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AppGameKit Classic Chat / Best android phone for testing

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george++
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Location: Thessaloniki, Hellas
Posted: 17th Aug 2014 22:15 Edited at: 17th Aug 2014 22:33
I don't know if this has been discussed before.
My first attempt to test my game on an Android phone (a friend has one) was a disaster (using the AppGameKit player)
I decided to buy a new one because I am a Windows phone user and I cannot imagine how to test my game without an Android phone.
Having in mind that the tests should ensure wide range of compatibility, which is the phone best for testing?
Can I avoid this purchase?
Digital Awakening
AGK Developer
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Posted: 17th Aug 2014 22:45 Edited at: 17th Aug 2014 22:48
I don't think there is a "best". AppGameKit requires Android 2.3, so that's a minimum requirement. I have noticed that only about 5% of the people downloading RTA has 2.3, most have 4.x. In the adventure genre there's only about 10% 2.3 users. So getting a 4.x phone might be a good idea.

Here are the total numbers

Some people prefer to support as many units as possible. But I say it's more important to be future proof. There are a lot of users that buy a new phone every 2 years. People with old phones are also less likely to buy apps.

bjadams
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Posted: 17th Aug 2014 23:04
try to get a google nexus device (fastest option to get the latest android version) and a quadcore cost effective china phone (best option to test on lower end phones)
Naphier
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Posted: 18th Aug 2014 18:56
We use a Nexus 5 for "high-end" I've yet to see a stutter and games load incredibly fast. For low-end we have an old HTC Droid Incredible OS 2.3.4 and an iPhone 3GS. For middle we have Nexus 7. Unfortunately the HTC isn't all that low-end when compared to 3GS. The only thing we've ever had real problems with is loading time and from what our beta testers tell us, the loading time on all of our games has been about 4 seconds. iOS + AppGameKit tier 1 is a pretty slow load, but then again I've yet to see even a AAA game on iOS load very fast.

The Nexus devices are the most developer friendly in my opinion. You may want to grab a Huawei as a low-end device.

You can try to avoid the purchase with the emulators that come with Eclipse or Blue Stacks. However, this will not give you good frame rate results and testing features like push or IAP is not available.

george++
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Posted: 18th Aug 2014 23:13
Thank you all
george++
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Posted: 19th Aug 2014 21:23
Finally I purchased the Motorola Moto G
http://www.gsmarena.com/motorola_moto_g-5831.php
I am not sure if it is a good choice for the purpose above but in any case my son will love it...
Although I disabled any Firewall on my PC the AppGameKit player is always in 'STANDBY"
Markus
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Posted: 19th Aug 2014 22:08 Edited at: 19th Aug 2014 22:11
hehe , i want write i use a moto g too but not do.
now u have one.
i like my moto g very much, last os is 4.4.4

i got pc drivers here
https://motorola-global-portal.custhelp.com/app/answers/prod_answer_detail/a_id/97326/p/30,6720,9050

u need for adb

u can enable developer menu by tapping build number some times in handy.

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265
george++
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Posted: 19th Aug 2014 22:29 Edited at: 19th Aug 2014 22:30
Thanks Markus
Really I bought it with closed eyes because I know nothing from Android
The sales clerk told me that Motorola actually is a Google company plus it runs the latest Android version as you mentioned

Quote: "
u need for adb

u can enable developer menu by tapping build number some times in handy.
"

It seems Greek to me! (lol)
Please can you be more specific?
I read somewhere in the forum that Play Store has an old version of AppGameKit player. Is it true?
Naphier
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Posted: 19th Aug 2014 22:44
If you're using the AppGameKit player app then you don't need ADB (Android Debug Bridge). You will need ADB to connect your device to Eclipse (Android IDE) if you want to run your Android builds directly from Eclipse.
The AppGameKit player on the store is old, but I've used it with AppGameKit 10823 and it is fine.
Often the AppGameKit IDE will not broadcast correctly on the first try. I usually have to compile/run/broadcast twice to get it to load.
Make sure your device is connected to the same wifi router as the computer launching the app.

george++
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Posted: 19th Aug 2014 23:04
At this stage, I would like to use first the AppGameKit player.
OK, here is my check list:

a. I managed to install the newest player (10000008 buld Feb 4 2014)
b. I've turned off the Firewall
c. My device and my PC are conected wireless on the same wifi router

The player does not respond.

