Cannot compile showcase on both platforms
I'm trying to build this showcase project on my own: https://github.com/TheLogicMaster/shattered-pixel-dungeon-switchgdx, but failed on both Windows and Ubuntu platforms. Basically, I just want to see if the if the LibGDX project can be built into a NRO file.
Windows
Cleanly installed Windows 10 VM, with everything in the instructions installed. And when I execute gradlew.bat switch:nro, it will be stuck in the popped up MinGW x64 window like this:
Could it be the project itself needs to be customized? Because I didn't touch any of the files in the project
Ubuntu
Cleanly install Ubuntu 24.04 VM with everything in the instructions and setup Devkitpro in the environment variable manually. It shows something like it cannot find devkitpro. I guess it's related to the new Devkitpro installation process because I cannot find the hardcoded path of devkitpro tools as well.
Thank you!
The new version 3 release did mess with some of the paths on Windows in response to devKitPro changes, but I'm not sure if that would address either of those issues. The installation instructions have been updated, though, after testing on a clean Windows 11 install, so things may be better now. As far as Linux, I've only tested on my Ubuntu 24 instance with a standard devKitPro install, but it is possible that a step was missing from the installation steps since I've only performed the install a few times.
I've updated the Shattered Pixel port, so it should at the very least be working on Linux, though Windows/UWP is not tested yet. At the moment, only the Mindustry port has been tested on Windows, since that's primarily how version 3 has been tested.
Looking into the Windows issues while testing, it's probably Windows path and command length limits which cause file not found errors. The command length issue was worked around by by storing the linker command in a file and I wasn't able to properly resolve the file path issues, since somehow it's still an issue on Windows 11. I shortened the build directory names which helps, but building the project as close to the filesystem root as possible and shortening the project folder name allows building Shattered Pixel and Pixel Wheels.
Looking into the Windows issues while testing, it's probably Windows path and command length limits which cause file not found errors. The command length issue was worked around by by storing the linker command in a file and I wasn't able to properly resolve the file path issues, since somehow it's still an issue on Windows 11. I shortened the build directory names which helps, but building the project as close to the filesystem root as possible and shortening the project folder name allows building Shattered Pixel and Pixel Wheels.
Thank you for your time and effort! Actually, I decided working with other options rather than libGDX now, so I probably won't test this latest update by myself. Anyway, thanks again for this amazing project!