The patch did work, the other issue was related to Android Studio and Fusion not being configured correctly for some reason.
It's been sometime since I've done any development for Android so stuff was just acting weird.
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Open a TicketThe patch did work, the other issue was related to Android Studio and Fusion not being configured correctly for some reason.
It's been sometime since I've done any development for Android so stuff was just acting weird.
I've recently had an email from Google that I need to update an app to keep my developer account so I thought to just push an update to a game and due to so much time passing the requirements for updating apps has changed so I need to target at least 14, I'm trying to build but it keeps failing with the following:
QuoteYour bundle targets SDK 34, but uses a Play Core library that cannot be used with that version. Your current com.google.android.play:core:1.10.3 library is incompatible with targetSdkVersion 34 (Android 14), which introduces a backwards-incompatible change to broadcast receivers and may cause app crashes.
I've noticed after searching there is a patch using the beta feature of steam but it won't even get anywhere with building,
QuoteDisplay MoreFAILURE: Build failed with an exception.
* What went wrong:
A problem occurred configuring project ':app'.
> Could not open proj generic class cache for build file 'C:\Users\willi\AppData\Local\Temp\And8670.tmp\app\build.gradle' (C:\Users\willi\.gradle\caches\7.5\scripts\2ksfuhe7d4y4x6ts71ygxun5z).
> BUG! exception in phase 'semantic analysis' in source unit '_BuildScript_' Unsupported class file major version 63* Try:
> Run with --stacktrace option to get the stack trace.
> Run with --info or --debug option to get more log output.
> Run with --scan to get full insights.* Get more help at Please login to see this link.
BUILD FAILED in 1s
Does anyone know how to fix this as I really need to fix this issue?
Had a try of alpha 2 and "version" still needs to be defined near the top of KaiOS.js for the softkeys switch case and KaiAds is reporting error 2, KaiAds documentation says the below.
2 | Ad onready function is required | Please implement the onready function to handle the returned ad. |
I did look at the code but no matter what I do it still gives error 2, can't figure it out.
I found another issue with the soft key code in kaios.js, there was no break after case statements for the softkey code, I added the issue to github with my modified kaios.js file attached.
I know this is an old post but there is an issue I've found with is extension, in the KaiOS.js file version needs to be defined.
var isKaiOS = false;
var kaiOsVersion = 0;
var version = 0 //<-------This line needs adding to the file, seems to work on my Nokia 8110 4G.
var lskPressed = false;
var rskPressed = false;
I found what was causing the issue, turns out it was the Amazon in-app purchases extension causing the issue, I took a look at the generated AndroidManifest.xml file and it had intent-filter without the android:exported line.
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
package="indie.lwcreations.ballblock2"
android:versionCode="1"
android:versionName="1.0.0"
android:installLocation="auto">
<uses-feature android:name="android.software.leanback" android:required="false" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.READ_PHONE_STATE" />
<uses-permission android:name="android.permission.WAKE_LOCK" />
<!-- Permissions -->
<supports-screens android:smallScreens="false"
android:largeScreens="true"
android:xlargeScreens="true"
android:requiresSmallestWidthDp="320"
android:anyDensity="true"
android:resizeable="true"
/>
<application android:icon="@mipmap/ic_launcher" android:largeHeap="true" android:allowBackup="false"
android:networkSecurityConfig="@xml/network_security_config"
android:hardwareAccelerated="true"
android:exported="true"
android:requestLegacyExternalStorage="${Legacy}"
android:theme="@android:style/Theme.DeviceDefault.NoActionBar.Fullscreen"
android:label="@string/app_name" android:allowTaskReparenting="true">
<meta-data android:name="com.google.android.gms.ads.APPLICATION_ID"
android:value="ca-app-pub-3924118543082711~3967361402" />
<activity
android:name=".Main"
android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|screenSize|smallestScreenSize"
android:label="@string/app_name"
android:exported="true"
android:launchMode="singleTask"
android:screenOrientation="portrait"
