Glad it helped!
Finally made a gist of my Android setup:
https://gist.github.com/Ohmnivore/8e91e2be5a2d11ac7e19a91420bdc085android_key.bat is to make your signing key. Replace -alias mondayofficeninja by your own game's name. Make sure that you don't accidentally commit the generated key to your public repository or accidentally share it. It's top-secret.
android_test.bat connects to your device, then stops your game (if running), uninstalls it (if installed), installs it, and starts it. I connect my device to adb through the network (i believe you have to fiddle with your device's settings to get that working). You can also do it through USB, but my drivers are fucky so network was easier for me.
AndroidManifest.xml is very important, take a look at it. Note that I removed '
android:debuggable="true"' so I can upload the .apk to the Play Store. If you're debugging on Android, then you can include it. But tbh I suggest debugging on a desktop build instead: it's faster and both your .apk and your desktop build share mostly the same c++ code, you're likely to catch the same bugs.
My Project.xml deals with a lot of Android-specific stuff, I also found all the needed icon sizes by trial and error.
Finally there's set_master.bat to set the necessary library versions - I consider it good practice to include something of the sort in every project.
I'm also using API 16 (idk why that one in particular, but hey at least it works). You can download it in the Android SDK Manager. I have jdk1.8.0_60 32-bit and jdk1.6.0_37 64-bit installed. I think the 64-bit one is being used for my HF Android compilation toolchain but I'm not sure.
Good luck! Tell me if anything goes wrong.