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AppGameKit Classic Chat / iOS AGK Viewer Released

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RickV
TGC Development Director
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Posted: 28th Oct 2011 12:41
Hi,

The AppGameKit Viewer is now available for download from the App Store.

Download via iTunes here

Listen to Lee's video to learn more about this AppGameKit development tool.

Enjoy!

Rick

Financial Director
TGC Team
Hodgey
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Posted: 28th Oct 2011 13:22
Downloading now! Thanks Rick and the rest of the TGC team!

Trisect Development
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Posted: 28th Oct 2011 13:22
Nice!
But I have compiled the AppGameKit player myself and will continue using that.

iOS Apps from Trisect Development.
Click here.
Mark Harrison
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Posted: 28th Oct 2011 14:48
I have v1054 installed, haven't updated to ios 5 on my IPOD, and I'm getting the message "Last Error, Tried to flush data on an unconnected socket".

yo
baxslash
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Posted: 28th Oct 2011 15:20
Yes! I've been waiting quite a while for this

Unfortunately my iPod is at home...

Rich Dersheimer
AGK Developer
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Posted: 28th Oct 2011 17:20
Me too, baxslash, but I live near where I work, so when lunchtime rolls around...

woot!

baxslash
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Posted: 28th Oct 2011 18:32
The only thing I'm not too happy about is that it's just streaming what's coming from your dev PC and sending input data back so you won't have any idea what it will run like when it's using the processor on the device... It's more a way of testing input than how the App itself runs on the device.

I guess the irony is that Apple were worried about untested software being used on their devices so they wouldn't allow the 'Player', now they are allowing the 'Viewer' which means we can't properly test our software on their devices...

Rich Dersheimer
AGK Developer
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Posted: 28th Oct 2011 18:37 Edited at: 28th Oct 2011 18:38
Well, that sucks. I'll just stick with the XCODE compiled version then.

XanthorXIII
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Posted: 28th Oct 2011 22:18
I'll give this a shoot. This is quite brilliant to be honest. This is getting around Apple in a clean manner.
I wouldn't pass since this is mostly for testing the game.
bjadams
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Posted: 28th Oct 2011 22:54
Baxslash, if the Viewer is just a video streamer, I can't see the real use of it. You can just video capture your game on your PC and play it back on your iOS device!

I'm glad I stuck to T2
baxslash
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Posted: 28th Oct 2011 23:03 Edited at: 28th Oct 2011 23:12
It's not just a streamer it does allow you to actually play the game using touch screen but it doesn't run the game on the device...

Also it's not working on my iPod 4. It seems to pick up the stream but not display it, I just get a tiny white rectangle in the top left corner of a black screen

Firewall is off and before it goes black it says "Network is Active" on the main screen. When I close the game it goes back to the main screen again...

EDIT: Seems to work better on some resolution settings than others. Some apps work some don't. The image quality is very low too lots of artifacts and very unclear. Maybe using different res will look better but so far I'm not going to find it useful. The lag is incredible too. Maybe I was expecting too much after watching Lee's videos. Sorry to be so negative.

DrT
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Posted: 28th Oct 2011 23:23
I got the iOS AppGameKit "VIEWER". Thank you TGC!

I am having problems get my app to play though. I get the following error message when I compile, run and broadcast from the IDE.

LAST ERROR
Tried to flush data on unconnected socket.

There is another message flashing behind this, but I can't make it out.

I am able to access the internet from the device.

Suggestions?
MobileCreator
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Posted: 28th Oct 2011 23:55
I think AppGameKit Viewer is a valid option, but only if you don't have another way to run the actual AppGameKit player since it is just a streaming with input capabilities. (Clever solution nonetheless!)

I was hoping the Player option was still there hidden but it is not....

Cheers

----------
Paulo
http://www.mobilecreators.com
baxslash
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Posted: 29th Oct 2011 00:12
Quote: "I got the iOS AppGameKit "VIEWER". Thank you TGC!

I am having problems get my app to play though. I get the following error message when I compile, run and broadcast from the IDE.

LAST ERROR
Tried to flush data on unconnected socket.

There is another message flashing behind this, but I can't make it out.

I am able to access the internet from the device.

Suggestions?"

