Replies: 12 comments 37 replies
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To clarify the behaviour/logic on whether we go with the 'legacy' build method, or use the Gradle one for APKs:
We may of course have gone too far in trying to ensure a smooth transition (or rather, a lack of transition) for people who are just rebuilding their existing applications with a later AIR SDK, particularly given the changes in ANE and resource handling that were associated with this. So basically: the best thing to do is to update your application descriptor files to 33.1 and ensure it's using the Gradle build mechanism (if you use legacy mode, you'll probably be seeing a warning about captive runtime packaging) - for which you need to install Android Studio and the Android SDK. Another thing to note - the default Android target SDK version was set to 31 (i.e. Android 12) when we updated our own code to work with this, but this is triggering some changes to Android behaviour so it may be worth setting this back to 30 via your application descriptor files (e.g. thanks |
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Hello! I have a web flash game and I wanted to put it on android. Im trynna
make it like a mobile launcher for that game. But I dont know how to setup
or configure everything. Thats why im looking for a step by step guide to
put my game and build this application for android.
…On Wed, May 18, 2022, 1:04 AM Andrew Frost ***@***.***> wrote:
"this" being the Android build system? Do you already have the latest AIR
SDK and tools installed? If so, then to use the new build system, you need:
1. an Android SDK - ideally installed in the default location for your
platform, or with the location mentioned in the AIR SDK configuration file
or command line
2. to be using Java Development Kit 11 or later (so not just a JRE or
an earlier JDK) - if you have Android Studio installed in the default
location, it should come with JDK11 and we'd pick up this path, or you can
specify the location in the AIR SDK configuration file or via a JAVA_HOME
environment variable
3. to have your AIR application descriptor XML file set up with the
"33.1" namespace and to not include the BuildLegacyAPK instruction
If you have any issues, please let us know what you see in the output, or
preferably if you can enable the logging in ADT via the configuration file,
we can see what's happening internally..
thanks
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Yes I do. Can you help me sir make a launcher for my game? Badly need it.
…On Wed, May 18, 2022, 1:31 AM Andrew Frost ***@***.***> wrote:
Ah - that might be worth a new discussion of its own... there are a few
folk that have done that, I saw that you can still play the Flash version
of Doom which has been wrapped into an AIR application now...
There are likely to be a number of "gotcha" issues with things like
loading resources and permissions... so just trying to load a SWF that's on
a webserver and then have this download resources may run into problems,
but packaging the whole app as an AIR application should work (of course,
any online/server component would need revising).
Do you have this game online still?
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***@***.*** sir? Is that correct? Okay
…On Wed, May 18, 2022, 1:32 PM Andrew Frost ***@***.***> wrote:
Can you please email me? andrew.frost at harman.com - if you can email me
the link for the game I can have a quick look at what may be the best
approach for this.
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What if we want to use APM with legacy method? What do we need to set? |
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Hello, |
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Hi there, |
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Hi, Animate version is also latest and uses JAVA_VERSION="11.0.15.1" I am using namespace "50.0" for the app descriptor file: I removed the comment before DebugOut=true from the adt.cfg file before publishing. But I still can't open the apk file on my phone... This is the adt.log Thanks for your help! |
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Thanks
El lun., 14 nov. 2022 22:45, Michael ***@***.***> escribió:
… @mgravano <https://github.com/mgravano> I've responded in the Adverts
forum as well, but this crash is a forced crash caused by the admob sdk
when you provide an invalid admob app id. Follow the steps in the Adverts
forum to correct it
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Does anyone have a step by step guide as for what to do on a Mac with Adobe Animate to publish for Android. I've read this thread but I'm still at a loss as to what exactly I need to do. I'm using AIR SDK 50. Any help is appreciated. |
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I am now able to get the app to build to an Android phone using the Android Studio solution ... but the app crashes immediately when opening. Crashes too soon to get a trace. There is no code in my app yet.... only the appropriate import statements. |
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No, you can't! The short answer is NO! |
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I just want to put this here as information for anyone using our latest extensions.
We have updated all our extensions to use the latest Android features. We continue to have issues with resources using the legacy build method and have decided that the effort to maintain this too high so we are only going to support the new build method going forward. Anyone using the legacy build method will need to continue using the older version of our extensions, (prior to February 2022).
For anyone who is unaware, Harman has implemented a completely new build system using gradle and the Android SDK for building AAB and has extended this to the APK packaging. You can still specify to use the legacy build method if for some reason you require it. This new approach is how most other platforms (unity, flutter etc) create Android applications so it brings AIR access to a much broader feature set in the future.
The new build method should be the default, however to ensure you are using the new build method:
You must remove the
<BuildLegacyAPK>true</BuildLegacyAPK>
flag from your app descriptor if you have added it.With the latest release of AIR (33.1.1.795) it appears the default method has gone back to using the legacy implementation, which will result in resource errors when building an apk like the below:
@ajwfrost has posted the following update to correct this behaviour: https://github.com/airsdk/Adobe-Runtime-Support/files/8230970/adt.zip (from here)
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