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AppGameKit Classic Chat / Free Playbook Tablet Offer

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bjadams
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Posted: 17th Feb 2012 10:10
If I build to device-release I get these errors:



If I build to simulator I get these warnings:



If I rename project from AGKplayer to MyGame I get 313 errors!!!!!!
bjadams
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Posted: 17th Feb 2012 11:15
Why are the project splash screens 480 by 281 pixels in size?
bjadams
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Posted: 17th Feb 2012 11:49 Edited at: 17th Feb 2012 11:50
Since I am using T2 I replaced the contents of interpreter.h and interpreter.cpp files with the contents of template.h and template.cpp (from iOS files) as suggested. I am getting class app errors...

Mnemonix
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Posted: 17th Feb 2012 15:22
I am also getting the aforementioned warnings



When choosing device release.

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baxslash
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Posted: 17th Feb 2012 15:26
For the record all these backslash problems are NOT my fault

Mnemonix
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Posted: 17th Feb 2012 15:29
Quote: "For the record all these backslash problems are NOT my fault "


Sure they are!

Well..You're the only one I have to blame right now

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Paul Johnston
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Posted: 17th Feb 2012 15:32
I've updated the download to include some more instructions when submitting the app, and to fix the "cannot find -lAGKBlackberry" error. I wouldn't worry about the warnings.

Quote: "Since I am using T2 I replaced the contents of interpreter.h and interpreter.cpp files with the contents of template.h and template.cpp"


I forgot to mention you should also completely clear out the CoreForApp.h file and delete any reference to it.
bjadams
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Posted: 17th Feb 2012 16:16
Thanks Paul!
Got the T2 to compile with just 5 warnings!

There were some discrepancies between m_DeviceWidth & m_DeviceHeight and g_dwDeviceWidth & g_dwDeviceHeight but I fixed those!
Trisect Development
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Posted: 17th Feb 2012 16:32
Quote: "Notice all the library names, copy them manually to the Simulator config"


I can't figure out how to do this. When I select Simulator in the drop down it already have this libraries.
Does this mean I don't need to copy them manually or???

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Paul Johnston
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Posted: 17th Feb 2012 16:45
Quote: "I can't figure out how to do this. When I select Simulator in the drop down it already have this libraries.
Does this mean I don't need to copy them manually or???"


I've attempted to include as many of the steps as possible into the project itself. If you try compiling and don't get any errors then you don't need to do anything.
Trisect Development
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Posted: 17th Feb 2012 17:44
When I build the AGKPlayer project I still get the "cannot find -IAGKBlackberry" error.

I'm trying to run the AGKPlayer in the simulator but with no luck.
Sp maybe it the IAGKBlackberry error causing the simulator not to run.

I also noticed that the simulator has a different IP than my network.
Ex. my network is 192.168.2.xx and the simulator is 192.168.47.129

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Paul Johnston
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Posted: 17th Feb 2012 18:18
Quote: "When I build the AGKPlayer project I still get the "cannot find -IAGKBlackberry" error."


To double check it right click on the project and choose properties. Open "C/C++ Build->Settings" on the left hand side then find the "QCC Linker->Libraries" option on the right hand side. The "Configuration" drop down box at the top determines which build mode we are looking at. For "Debug-Release" the "Library Paths" box must include the line "${workspace_loc:/${ProjName}/libs/release}", for "Simulator" build the Library Paths box must contain the entry "${workspace_loc:/${ProjName}/libs/sim}"

Quote: "I also noticed that the simulator has a different IP than my network.
Ex. my network is 192.168.2.xx and the simulator is 192.168.47.129"


In VMWare there should be a menu option named "Virtual Machine", in there choose "Virtual Machine Settings", then select the network adapter and make sure it is set to "Bridged". This will give it an IP address on the same subnet as your machine and allow your machine to see it.
bjadams
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Posted: 17th Feb 2012 18:36
I managed to compile a test HELLO WORLD app without any problems, sign it without errors and create the distribution Bar file.

I also managed to compile and run the test in the simulator!

All works fine.

Everything compiled on the first run in the Simulator, I didn't have to alter GNU c++ settings etc...

Also I managed to change all references to AGKplayer name into MyGame without any problems for beauty sake.

Thanks a lot for this release!
Trisect Development
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Posted: 17th Feb 2012 18:50
I'm almost giving up now.

I did get the simulator to get the correct IP, I can ping it from my PC.