I got that at first too. Afer rebooting my iPod it worked fine.

Jimmanator
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Posted: 29th Oct 2011 00:34
Quote: "
I am having problems get my app to play though. I get the following error message when I compile, run and broadcast from the IDE.

LAST ERROR
Tried to flush data on unconnected socket.

There is another message flashing behind this, but I can't make it out.

I am able to access the internet from the device.
"


I get that when my firewall is blocking the app but when i allow it it works for me.


I tested the Agk viewer and the only problem that i am running into is that when I am testing a game it will randomly but very often close the windows app without any warnings or anything
Grumpy Jedi
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Posted: 29th Oct 2011 01:25
Quote: "I tested the Agk viewer and the only problem that i am running into is that when I am testing a game it will randomly but very often close the windows app without any warnings or anything "


Running into the same problem here.

Quote: " I guess the irony is that Apple were worried about untested software being used on their devices so they wouldn't allow the 'Player', now they are allowing the 'Viewer' which means we can't properly test our software on their devices... "


I have to agree with Baxslash. We aren't doing any actual testing of our app on the device with this viewer, so it won't be a replacement for getting a compiled version of the player running on our iOS devices.

Quote: " The lag is incredible too. "


I also experienced playback and input lag with the viewer.


In addition we don't get to see how our app will actually look on the device due to the decreased quality, which will make fine detail graphic adjustments impossible.

Is there a way to change the orientation of the viewer? When I had it running it was locked in portrait mode and did not change with device orientation. Since my game was made for landscape, with the display aspect set, portrait made it pretty small.

It's a shame Apple doesn't have some kind of system in place to allow a development tool like the player to be made available on iOS devices for developers that specifically sign up for it.

Getting a Mac Mini and compiling the player myself is starting to look like the best option. Being able to build my own iOS apps with it won't hurt either.
Hodgey
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Posted: 29th Oct 2011 01:35
Quote: "Quote: "I tested the Agk viewer and the only problem that i am running into is that when I am testing a game it will randomly but very often close the windows app without any warnings or anything "

Running into the same problem here."

And here.

Do you guys think that timer based movement can get around the flucuating fps?

DrT
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Posted: 29th Oct 2011 03:26
From Baxslash...
"I got that at first too. Afer rebooting my iPod it worked fine."
Rebooting didn't resolve the problem.

From Jimmanator...
"I get that when my firewall is blocking the app but when i allow it it works for me."
Setting the firewall to allow the app didn't resolve the problem.

Any other suggestions?
Hodgey
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Posted: 29th Oct 2011 03:28
Is your computer connected to more than one wifi network because I think that can cause problems.

Impetus73
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Posted: 29th Oct 2011 12:27
I suggest making an Iphone "emulator" to run on an android device, with higher resolution than the Iphone, so we can see what it would look like on an iphone. Only an resolution and input emulator, not the whole ios stuff.

----------------
AGK user - novice
Did Amiga / AMOS programming in the 90's, just started programming again with AGK.
XanthorXIII
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Posted: 30th Oct 2011 00:45
I tried giving this a go last night but no luck. It didn't even give me any errors. Just nothing. What ports do we need to have open for this to work properly?
Thraxas
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Posted: 30th Oct 2011 04:05
Quote: " It didn't even give me any errors. Just nothing."


This is the same result I get.

tschwarz
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Posted: 30th Oct 2011 08:13
iphone/ipad

1 computer (nothing as above post)

2nd computer (grey scale diaginal)

iMac

Everything works on MAC emulator



Shall we play a game?” - Joshua
Alain91
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Posted: 30th Oct 2011 12:44
Hello everyone,

I think agk viewer is useless, we cannot test the real software

Will a real player be available or do we need to go with the tier 2 system ?..

Of course it is not TGC fault if apple is so .. but the good point of agk that is develop once, play everywhere seems to disappear ..?

(sorry for bad english)

Please let us know what will happens with a *real* ios player ?