android:theme="@android:style/Theme.DeviceDefault.NoActionBar.Fullscreen">
<intent-filter>
android:exported="true"
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER"/>
<!-- Launcher_Intent -->
<category android:name="tv.ouya.intent.category.GAME"/>
<category android:name="android.intent.category.LEANBACK_LAUNCHER" />
<!-- M_Intent -->
</intent-filter>
<!-- Main -->
</activity>
<!-- Activities -->
<meta-data android:name="FUSION_ID" android:value="34526289112" />
<provider
android:name="androidx.core.content.FileProvider"
android:authorities="${applicationId}.provider"
android:exported="true"
android:grantUriPermissions="true">
<meta-data
android:name="android.support.FILE_PROVIDER_PATHS"
android:resource="@xml/provider_paths"/>
</provider>
<!-- Provider -->
<activity android:name="com.chartboost.sdk.CBImpressionActivity"
android:excludeFromRecents="true"
android:hardwareAccelerated="true"
android:theme="@android:style/Theme.Translucent.NoTitleBar.Fullscreen"
android:configChanges="keyboardHidden|orientation|screenSize"/>
<receiver android:name = "com.amazon.device.iap.ResponseReceiver" >
<intent-filter>
<action android:name = "com.amazon.inapp.purchasing.NOTIFY"
android:permission = "com.amazon.inapp.purchasing.Permission.NOTIFY" />
</intent-filter>
</receiver>
</application>
</manifest>
<!-- IsAndroidX -->
Display More
Looking through the extension files and looks like it's something I can't fix myself, perhaps my extension needs updating.
EDIT: I checked on Clickstore and the Amazon in-app purchases extension hasn't been updated in awhile.
Hi, does anyone know how to fix this, I'm trying to export my app as an Android bundle targeting API 31 and it gives me a manifest error.
Warning: Mapping new ns http://schemas.android.com/repository/android/common/02 to old ns http://schemas.android.com/repository/android/common/01
Warning: Mapping new ns http://schemas.android.com/repository/android/generic/02 to old ns http://schemas.android.com/repository/android/generic/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/02 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/03 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/02 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/03 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/03 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/02 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
> Task :app:preBuild UP-TO-DATE
> Task :app:preReleaseBuild UP-TO-DATE
> Task :app:compileReleaseAidl NO-SOURCE
> Task :app:compileReleaseRenderscript NO-SOURCE
> Task :app:generateReleaseBuildConfig
> Task :app:javaPreCompileRelease
> Task :app:writeReleaseApplicationId
> Task :app:analyticsRecordingRelease
> Task :app:checkReleaseAarMetadata
> Task :app:generateReleaseResValues
> Task :app:generateReleaseResources
> Task :app:createReleaseCompatibleScreenManifests
> Task :app:extractDeepLinksRelease
> Task :app:processReleaseMainManifest FAILED
C:\Users\willi\AppData\Local\Temp\And5398.tmp\app\src\main\AndroidManifest.xml Error:
Apps targeting Android 12 and higher are required to specify an explicit value for `android:exported` when the corresponding component has an intent filter defined. See https://developer.android.com/guide/topics/manifest/activity-element#exported for details.
See http://g.co/androidstudio/manifest-merger for more information about the manifest merger.
> Task :app:mergeReleaseResources
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':app:processReleaseMainManifest'.
> Manifest merger failed : Apps targeting Android 12 and higher are required to specify an explicit value for `android:exported` when the corresponding component has an intent filter defined. See https://developer.android.com/guide/topics/manifest/activity-element#exported for details.
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
* Get more help at https://help.gradle.org
BUILD FAILED in 8s
10 actionable tasks: 10 executed
Display More
I've checked the manifest in the runtime folder and android:exported="true" is already included, I'm using build API 33, targeting API 31 and minimum is API 24.
I have been told on discord about a Android manifest extension but can't find it where I have searched and don't know how to fix this.
Google requires apps targeting API 31 and I can't upload it to the Play Store.
I've not had it crash once, that's the weird part about it, I was wondering if it could be having issues on older Fire tablet devices because of an incompatibility issue, The tester isn't giving me any useful information, it's very vague.
