Soon I will convert my game to android, but how do I do that without SDK?

Hi,



I got this awsome space game, not done, but soon it will be fairly ok.

So I was going to start figuring out how to convert it to android without using the SDK (because, as usual, the SDK does not work on my computer).

So anyways, I’v done a fairly simple zelda game on android for a few weeks ago just to learn android and I can

export and get it to work on my cellphone.

But how would I extract this?



I’m guessing, I have to clone the libary by hand ofcourse. Just including the files and packages that I actually use.

But when it comes to displaying , do I do some while loop in android and then maybe game.getCamera().getImage() or something?

Not sure how it works, appriciate all help and hints :slight_smile:

uh…which SDK are you talking about? Android’s or JME’s?

If it’s Android SDK that does not work on your computer then I’m afraid you won’t succeed until you make it work.

If it’s JME’s SDK then …use eclipse with the jme3 jars and the android sdk for eclipse.



Also…“converting” a game from desktop to android is far from trivial. There is a good chance that you’ll have to rethink parts of the game, or almost the whole game.

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As I read on the android part of the jme3 tutorials It said that it’s incredible simple.

If you have a game on the computer, you can convert it to android and also to an applet in a few simple moves.

Anyways, the problem was the jme SDK.

But okej, all i have to add to the apk is the jars found in the folder (and subfolder) of the jme3 folder? Or is it only the jmonkeyengine.jar file?



Also, my game use mainly simple math to move planets and other physics object. It got no fancy fx except for explosions and star fire (and fire tails for rockets and astroid blue fire :P)

I can remove jme physics complete if nessecary.

Is there a tutorial to get started with the convertion?

I mean, it can’t be that difficult to get it up working right?


When your application is designed in a platform independent way, you don't have to do much more but check a checkbox to deploy your application as an applet.

https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:android?s[]=android
@Addez said:
As I read on the android part of the jme3 tutorials It said that it's incredible simple.
If you have a game on the computer, you can convert it to android and also to an applet in a few simple moves.
Anyways, the problem was the jme SDK.
But okej, all i have to add to the apk is the jars found in the folder (and subfolder) of the jme3 folder? Or is it only the jmonkeyengine.jar file?

Also, my game use mainly simple math to move planets and other physics object. It got no fancy fx except for explosions and star fire (and fire tails for rockets and astroid blue fire :P)
I can remove jme physics complete if nessecary.
Is there a tutorial to get started with the convertion?
I mean, it can't be that difficult to get it up working right?


https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:android?s[]=android

That's true...you have to check a checkbox for android too...but we never guaranteed that the game would run as well as on desktop.
Anyway I won't get into the debate of use/not use the SDK, if you're using eclipse that fine by me.
- create a new android project
- make your main activity extends AndroidHarness,
- make a jar of your JME project and place it in the lib folder of your android project
- Place the jme's jar you need in the lib folder of your android project

This should work
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Humm…

Problem that I’m getting is that AndroidHarness doesnt exsist…

I’v read that it can be ignored because thats just how the IDE’s react. But I can’t compile because it doesnt exsist so I’m kinda stuck.



I even searched the whole jme lib and found no such thing. Only tons of html pages with that word in it. Should I download some plugin or something?

(I’m using eclipse and have installed android on it and it works)

That’s really weird…



It used to be under com.jme3.app.AndroidHarness, but it seems to have disappeared. I know that I saw it before the beta release.



Was it removed on accident for the beta? Or was there another reason?



-Feen

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I have had some problems with the jME SDK and Android too when switching from alpha 4 to beta 1. The AndroidHarness was disappeared too for me. This is how I fixed it:

  • Recreated my projects again.
  • Removed some special characters from the Project Title (Project properties).
  • I thought it was the “_” or the “-” that caused the problem.
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I checked the source in the following:

2011-08-10

2011-08-29

2012-02-13

None of them includes ApplicationHarness.

Have you got the file? If so, what version/date are you using?

@Addez said:
I checked the source in the following:
2011-08-10
2011-08-29
2012-02-13
None of them includes ApplicationHarness.
Have you got the file? If so, what version/date are you using?

Thats not true.
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I understand it might be hard to belive, but heres image proof:

http://i39.tinypic.com/2e38kno.png

http://i43.tinypic.com/29f5q1c.png

http://i43.tinypic.com/210ybva.png

And there was none there when I check it in the zip either.

i guess jme doesn’t have the file because you are supposed to download it as a jmp plugin.

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Addez: Should I download some plugin or something?

Trololol :P
Okej, where do I download it? It wasnt in tools so I'm guessing the svn checkout is the way?

wait…i thought you weren’t using the SDK…



If you use eclipse there is no point in downloading any plugins…



Download the latest nightly here http://jmonkeyengine.com/nightly/

In the archive, look for the lib folder, this is where you have all jme libs, put them in your mobile project lib folder (you can remove JME-desktop.jar as you probably don’t need it, then remove any jar that you don’t use , terrain maybe jbullet etc…)



then go into the opt/android/ folder and there you’ll found the JME-android.jar. put it in your lib folder too.

That’all you should need really…

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@nehon said: Download the latest nightly here http://jmonkeyengine.com/nightly/
In the archive, look for the lib folder, this is where you have all jme libs, put them in your mobile project lib folder (you can remove JME-desktop.jar as you probably don’t need it, then remove any jar that you don’t use , terrain maybe jbullet etc….)

then go into the opt/android/ folder and there you’ll found the JME-android.jar. put it in your lib folder too.

Okej so I downloaded the latest build. Then I clicked my project>properties>java buildpath> libaries> add jars
And I added the jMonkeyEngine.jar and also all jars in the lib folder.
It was still complaining about not finding the AndroidHarness after that..
Did I place them in wrong way?

Are you kidding? He said all the files in the lib folder, is jMonkeyEngine3.jar in the lib folder? - No. Also he said opt/android/ folder, did you touch that at all? :roll:

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Please focus and read carefully.



1.all jar from the archive’s lib/ folder.

2.JME-android.jar from the archive’s opt/android/ folder.

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I have no opt/android in my android project.

Do you meen I should paste all my jars right into my “android sdk>tools>lib” folder?

Also, isn’t it impossible to run jme without jMonkeyEngine.jar?

omg… :facepalm: from the opt/android folder… its in the zip file… and no, you do not need the jMonkeyEngine3.jar, it only contains the tests.

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yeah what I meant by “archive” was “the zip file you just downloaded from the nightly”

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btw if thats how you “do whats written in the manual” then its no wonder nothing works for you :stuck_out_tongue:

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