Hi,
I have a little game I'd like to share with friends, but I realize I don't know how to create a .exe file or even a .apk file.
If I do a full Windows Desktop full Export I get the following error:
"main.lua:19: bad argument #1 to 'setLogicalDimensions' (number expected, got nil)"
That's from the first line in my program!
For the .apk file, I understand I have to install Android Studio, and a Java JDK, etc.. Just wondering if there was an updated guide for doing so. Thanks.
Comments
a guide is here:
http://docs.giderosmobile.com/deployment.html then follow deploy to devices
To get your parameters for direct apk export you can search the forum for Sinistersoft "Christmas Helper"
hope this helps
(like @pie said, an easy way to fill in some of the fields is to use my helper - hopefully though soon you may not need this)
win32 export is easy too - but of you need controllers and other plugins you have to copy the dlls across manually from the AppPlugins folder.
iOS export is getting easier, you have @hgy29 to thank for this.
https://deluxepixel.com
https://deluxepixel.com
I spent a couple hours looking at it today. Win32 still gives the same bug.
Android Studio seems to work, but I'm still trying to figure it out. Christmas helper is recommending 25, while Studio seems to have installed 23. Do I override to 25?
For Windows, I'll download Visual Studio and try a WinRT deployment.
Thanks for all your work.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I'll spend more time this weekend diagnosing. It's just frustrating that basic Gideros statements like setLogicalDimensions work throughout the development phase (of course it takes numbers. That's why it works in Gideros Player) but then comes back with obscure errors during deployment.
The other frustrating thing is I have to learn to debug in a whole new environment. Inside Gideros Studio, I figured out how to track down where errors where coming from, but inside Android Studio? Don't know. At least not yet. And the Windows export seems to either work or not with no clue as to why it doesn't.
I guess deployment is like a c programmer's compile phase, huh? Anyway, just ranting. Thanks to everyone here for all their work and time.
Likes: antix
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
They are not the same, the QT export is the closest to the player - but I myself prefer the win32 export because it's faster and is much smaller.
Likes: antix
https://deluxepixel.com
https://deluxepixel.com
It looks like both Windows exports don't work. Perhaps a code dependencies thing? I get the "that should be a number" error in main.lua unless I copy my constants.lua file over to main.lua. If I do that, then the errors appear in the other files that depend on the constants.
I attach a simple version of my program that shows it.
it seems that macro-constants do not work across different lua files in the exported app but they do in player.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I confirm this is a known issue, without a known solution!
http://giderosmobile.com/forum/discussion/comment/51425#Comment_51425
Likes: antix
Likes: antix