Guys is it possible to build Android projects that are larger than 2GB ? I get some weird integer too large error when I'm trying to build
Not really.
Most Android devices don't use screen sizes where you'd notice a difference between a 4MB .PNG file -vs- a 800KB .JPG file.
Most > 2GB games are very high quality .PNG files or lots and lots of video content.
So use a tool like
Cruncher to reduce the size of the images used by the game so the game is
(considerably) smaller than 2GB.
Then build your custom Android build using the much smaller version of the game.
Cruncher works by converting all the images to .webp format at 80% quality. The quality can be altered by editing the command line options within the batch file.
Thankfully, RenPy doesn't care what the file is called. So when cruncher converts everything to .webp it doesn't rename the file. So even though the file might be called "pic1.png", RenPy doesn't care that it's actually a .webp file.
Warning: Don't run this against the only copy of your project. Copy your project and run this against the copy. Cruncher is a destructive process.
Edit:
To give you an idea of the usefulness of Cruncher, I processed a copy of
Karlsson's Gambit (v0.3) which currently clocks in at 2.4GB.
It is already pretty image efficient, in so much as it is already using mostly .jpg files rather than .png files.
Taking 1 single image at random, Cruncher converted a 965KB jpg file down to 237KB (~25% of it's original size).
When I ran it, this was the output...
----------------------------------------------------
Summary:
Processed 0 webp, 2064 jpg, 0 jpeg, 0 bmp, and 190 png image files.
Processed 131 mp3, 0 ogg, 0 opus, and 0 wav audio files.
Processed 1 webm, 0 mp4, 0 mkv, 0 m4v, 0 mpg, 0 ogv, and 0 avi video files.
----------------------------------------------------
It took around 19 minutes to turn a 2.4GB game into a 631MB game (~26% of it's original size).
I doubt you could tell the difference on most Android devices between the two versions.
A second attempt using quality 95 instead of 80 resulted in a 1.5GB game. Which would be small enough to build without running into errors (I hope) and without reducing the image quality
too much.