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AppGameKit Classic Chat / Exciting news!

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easter bunny
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Posted: 17th Feb 2014 00:56 Edited at: 18th Feb 2014 02:22
Hey everybody,

I've been working on an easy way to compile for Android and I'm happy to announce that I've done it!


1 CLICK DEPLOY TO ANDROID FOR AppGameKit TIER 1 DEVELOPER PREVIEW RELEASED!

This is an alpha build and not suited for uploading to Google Play

You will need JDK 1.7 installed

Old post:


EB

Phaelax
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Posted: 17th Feb 2014 04:06
It ports to java to run on android?

easter bunny
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Posted: 17th Feb 2014 06:13
Actually, I don't know exactly how it works
I'm using an external tool that decompiles and recompiles APKs, so the way it works is like this:
Decompile any AppGameKit app
modify the package name + assets + icon etc
Recompile it and resign it
Voila! Done!

I've manually done it successfully, I just need to automate it

baxslash
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Posted: 17th Feb 2014 09:13
I'd check with TGC that it's ok to decompile an AppGameKit app but sounds like a nice simple process... maybe too simple

oct(31) = dec(25)
bjadams
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Posted: 17th Feb 2014 12:19
decompile = unzip
Markus
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Posted: 17th Feb 2014 12:41
i believe the Cygwin is only needed for the ndk to compile the interpreter core.

http://en.wikipedia.org/wiki/Ant_%28Java%29
http://en.wikipedia.org/wiki/Apache_Maven
http://en.wikipedia.org/wiki/Build_automation

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
easter bunny
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Posted: 17th Feb 2014 21:54 Edited at: 17th Feb 2014 21:58
Decompile is not quite the same as unzip, you have the unencode things like AndroidManifest.xml which is encoded seperate to the zip encoding.
It doesn't actually decode the AGKPlayer itself which is compiled in C++, it just decompiles all the metadata.

EDIT: I'm also experimenting with simply compiling the prebuilt player from the command line, I assume this would be a more legal way of doing it Although slightly harder with the FB dependencies and that sort of thing

Digital Awakening
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Posted: 17th Feb 2014 23:14
I wonder if this would be a solution for me as Eclipse is giving me nothing but errors. Have you read about the frame buffer thing? When releasing games on OUYA it is a good idea to force a 1280x720 frame buffer. SMD_3D has done some work in that area and released a 720p player. It's all in this thread: http://forum.thegamecreators.com/?m=forum_view&t=209719&b=41

easter bunny
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Posted: 18th Feb 2014 01:44 Edited at: 18th Feb 2014 01:45
hmmm, not sure about that. I don't even know if it'll be able to upload to Google Play

Anyways, CHECK IT OUT!!!!!!!!!
THE ALPHA RELEASE OF THE FIRST EVER 1 CLICK DEPLOY TO ANDROID FOR AppGameKit TIER 1! :: 7.9 Mbs

Requirements:
JDK 1.7



Important!
Do NOT use it to upload the APK to Google Play, it signs it with a false certificate (well, I think that's what it does )
It's stuck with the default icon (happens to be the icon for my latest WIP )
But you can change the package name, version code, version name, portrait/landscape

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easter bunny
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Posted: 18th Feb 2014 04:18
Quote: "It ports to java to run on android?"


And the reason you need JDK is because the decompiler/compiler that it uses is a .jar

LeeBamber
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Posted: 18th Feb 2014 17:05
Excellent stuff. Just tried it with Snake Snacker and my Samsung S4 and it worked first time, no worries. Well done that man!!

Hogging the awesome since 1999
SecretGhost
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Posted: 18th Feb 2014 20:26
Hi,

I´m trying it in a Win XP VM and always got "apkbuilder.exe isnt a win32 file" error.

do i need .Net or anything else ? (Java is Installed)
easter bunny
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Posted: 18th Feb 2014 23:58 Edited at: 19th Feb 2014 00:36
Quote: "Excellent stuff. Just tried it with Snake Snacker and my Samsung S4 and it worked first time, no worries. Well done that man!!"

Thanks!

Quote: "Hi,

I´m trying it in a Win XP VM and always got "apkbuilder.exe isnt a win32 file" error.

do i need .Net or anything else ? (Java is Installed) "


Yes you'll need .net to run apkbuilder.exe, I made it in VB.net. Sorry about forgetting to mention it

But you can do it manually instead, just follow these steps:
1. Duplicate the folder "DATA/project" to "DATA/tmp"
2. Open "DATA/tmp/AndroidManifest.xml" and set the version number, version name, package name (all on line 2)
and on line 11, change android:screenOrientation="" to either android:screenOrientation="sensorPortrait" or android:screenOrientation="sensorLandscape" Which ever one you need
3. open DATA\project\res\values\strings.xml and set the app name ie. <string name="app_name">Super cool App!</string>
4. Copy the media folder of your project to DATA/tmp/assets/
5. rename DATA/tmp/assets/media/[bytecode file] to bytecode.byc
6. run DATA/compile.bat
7. it will create tmpSigned.apk in DATA/APK/
(You'll still need JDK, but no .net)
these are exactly the same step the program does



Here's the VB code if anybody's interested:


It's actually extremely simple

Digital Awakening
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Posted: 19th Feb 2014 09:46
I just tried this and when I run the installed game I get nothing but the AppGameKit player.

luschie
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Posted: 19th Feb 2014 11:37
Does this work with V2 too?
easter bunny
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Posted: 19th Feb 2014 22:59 Edited at: 19th Feb 2014 23:04
Quote: "I just tried this and when I run the installed game I get nothing but the AppGameKit player."