Alain
baxslash
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Posted: 30th Oct 2011 12:50
Quote: "2nd computer (grey scale diaginal)"

I got this too on one of my apps...

bjadams
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Posted: 30th Oct 2011 13:54
Alain, jailbreak your ios device and get the ios player ipa file. Problem solved. if Apple are so hard headed, it's no surprise everyone is jb their devices.
Alain91
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Posted: 30th Oct 2011 14:44
Quote: "Alain, jailbreak your ios device and get the ios player ipa file. Problem solved. if Apple are so hard headed, it's no surprise everyone is jb their devices. "


Of course it would be ok, I have already done this. But when I purchased AppGameKit, my aim was to publish my games and run it on several platforms with one source..

I hope TGC will answer to this question.

Perhaps linking my app with agk runtime in one executable a good option ?

Alain
bjadams
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Posted: 30th Oct 2011 15:32
Alain, what does the Player/Viewer has anything to do with publishing your app with one source?

You can do that since day 1, without needing any player or viewer. Just load Xcode and the supplied template, copy your bytecode and compile.
Dream Scape
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Posted: 30th Oct 2011 17:18
Having trouble with the viewer.

I compile, run and broadcast. While the game is running on my PC it says:

Compiling: main.agc
Broadcasting app...(click Abort to end broadcast)
Complete.

My iPod just sits there and says 'waiting for stream'.

I don't have any firewalls on, and get no errors. Any ideas?

Many thanks

Phil
fifi
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Posted: 30th Oct 2011 18:13 Edited at: 31st Oct 2011 23:22
For me:
With the provided game examples (snackit and space):
it works ... 1 to 2 seconds and then all stops
- game quits
- viewer is waiting for a connection again

No message, no warning whats ever !(I don't even touch the ipad screen)

My config:
- PC with win7
- fresh latest AGK
- firewall disabled
- IPAD 1 with fresh iOS 5.0, no jailbraking

any help ?
Fabrice
Alain91
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Posted: 30th Oct 2011 19:10
ok bjadams,

I completely missed this point!

I will try to find this in the documentation..

Regards,
Alain
bjadams
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Posted: 30th Oct 2011 21:42
If you search around on the forum there is even a video made by Lee that shows you how to install everything on a vanilla Mac including Developer Provision files, and compile your work into an iphone app on Xcode.
halley
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Posted: 31st Oct 2011 07:02
very great.

give my best
CumQuaT
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Posted: 31st Oct 2011 12:30
My iPhone just goes to a black screen with a single white pixel on the left hand side when I broadcast the app...

Malevolence: The Sword of Ahkranox
www.msoa-game.com
www.facebook.com/malevolencegame
MikeHart
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Posted: 31st Oct 2011 13:45
As it was posted.on Facebook.... if you experience lags and shutdowns, lower the resolution in the config file.
CumQuaT
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Posted: 31st Oct 2011 14:06
Tried that. Compiled and Broadcast Santa's Bad Elf at 320x200 and it still happens.

Malevolence: The Sword of Ahkranox
www.msoa-game.com
www.facebook.com/malevolencegame
Rich Dersheimer
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Posted: 31st Oct 2011 16:38
I just tried the "viewer" on my iPad. Very poor graphics quality, like super compressed jpeg. And calling up a text entry field did NOT cause the iPad keyboard to pop up, so no text entry was possible.

fifi
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Posted: 31st Oct 2011 23:26
suggestion only
could the viewer not use the IPAD USB wired connexion instead of Wi-fi ?
mMybe a bit harder to program but then would be a lot faster -which obviously is an issue- and easier to use than a network config.

?
BR,
Fabrice
MikeHart
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Posted: 1st Nov 2011 13:25
Waahhh, it worked before. Not sure what it triggered but after isntalling 1.054 now anything that is broadcasted via my VMWare powered AppGameKit installation, is not detected by the new OSX player, my self compiled IOS player or the IOS viewer. I will put AppGameKit aside till they can find a reliable way to transmit stuff and will continue to use Monkey. I am very disappointed by all the problems someone has to face with the players/viewers.
Red Eye
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Posted: 3rd Nov 2011 19:08
AGK Viewer isn't working for me, I installed it on my iPhone 3G, and it opens and says: ready ro receive data...

So I compile and broadcast on my laptop (also connected to wifi) the app, but it doesnt give me a signal on my iphone.