Quote: "To double check it right click on the project and choose properties. Open "C/C++ Build->Settings" on the left hand side then find the "QCC Linker->Libraries" option on the right hand side. The "Configuration" drop down box at the top determines which build mode we are looking at. For "Debug-Release" the "Library Paths" box must include the line "${workspace_loc:/${ProjName}/libs/release}", for "Simulator" build the Library Paths box must contain the entry "${workspace_loc:/${ProjName}/libs/sim}""


I did check this and it okay now but I got even more errors now.



I'm just trying to run the AGKplayer in the Simulator.

#bjadams
Do you have a list of things to remember when trying to compile?

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bjadams
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Posted: 17th Feb 2012 18:56
Unfortunately if I had to recall what I had to fix, I would say that I would fail miserably!

But it was simple things. If I can do it, ANYONE can.
bjadams
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Posted: 17th Feb 2012 18:57
I am trying to set AppGameKit to play 1024 by 600 but I only get garbage.

What's the actual native resolution of the Playbook?
bjadams
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Posted: 17th Feb 2012 19:26 Edited at: 17th Feb 2012 20:41
I want to set my app as Portrait, with no rotation.

In Core.cpp I am setting the following:

#define DEVICE_WIDTH 600
#define DEVICE_HEIGHT 1024

bool g_bLandscape = false;


If i set g_bLandscape to false, as soon as the app launches in the simulator I get the app delete requester!!!!!!!

What is the proper procedure to set the app in Portrait only?
On iOS all works fine!
Trisect Development
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Posted: 17th Feb 2012 20:00
Quote: "I forgot to mention you should also completely clear out the CoreForApp.h file and delete any reference to it."


Does this mean to delete all text in CoreForApp.h and remove "include "ForeForApp.h" from other files in the same folder?

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bjadams
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Posted: 17th Feb 2012 20:24
in the left hand side listview, right click on coreForapp.h and DELETE file completely.

Compile and check list of errors. Wherever there's a reference to include coreforapp.h, simply remove that line.

once you get everything working I suggest you copy the folder, and use it as a starting base for future projects.
Trisect Development
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Posted: 17th Feb 2012 21:04
Okay I started from the beginning again.
Now I only have one error left.

Quote: "Cannot find -IC:/bbndk-1.0/target/qnx6/../target-override/x86/usr/lib/libOpenAL.so"


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Trisect Development
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Posted: 17th Feb 2012 21:13
#Paul

It would be nice to have the list with images so we can see where to ADD what.
Some of the point are a bit confusing, at least for me.
In the QCC LinkerLibraries where we should ADD something. You can ADD in three different places. And I'm sure where to do it.

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bjadams
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Posted: 17th Feb 2012 21:15
Also where do we put the Joystick image files, in assets or in root with Splash pngs & icon?
Paul Johnston
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Posted: 18th Feb 2012 02:16
Quote: "I did check this and it okay now but I got even more errors now."


Those errors look more like they are from the IDE trying to parse the project, I got annoyed by it and turned it off it thought there were so many errors, but compiling didn't produce any. If you right click your project, choose properties, open C/C++ General, and find "Code Analysis" uncheck the whole "Syntax and semantic errors" section, and let the compiler tell you about them instead.

Quote: "What's the actual native resolution of the Playbook?"


1024x600

Quote: "If i set g_bLandscape to false, as soon as the app launches in the simulator I get the app delete requester!!!!!!!"


I had problems with the simulator and portrait apps, it would just display a black screen, but landscape seemed to work fine. I had no such problems with the real device though.

Quote: "Does this mean to delete all text in CoreForApp.h and remove "include "ForeForApp.h" from other files in the same folder?"


If you want to make a tier 2 app, yes. If you are using tier 1 bytecode it needs to stay as it is.

Quote: "It would be nice to have the list with images so we can see where to ADD what."


I've attached a screenshot of my libraries page, the Device-Release is exactly the same except for "${workspace_loc:/${ProjName}/libs/sim}" has release instead of sim

Quote: "Also where do we put the Joystick image files, in assets or in root with Splash pngs & icon?"


Everything AppGameKit related goes in assets, the root is only for Playbook images such as the splash screen which it displays automatically and the app icon.

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bjadams
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Posted: 18th Feb 2012 08:23
Paul, so how am i going to test my portrait app?
the main scope of this offer is to get people who do not own a playbook, get one & develop for it, and hence have to rely on the simulator for now!
bjadams
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Posted: 18th Feb 2012 08:32
If someone manages to make AppGameKit work in Portrait mode in the Simulator please let us know, otherwise it's pretty useless as it is now
Trisect Development
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Posted: 18th Feb 2012 13:22 Edited at: 18th Feb 2012 16:42
Haleluja!!

I got the AGKPlayer running on the simulator.