You could try the manual method, making sure the byc file is renamed, that's the important part

Edit2: From the sound of it, the player wasn't finding the bytecode.byc, make sure it's in tmp/assets/media/



EDIT: and no, it doesn't work with V2, in fact, it only *works* with beta 19, that's the version of the player it comes with. But you can use the APKTool to decompile your own version of a V2 Game and replace the project folder with that one.

easter bunny
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Posted: 20th Feb 2014 00:28 Edited at: 20th Feb 2014 08:32
I'm working on version 2!

This version will actually compile the apps properly (not just rezip an APK)

Some of it's new features will include:
IAP working!
Sutible for uploading to Google Play
And custom keystores


I've managed to do it manually, so it's just a matter of automating it


For those who want to know, it uses Apache Ant to compile them.
It requires JDK and Android SDK, although I'll package the cutdown SDK with the compiler (normally the download is about 500 Mb's, but I've cut it down to about 50)

Digital Awakening
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Posted: 20th Feb 2014 09:44
I hope I have time to test this out before I go to work today.

I use AppGameKit 108.21. Could that cause any problems? I think I'll start by installing that and try. You should update to 21 yourself.

Digital Awakening
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Posted: 20th Feb 2014 11:13
After reinstalling 108.19 and then running the builder I realized that I was in the wrong RTA folder yesterday. So now I got it working

The big questions is, can I modify it to get the 720p framebuffer I need for OUYA? I'll be experimenting with this after work.

luschie
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Posted: 20th Feb 2014 15:44
Quote: "I'm working on version 2!

This version will actually compile the apps properly (not just rezip an APK)
"


Nice, I am very curious about it!
Digital Awakening
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Posted: 20th Feb 2014 19:10
easter bunny:
I have a request. Now that I got this to work.

For most games to run smoothly on OUYA we need to get the framebuffer changed in main.c.

From this:
int result = ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);

To this:
int result = ANativeWindow_setBuffersGeometry(engine->app->window, 1280, 720, format);

You also need to update the app glue using this file Paul posted: https://forumfiles.thegamecreators.com/download/2507136


Since I can't get Eclipse to work I would be very grateful if you could help me out. And I think a few others would be happy too. That, and using a custom icon.

Zwarteziel
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Posted: 20th Feb 2014 19:37
Quote: "And I think a few others would be happy too"


Me being one of them
Digital Awakening
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Posted: 20th Feb 2014 20:26
Zerotown
Still no luck with Eclipse then I guess?

easter bunny
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Posted: 21st Feb 2014 04:09
The problem is that I'm using the Prebuilt player...

I haven't tried the nonprebuilt player since the first time the prebuilt one came out.

But I'll give it a shot sometime and see what I can do.

Zwarteziel
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Posted: 21st Feb 2014 08:37
Quote: "Zerotown
Still no luck with Eclipse then I guess?"


Sadly, no. I've un- and re-installed Eclipse and the Android SDK several times now and kept notes on what I did. The idea being that, once I got it working, I'd post an update of the step-by-step guide. Frustratingly enough, I keep running into errors. I might try again this weekend and focus on getting the prebuild/lite stuff working first.
Digital Awakening
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Posted: 21st Feb 2014 08:47
Quote: "The problem is that I'm using the Prebuilt player...

I haven't tried the nonprebuilt player since the first time the prebuilt one came out.

But I'll give it a shot sometime and see what I can do."


Ah, I see. Maybe someone could help you with that? SMD_3D made a 720p player that runs on OUYA.


Quote: "Sadly, no. I've un- and re-installed Eclipse and the Android SDK several times now and kept notes on what I did. The idea being that, once I got it working, I'd post an update of the step-by-step guide. Frustratingly enough, I keep running into errors. I might try again this weekend and focus on getting the prebuild/lite stuff working first. "


I've had no luck. Even the prebuilt one gives me errors. I wish you good luck with that.

SoftMotion3D
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Posted: 22nd Feb 2014 01:43
I could give you a quick tutorial on how to build the files using Cygwin to create a modified player.

Its actually really easy to modify and build. Let me know if I can assist in anyway.

So far I have 2 games loaded on ouya discover using the modified 720p player I built.

MassConflict is now using the 720p player
IceBrawlers 1 is also using the 720p player

Digital Awakening
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Posted: 22nd Feb 2014 09:54
SMD_3D
I didn't know you got your games up on Discover, I'll give them a download later

SoftMotion3D
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Posted: 22nd Feb 2014 19:07
Yeah the player seems good and stable and only lacks mouse support but could be coded in as a fix function easily enough....just not on virtual buttons.

Cool let me know what you think of MassConflict as its my first ever released game using a 3d tile engine with a virtual coded lighting system.

Pumpkin Software
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Posted: 25th Feb 2014 14:58
Hi,
I'm also getting "apkbuilder.exe isnt a win32 file" error" on my xp machine with JDK 1.7 and .net 4 installed.
Thanks
easter bunny
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Posted: 25th Feb 2014 23:38
I'm not sure what the problem could be then. APKBuilder.exe is made in VB.net 2012, do you know if other VB.net programs work on your computer?

Pumpkin Software
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Posted: 26th Feb 2014 18:49 Edited at: 27th Feb 2014 13:05
Hi easter bunny,

Demos won't run, pop up says blocked due to security settings! checked the obvious and can't see why, or how. Will keep at it when I have more time, thanks for all your work.

Edit:
I am using version 2 of apkbuilder, I still get "apkbuilder.exe isnt a win32 file" error on my xp machine with JDK 1.7 and .net 4 installed.
easter bunny
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Posted: 27th Feb 2014 00:08
Okay, do you want to give Version 2 a try instead?
This version really is just a hack job.
It uses a common Android app hacking tool to modify an existing AppGameKit app and replace the media and package name.
Version 2 actually compiles it properly.

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