XanthorXIII
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Posted: 3rd Nov 2011 22:18
I think it's a port issue. What ports are required for this to work?
Paul Johnston
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Posted: 3rd Nov 2011 23:10
All the ports used by AppGameKit or the compiler

5690 TCP - iOS Viewer control
1025 TCP - iOS Viewer stream
5687 TCP - AppGameKit Player device discovery
5688 UDP - AppGameKit Player device discovery
5689 TCP - AppGameKit Player control
45633 TCP - AppGameKit Player app transfer
45631 UDP - Named network discovery
pinete
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Posted: 4th Nov 2011 00:59
Thank you very much
LeeBamber
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Posted: 4th Nov 2011 16:59
I am keen to resolve all the AppGameKit Viewer issues sooner rather than later, so we are releasing a new 106 build shortly which improves the Compiler side of things, and a new AppGameKit Viewer update will go out shortly after that. If you can try the examples with the forthcoming 106 AppGameKit Viewer, and let us know if your issues are not resolved.

I am also acutely aware that many of you want the full experience of having the AppGameKit Player running on your iOS devices, and Apple's rules to deny any form of transmitted code means this situation might be the case for months if not years to come.

To that end, I am working on a way in which you can register your own iOS Developer Accounts and then TGC act as your 'associated developer' to compile the AppGameKit Player on your behalf. This means you'll have to give Apple $99 for the developer account, and pay someone here at TGC to do the manual work of preparing certificates, provisions, compiling and uploading the Player for your devices. We have the resources to do this, but we're stuck on whether enough users want this service and what price we should charge. We had a price of $49 in mind, which would pay for the initial set-up and getting the AppGameKit Player onto your devices. The service would also allow you to add more devices in the future (as you can access your Apple Developer Account at any time and add devices) for a further small fee to cover the labour involved ($10). It's all speculative at the moment, but it's a solution that means you don't need a Mac, or go through the hassle of creating certificates and provisions, you just register an Apple account then pay TGC to get the AppGameKit Player on your phone and tablet. Most of all, it's completely within Apple's rules as we're acting as your agents to compile the interpreter on your behalf.

I appreciate your thoughts on this, and if there is enough interest I can probably have the bare bones of the infrastructure set-up and running within two weeks. Sooner if you want to help trial the scheme prior to launch.

I drink tea, and in my spare time I write software.
baxslash
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Posted: 4th Nov 2011 17:15
Thanks Lee, I'm sure this is as important to you as it is to us. I'll try the Viewer when the new version is available. The main reason I wanted to use the AppGameKit Player was so I could test Apps on an iPod / iPhone without paying $99 developer fees to Apple so I won't be going down that route personally. I don't like blind developing though and one of the main reasons I wanted AppGameKit was to develop for iPhone, it's a shame the 'promise' of being able to test our apps on our iPhones etc. is not being fulfilled... yet

I know it's not impossible but I was half expecting to be able to do so virtually from day one (from the YouTube videos posted).

I hope you guys can convince Apple the validity of the AppGameKit Player soon as I really don't want to jailbreak my iPod just yet...

chunks chunks
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Posted: 4th Nov 2011 17:33
I can`t really understand why anyone wouldn`t want to jailbreak their apple devices , its not all about ripping off apps it frees your device you can get loads of tweeks and themes and all sorts of free stuff and the jailbreaks available now do no harm whatsoever to your device and they are all reversible .

And the main thing is the player can be used without annoying apple restrictions and agk can be used as it was intended .

free your device !

nvidia geforce 9500gt + amd athlon 64
windows vista ultimate.
baxslash
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Posted: 4th Nov 2011 17:42
Maybe I should look into it more but it shouldn't be a requirement. That's really my point.

Alain91
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Posted: 4th Nov 2011 17:52
I agree with baxslash.. But the problem starts from Apple..
chunks chunks
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Posted: 4th Nov 2011 18:21
yep its a pain in the butt , same thing with flash on apple devices .
I was just saying that it does no harm to your device some people think that it could do damage or void the warranty you can fully reverse a jb by re-installing the firmware and apple have no idea that its been jb, you are right we shouldn`t have to do it .

chunks

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windows vista ultimate.
bjadams
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Posted: 4th Nov 2011 22:37
It's useless fighting Apple and keep hoping.
Just jb your device and its one problem less.

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