If if fails again I will remove support from older Fire tablets just to see.
Hi all, I've recently been developing a game and exported it using the Android exporter, game works great on every device I've tested on including a 7th generation Fire Tablet.
My question is has anyone else had issues submitting apps where the submission process reports that the game forces closes on start up.
This is what Amazon says: "We are unable to test your app as it does not function as intended. The app exits/ force closes/ freezes/ displays an error message after being launched. Please fix the issue and re-submit the app."
Because of this issue Amazon keeps having I can't submit my app to the store.
I'm adding my APK below in case anyone has time to test it for me on their devices, if you are able to test it could you report back if it works or not and what device your trying it on.
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This version has been worked on since I uploaded it to Amazon but it was mainly fixing the odd bug, it's not perfect though and I'm trying to get round to them.
I'm trying to get admod ads running on my app but for some reason admob keeps disabling my account due to a false duplicate account, I'm just about done trying to get it working, are there any ad services that offer reward ads other than Google admob that are supported through extensions?
I hate the fact Google don't allow users to dispute these claims...
I've fixed it, turned out I wasn't adding to a value when the balls were being launched.
I can't figure out how to edit the post but realised I made a mistake, it's line 40 that is the issue.
I currently working on my casual time waster game and I think I'm having weird scoping issues on the editor runtime, not got round to testing it on android though,
The gist of the issue is when I use "A new touch has occurred" all the other conditions in that event don't seem to make any difference in the scoping of the event no matter what I add or remove.
I made a cut down MFA attached to this post and was wondering if someone can take a look at it, the main event line that seems to be the issue is line 39 in the "Aim Ball" group of the first frame.
I've decided now on giving up with trying to figure out the angles and everything that comes with it and embracing the chaos that is the 32 directions, makes it more chaotic, frustrating and more fun/difficult >:), also I might have increased the the chances of picking up extras balls by half so it soon gets quite frantic.
It's been trying to figure this out for a while now,
I'm making a game very similar to the Ballz game on the play store, did originally try the built-in bouncing ball move ment but it looked weird and acted odd with 32 directions.
I'm now trying the vector movement after seeing someone post an example of it but the one thing that I keep hitting a wall one is the bounce trajectory.
I'm no good a trigonometry myself and just don't understand it and was wondering if someone happens to have the magic algorithm perform such a feat.
I even started trying to make the game in Godot as it got so desperate and then I hit another wall and come full circle back to fusion.
I've scrapped the original version as it it was too trouble some, I thought about trying another game engine and while I did try I just had to come back to fusion as it's easier for me to understand.
One night I had a brainwave and using something that I learned from the other engine I've managed to make the game very lightweight, no collision detectors needed and all done using an array.
It's not completely bug free but what I got now is a fully working prototype.
I'll try to share the MFA later for anyone that is curious.
Thanks for everyone that replied, your help was greatly appreciated.
I removed the transparency on nearly all object and did notice an improvement but I think what is causing the majority of the lag is the calculations.
I'm really at a loss with this one and thinking of abandoning the project as I can't figure out the boulders and diamond physics without the for each loops.
I also have calculations happening with the scrolling and that I feel might not be helping either...
Oh well. I'll give it this weekend and if I can't figure it out I'll have to leave it go.
I added the Fading active after I initially tested it on android and it didn't seem to impact the performance, I did think about that before adding it, I'll try and replace the fast loops with something else and take into account what you said about making a global timer.
Hi, I'm trying to make a game for android, nothing too complex with a few fast loops and the frame rate is abysmal when scrolling.
I also find building the game does take a long time to what I'm used too.
APK below.
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MFA below:
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( Can't seem to upload attachment using Opera GX )
Thanks fredetmumu, going to take a look at it soon.
Edit:
I've checked it out and very grateful, it's surprising how simple it was to get it working, I was making it way to over complicated...
Also thanks for commenting on the code you did, wasn't expecting that. makes learning from my mistake a bit easier.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)