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Any downsides in cleaning everything after successful build?
Again - maybe move instead of copy at some steps? (like in make_tree). That will save space required for compilation.
The text was updated successfully, but these errors were encountered:
RAPT not clearing the assets causes issues with the following cases:
building different games with the same RAPT install. All of the following APKs take the name and icon of the first game built.
modifying a game name after the first build (in case game creators want to include the version number in the name for example)
modifying a game icon after the first build (in case the icon does not look the way we'd like)
Currently, the best way I've found for working around these issues is to straight-up back-up the developer keys, remove the entire rapt folder in the Ren'Py install, and reinstall RAPT from scratch, then importing back the keys.
Could anyone see what could be done so that the APK build process is more streamlined, and would not require the user to remove some files afterwards please?
+1 on these issues, especially those @Selenyhr mentioned.
Is there a reason that RAPT uses the ren'py folder as its workspace when building a project? Shouldn't it copy the template files into a new per-project folder (if they don't already exist) and allow for those to be edited after the fact?
Also feels really strange that the contents of android.json aren't injected at build-time. For instance, if you change your bundle id, it isn't reflected in the outputted APK.
RAPT doesn't clean assets after build and SDK folder quickly becomes very huge (at least x5 size of the base game).
I'm talking about:
Any reasons not to use shutil.move instead of copy? Same for moving from rapt/bin to workdir/GAME-dists.
Any downsides in cleaning everything after successful build?
Again - maybe move instead of copy at some steps? (like in make_tree). That will save space required for compilation.
The text was updated successfully, but these errors were encountered: