Quote: "What happens is it starts off, shows my introductory screen and during the load process, it just goes away. Goes back to the main screen of the tablet..."
By this I assume that he's actually seeing part of his own code run for a tick and then the app crashes without warning. If it is indeed just the white AppGameKit Player screen then the bytecode file isn't properly named or the ZIP file is not structured properly (must contain the directory "media" and all files and subdirectories), or it is entirely possible that he has an issue that is similar to mine.
However, this statement give me pause
Quote: "...just like the AppGameKit Player does on both the tablet and phone"
This points more to a mistake in your code.
I cannot use the one-click online builder The bytecode for my project is 27mb and will not run after using the online service to create an APK. I can, however, broadcast it just fine to the player. I can also build it with Eclipse and it runs just fine too.
First, I'd try a small sample project to see if your setup is still working and upload it to the one-click online APK builder to see if everything works. It should. If not, you're probably doing something wrong with the online APK builder somewhere.
If you are getting a crash without warning I have found that this most often happens to me when I've tried to access an array that doesn't exist or go out of bounds on a UDT array. AppGameKit will often run OK in Windows if I go out of bounds on a UDT array, but on Android it crashes immediately with no warning. This is a lot of fun to try to find. I ended up building in "safe guards" for my arrays... really just globals containing the size of each array... not overly efficient, but it works when used carefully.
Other causes could be issues with asset sizes (are any of your sprite sheets bigger than 2048x2048? - not sure of the limit on Android, but it is 1024x1024 on iOS). Have you tested each media file on the device to make sure nothing is wrong with the format? I wrote a simple media tester program that just loads all images in a directory one by one to make sure they're compatible as I've run into issues with that - the issue was something with a progressive JPG... fixed easily by resaving the file.
Anyway that's what comes to the top of my mind. I'm just blowing wind though because I don't know more about your app's setup. Please don't go 2 months of coding without testing your game on a device you intend to release it for, you'll just give yourself nightmares in the end! It's giving me chills just thinking about it.
Let us know if any of this helps.