Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / App Game Kit V108 Beta 9

Author
Message
lilpissywilly
AGK Developer
13
Years of Service
User Offline
Joined: 10th Sep 2010
Location: Office Chair
Posted: 26th Mar 2013 19:56 Edited at: 26th Mar 2013 19:57
Quote: "The offset being in the middle has always been the case, it was SetSpriteShapeBox that was broken."


Thus setSpritePosition and setSpritePositionByOffset are now identical?

SetSpritePosition used to set the sprite with an offset of x=0 and y=0

My hovercraft is full of eels
Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 26th Mar 2013 20:49
Quote: "But I still cannot get the Windows template to compile in VS2010 Express. It looks like the library is not quite right."

Hopefully I've fixed this for the next beta.

Quote: "Is this one good to go with IAP for Android functional now?"

Yes IAP should work on Android.

Quote: "Initial run on my app, keyboard input on Samsung Note 2 killed the app and the phone totally when the back/cancel hardware key was pressed."

Is it possible for you to get the LogCat output on that device just after it crashes? If you can, email it to me and I'll take a look.

Quote: "Thus setSpritePosition and setSpritePositionByOffset are now identical?"

No, SetSpritePosition still uses the top left hand corner as its point of origin.
Santman
12
Years of Service
User Offline
Joined: 15th Sep 2011
Location: Inverness
Posted: 26th Mar 2013 20:56
@ Paul,

Quote: "Is it possible for you to get the LogCat output on that device just after it crashes? If you can, email it to me and I'll take a look."


No problem, I'm setting everything up and republishing to test the IAP, when I'm done I'll get a logcat report.
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 27th Mar 2013 01:50
Quote: "Hopefully I've fixed this for the next beta."

Thank you, me too.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
wargasmic
17
Years of Service
User Offline
Joined: 15th Oct 2006
Location: UK
Posted: 27th Mar 2013 04:04 Edited at: 27th Mar 2013 04:05
Is 108 beta 10 the final/complete 108?
MobileCreator
12
Years of Service
User Offline
Joined: 1st Jun 2011
Location: Ottawa - Canada
Posted: 27th Mar 2013 14:05
Just late in the game, but I notice some messages about Playbook and BB10.

"I downloaded the Blackberry 10 SDK and built a version using that, which worked on the new Blackberry 10 phones but not on the Playbook."

At least for now, Playbook Tablet OS and Blackberry OS10 need two different SDKs. You probably is fine using the same source code for both, but to compile for BB10 you have to use SDK 10.x while for the Playbook stick with SDK 2.1...

There are plans to bring BB10 OS for the Playbook, but there is no dates for that though.


Cheers


Paulo

----------
Paulo
http://www.mobilecreators.com
apocolyp4
13
Years of Service
User Offline
Joined: 10th Jun 2010
Location:
Posted: 27th Mar 2013 15:38
MobileCreator BB10 OS is backward compatible with Playbook OS so all you need to do is build using the PlayBook SDK and your good to go. Thats what I have been doing the last 4 months with no issues.
Ched80
13
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 27th Mar 2013 18:34
Cheers, SetEditBoxTextSize() works now with the reordered commands.

Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 27th Mar 2013 23:04
if GetVirtualButtonReleased(1)

seams to crash the app when exiting if i dont do it like this?

if GetvirtualButtonExists(1) then if GetVirtualButtonReleased(1)

Seams to be a similar bug to the one with sprites you fixed?

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Brother
11
Years of Service
User Offline
Joined: 2nd Jul 2012
Location:
Posted: 28th Mar 2013 06:00 Edited at: 28th Mar 2013 06:00
Thank you Paul.

I am not english so xcuse my syntax, grammary or anything else wich could occure some ununderstanding
TheTeenDevs
11
Years of Service
User Offline
Joined: 19th Aug 2012
Location:
Posted: 28th Mar 2013 21:36
Any support for windows 8 vs2012/phone? I'm not so familiar with it though..... It seems really good! Android template seems better so far....is this the last beta?
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 29th Mar 2013 15:42
People trying to use the interpreter_android_prebuilt project are running into issues regarding the GCMIntentService.java file. It doesn't exist in the interpreter_android_prebuilt path anywhere.

It DOES exist in template_android/src/com/mycompany.

And I would guess the instructions in the README.txt file should also include information about renaming that directory so that it will properly be found in the project as part of the actual app package.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
bjadams
AGK Backer
16
Years of Service
User Offline
Joined: 29th Mar 2008
Location:
Posted: 29th Mar 2013 16:39
I'm trying to compile using VS2010 (release) and i am getting 17 link errors



is there a quick fix for this or am i out of luck?
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 29th Mar 2013 17:01
The template for VS2010 doesn't work because the library is not quite right and the Core.cpp has an include it shouldn't and the basic project configurations aren't quite right, either.

We've been told that it will be fixed in the next release.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
bjadams
AGK Backer
16
Years of Service
User Offline
Joined: 29th Mar 2008
Location:
Posted: 29th Mar 2013 22:33
too bad, I need to do a quick level editor and thought I would try to doing it in AppGameKit
Santman
12
Years of Service
User Offline
Joined: 15th Sep 2011
Location: Inverness
Posted: 29th Mar 2013 23:38
@ancient lady,

I'm a bit puzzled - I copied over the folder and imported it into eclipse and other than the 3 R file errors (that a quick right click and QUICKFIX in eclipse sorted) I had no problems at all with the prebuilt template and was actually going to commend TGC on making the process that much easier??? Are you talking about tier 2?
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 30th Mar 2013 03:16
Santman, I am definitely talking about Tier 2.