I noticed that when I exit from the game (on the Windows platform) all the items of the Build menu on the IDE are inactive except the 'Abort'. I must select this item first and then 'Compile, run and broadcast' again but without success after many times
Digital Awakening
AGK Developer
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Posted: 19th Aug 2014 23:31
You only have to use compile and broadcast to transfer to the phone. The toolbar should revert back to default after broadcasting for 10-15 sec.

Try rebooting your phone.

"Have you tried turning it off and on again?"


Also, have you tried installing the player available on your My Products page?

george++
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Posted: 20th Aug 2014 00:30 Edited at: 20th Aug 2014 00:30
Tanks Digital Awakening (thank you all !!!).
After rebooting seems it is working so far...
Markus
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Posted: 20th Aug 2014 00:44
often i helps if u end the apps if the app list is open and than drag it out of screen, or rare disable/enable network in phone.

if u have much free time u can read about adb here.
adb is just a tool used by other tools/ide's.
http://developer.android.com/tools/help/adb.html

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265
george++
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Posted: 20th Aug 2014 01:56 Edited at: 20th Aug 2014 02:09
Quote: "often i helps if u end the apps if the app list is open and than drag it out of screen, or rare disable/enable network in phone.
"

The solution to my case is rebooting the Motorola (rare)
Now that I have the chance to test my game at least on one phone I have to face another issue: The backgrounds are not positioned correctly:
the original image is 640x640 pxls
the code I use for sizing is:



(width is float)

Normaly the background should take all available width of the device but it is narrower

EDIT: I use the percentage system and the only initialization is:

Naphier
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Posted: 20th Aug 2014 02:15
That calculation will make it essentially the same PIXEL size on all devices:
Say device width is 1000 px your image will take up 64% of the width
Now if device width is 800 px your image will take up 80% of the scren width.
What I do is I design at 800x1200px then I use this for calculation of width
width# = 100.0 * getImageWidth(img) / 800.0
Then it always will take up 80% of the screen if your image is 640px.

SetDisplayAspect will stretch stuff out strangely. I only use SetDisplayAspect(-1) to fill the screen in a portrait orientation. Otherwise it is not needed. That is, unless you want to letterbox the game, then use SetDisplayAspect, but in my opinion that looks horrible.

If you simply want the background to take the entire width of the device then simply use SetSpriteSize(sprite , 100 , -1)

george++
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Posted: 20th Aug 2014 02:32 Edited at: 20th Aug 2014 03:06
I designed my game as follows:

http://www.mediafire.com/view/vxlb2mv18g8s0cv/main.png#

The top area (160 height x 640 width) serves as information and game buttons area
The bottom area (640 height x 640 width) serves as the main grid where the action takes place. This is where the background should be placed
my sprites are 64x64 pixels

Quote: "If you simply want the background to take the entire width of the device then simply use SetSpriteSize(sprite , 100 , -1)
"

What I want is the game design keep its proportions in portrait mode.
Naphier
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Posted: 20th Aug 2014 02:40
For your top bar (what you're calling 640x160)
Needs to be sized w = 100 to be 100% of the screen width
Then h = 100 * 160 / 800
Hence height will always be 20%

Or do you mean you want to be able to flip between portrait and landscape? If so that is more complex.

Think in percentages, not pixels.

george++
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Posted: 20th Aug 2014 03:04
Quote: "Or do you mean you want to be able to flip between portrait and landscape? If so that is more complex.
"

No only in portrait

Thanks Naphier. You helped me to clear somethings in my mind.
george++
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Posted: 20th Aug 2014 03:10
By the way:
here is a screenshot from the first level:

http://www.mediafire.com/view/b477ms3d7a3aj7o/level1.png

It looks nice on the desktop but I dissapointed on the phone. All graphics are very small and the buttons are hard to be pressed by the player

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