.
    > Could not resolve all dependencies for configuration ':classpath'.
       > Could not resolve com.android.tools.build:gradle:2.2.0+.
         Required by:
             project :
          > Could not resolve com.android.tools.build:gradle:2.2.0+.
             > Failed to list versions for com.android.tools.build:gradle.
                > Unable to load Maven meta-data from https://jcenter.bintray.com/com/android/tools/build/gradle/maven-metadata.xml.
                   > Could not GET 'https://jcenter.bintray.com/com/android/tools/build/gradle/maven-metadata.xml'.
                      > jcenter.bintray.com
          > Could not resolve com.android.tools.build:gradle:2.2.0+.
             > Failed to list versions for com.android.tools.build:gradle.
                > Unable to load Maven meta-data from https://repo1.maven.org/maven2/com/android/tools/build/gradle/maven-metadata.xml.
                   > Could not GET 'https://repo1.maven.org/maven2/com/android/tools/build/gradle/maven-metadata.xml'.
                      > repo1.maven.org
    
    * 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: 2.364 secs
    cmd /c "subst /d Z:"
    
    Lint Build report available at C:\Users\bates\OneDrive\Documents\GameMaker\Cache\PerfectMobilenewnew\Android_YYC\Default/com.companyname.PerfectMobile\build\outputs\lint-results.html
    Compile finished: 4:29:54 PM
     
  6. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
    13
    Let me know if I left anything out or formatted wrong
     
  7. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    4,317
    I didn't notice this was posted in the Legacy Forum until I saw NDK 12b in your log.

    What version of GMS are you using (ie. 1.4.xxxx)
    What version of the JDK and NDK?
     
    Batesville757 likes this.
  8. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
    13
    GM's 1.4.17773
    Ndk r12b
    Sdk 1.6_r1
    Jdk 1.8.0 _102

    Build tools 23.0.1
    Supp lib 23.1.1

    Target sdk 23
    Min sdk 9
    Compile sdk 23
     
  9. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    4,317
    Why are you using such an old version of 1.4?
    1773 was release on 14/9/2017.
     
  10. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
    13
    Honestly these were settings that I had set up with help from a YouTube video from a while ago.

    After the headache I went through getting it to work I figured it's best not to mess with it.

    I have a newer version of 1 just left it separate
     
  11. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    4,317
    Hmm OK, well you're not going to get much help using such an old, out of date version.

    My advice would be:

    1) Install 1.4.9999 (Scroll down this page to see all the fixes / changes made since 1773!)
    2) Download the correct versions of the NDK, JDK etc as per the GMS 1.4 Required SDKs Article
    3) Follow the GMS 1.4 Android Setup Guide

    If you have any problems during / after that process then post back with any relevant info and we can sort them out.
     
  12. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
    13
    I'll eventually have to do another install and all that if the issue doest show itself.

    Just baffles me because 3 other devices with different androids running my older project from that SAME game maker version amd the SAME settings.

    The only other time I've come up to errors with compiling that didn't show me why was by having a room size be super huge, but that was for a pc game, shrank the room and it ran fine.

    It just wont run with this specific game for some reason it seems
     
  13. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    4,317
    Your log is showing errors connecting to servers and downloading required Gradle / Maven files - possibly because they've been moved / changed location, possibly because of using such old versions of the build tools, possibly because of something else.

    Android setup can be tricky even without adding a 16mth old version of GMS + Build Tools into the mix.
    If you ever decide to update though, I'll be happy to try and help if you have any issues with the guides I linked.
     
  14. Batesville757

    Batesville757 Member

    Joined:
    Jan 12, 2018
    Posts:
    13
    Gonna fresh install.

    Was avoiding it because of download sizes and didn't know what the max support gms1 would be with 2 being the main focus
     

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