Others have had difficulty with the prebuilt Tier 1 Android template.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
spasski
AGK Backer
11
Years of Service
User Offline
Joined: 2nd Jan 2013
Location: Amsterdam
Posted: 30th Mar 2013 11:15
Hi Ancient Lady,

Perhaps you can advise as I get a black screen when running the apk on my device using the prebuild project. what I did:

1. imported the facebook, android player prebuild and agk android template in eclipse

2. compiled snakesnacker with agk 108b9 and copied the content from media folder into the android player prebuild project

3. followed the steps from the README

4. Ran the project in eclipse (APK succesful created but I get a black screen on the device)

You posted something needs to be added to the TODO steps in the README file. Seems MikeMax had a similar thing going while in Santman's eclipse proces everything went smoothly. Any idea why I get the blackscreen?
lilpissywilly
AGK Developer
13
Years of Service
User Offline
Joined: 10th Sep 2010
Location: Office Chair
Posted: 30th Mar 2013 23:13
I got a black screen a few times and I actually never figured out what the problem was, but it works every time for me now so I'll tell you my process:

Move assets and rename *.byc into bytecode.byc, and go through those java files and xml that are mentioned in the readme.

Open eclipse and import your app first, then import the facebook app. Then I do a "fix project properties" under "Android Tools" on both.

Then I do a "clean.." under "Project" and then export as APK.

Done.


Mine was weird because I actually compiled a project successfully and then I thought I followed the same steps but I ended up with the black screen. It feels like the APK doesn't boot up the bytecode, but I don't know..

My hovercraft is full of eels
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 31st Mar 2013 05:50
spasski and lilpissywilly (still love that name ), I haven't tried to build anything in Android with v1089 yet.

I might try to do something with it next week.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
spasski
AGK Backer
11
Years of Service
User Offline
Joined: 2nd Jan 2013
Location: Amsterdam
Posted: 31st Mar 2013 10:03
App runs perfectly after renaming the byt file into bytecode.byt
How silly of me not doing that, thanks lilpissywilly
Naphier
13
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 1st Apr 2013 06:47
I just compiled dFenz with the prebuilt interpreter and everything seems to be fine.
I also noticed Paul's instruction about GCMIntentService.java and I just skipped over it since the file wasn't present. Everything seemed to be OK.

Tone Dialer
Valued Member
18
Years of Service
User Offline
Joined: 17th Oct 2005
Location: England, well a town in it !
Posted: 1st Apr 2013 13:05 Edited at: 1st Apr 2013 13:07
@ Paul

I am having issues with Adverts in V108b9 (Tier 1).

While Admob on Android is working well,

InnerActive is now not working for me on Windows, Android or BlackBerry, the Ads just do not appear, everything is setup just as it was in previous versions, but no Ads.

Do you see the same issues?

mr_d
DBPro Tool Maker
17
Years of Service
User Offline
Joined: 26th Mar 2007
Location: Somewhere In Australia
Posted: 2nd Apr 2013 12:09
just tagging in for updates

Naphier
13
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 4th Apr 2013 11:01
SO HockeyKid and I have been trying to compile a player using the interpreter_android not the prebuilt and have noticed a few odd things.

In my installation (I've re-downloaded and reinstalled to check) there is no JNI folder and there is no HardCodedCompileScript.bat in the interpreter_android folder.

After I copy the JNI folder from the template_android folder and I make a new HardCodedCompileScript.bat the cygwin compile process completes normally. Then in Eclipse everything compiles just fine. When I run the newly compiled player on my device all I get is a grey background with what looks like an FPS counter. There's nothing in the assets folder, so I'm not sure what this is about.

What we were attempting to do is modify main.c to remove
ANativeActivity_setWindowFlags( state->activity, AWINDOW_FLAG_KEEP_SCREEN_ON, 0 );
in an attempt to get AppGameKit games to allow devices to sleep.

Has anyone compiled their own player using the interpreter_android project folder?

The prebuilt works fine.
Thanks!

MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 5th Apr 2013 01:36
both works fine for me... compiled perfectly without any changes.
Naphier
13
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 5th Apr 2013 01:46
Yeah, I deleted everything and restarted again. Seems OK now. Not sure what the deal was last night, but it was annoying. I'm still having some issues when running the apk directly from eclipse to the device through AVD, but if I export everything is fine. Who knows...

Naphier
13
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 5th Apr 2013 06:23 Edited at: 5th Apr 2013 06:24
Just tested video playback on Nexus 7 and it works stellar. Thanks, Paul!

xGEKKOx
AGK Master
15
Years of Service
User Offline
Joined: 7th Dec 2008
Location: Italy
Posted: 7th Apr 2013 17:20
Find some bugs on iOS with Facebook:
- FBLogin call the old login type and the return page address is wrong
- The App don't return after login

Now i'm using mixed Obj C for login and agk function to do other things.

Long life to Steve!
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 7th Apr 2013 18:06
xGEKKOx, does the problem still show up in the latest release (v10810)?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 9th Apr 2013 01:21
Quote: "
- FBLogin call the old login type and the return page address is wrong
- The App don't return after login
"


The return to app function is handled by the Facebook app ID passed to FacebookSetup matching the one given to you by Facebook and the URI scheme set in the info.plist file. I'm not sure if the Bundle ID specified in the Facebook app matters but having it also match can't hurt.

Login to post a reply

Server time is: 2024-05-04 13:19:59
Your offset time is: 2024-05-04 13:19:59