Next step: Get my game running on the simulator.
My game runs fine in AppGameKit, optimized it to run in 1024x600

[Edit]
Okay now my game is running in the simulator, next step submitting the App.
[/Edit]

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bjadams
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Posted: 18th Feb 2012 16:57
Trisect is your game portrait or landscape mode?
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Posted: 18th Feb 2012 17:13
Landscape

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bjadams
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Posted: 18th Feb 2012 17:55
Good for your Trisect! Good luck with your game
baxslash
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Posted: 18th Feb 2012 18:27
Well done! I'll be trying tonight...

Mnemonix
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Posted: 18th Feb 2012 22:51
Got it compiled, will find some time to test it in the simulator soon. I can see the playbook at the end of the tunnel

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baxslash
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Posted: 19th Feb 2012 01:49
Why is this under "Offensive"?

Well done Mnemonix! I just finished my game too

I'll try to get it working on the simulator tomorrow if I get a chance!

Paul Johnston
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Posted: 19th Feb 2012 01:51 Edited at: 19th Feb 2012 01:53
If your app runs with g_bLandscape=true with SetOrientationAllowed( 0,0, 1,1 ) to force it portrait, then it is pretty much guaranteed to work with g_bLandscape=false and SetOrientationAllowed( 1,1, 0,0 ) to be native portrait on the device, even though the simulator can't display it.

Quote: "Why is this under "Offensive"?"


It's just to add the red exclamation marks to make it more obvious from the thread view as it is a time critical announcement.
baxslash
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Quote: "It's just to add the red exclamation marks to make it more obvious from the thread view as it is a time critical announcement."

Oh, I see

bjadams
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Posted: 19th Feb 2012 08:58
Paul can you please confirm, if this is all that is needed to make the app go in native portrait mode on the actual hardware:

In Core.cpp




In Interpreter.cpp



There are a few lines of SetVirtualResolution() commands in Core.cpp. Should these be left as they are?

Thanks.
kdf
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Posted: 19th Feb 2012 13:32
When I do a commandline "package-deploy" on the Simulator of myapp.bar(built for the Simulator) it installs and runs fine.

But if I do a commandline "package-deploy" on the Simulator of
myapp-1_1_0_10.bar(built and signed for Release), it installs but crashes on start. Is this normal? How can I test the signed bar, to be sure it will run on the physical device?
Ched80
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Posted: 19th Feb 2012 14:57
You guys are well ahead of me, I'm still writing my app! Cheers for all the info though, it'll come in handy when I finally get in a position to compile it.

bjadams
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Posted: 19th Feb 2012 15:22
FIRST BUG REPORT

SetSpriteDepth() drawing order seems to be reversed (when compared to windows/ios) when drawing sprites on the same depth level!

Would this be something easy to fix or can we forget it until the march deadline?
bjadams
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Posted: 19th Feb 2012 15:33
Is anyone using custom fonts?

Seems that there is a problem loading the subimages.txt file with the font placement settings.
Trisect Development
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Posted: 19th Feb 2012 16:04
Finally!

My game is submitted to the AppWorld.

Now all I have to do is to wait and see if I'm lucky and receive a PlayBook.

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bjadams
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Posted: 19th Feb 2012 16:10
Well done Trisect, keep us updated when the game gets approved & if you get any info on how they will deal with the free playbook offer
Mnemonix
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Posted: 19th Feb 2012 17:26
I'm up and running in the simulator, but I am having an issue with bitmap fonts,



The circled part shows the bitmap fonts overlapping / not displaying correctly.

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bjadams
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Posted: 19th Feb 2012 19:00
Mnemonix, I have the same font problem
Mnemonix
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Posted: 19th Feb 2012 19:32
I'm pretty much ready to go when this font problem is sorted

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Paul Johnston
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Posted: 20th Feb 2012 00:39
Quote: "can you please confirm, if this is all that is needed to make the app go in native portrait mode on the actual hardware"


Those settings look fine.

Quote: "But if I do a commandline "package-deploy" on the Simulator of
myapp-1_1_0_10.bar(built and signed for Release)"


Release builds won't run on the simulator so it can't be tested, but if it compiled and ran fine in Simulator mode I don't see why Debug-Release wouldn't work.

Quote: "SetSpriteDepth() drawing order seems to be reversed (when compared to windows/ios) when drawing sprites on the same depth level!"


We haven't seen this in any of our apps, can you send me an example that shows it happening?

Quote: "I am having an issue with bitmap fonts"


Haven't seem this issue with either the ascii or arial fonts, can you email me the font and I'll see if I can replicate it.
Rickynzx
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Posted: 20th Feb 2012 03:16
Quote: ""To double check it right click on the project and choose properties. Open "C/C++ Build->Settings" on the left hand side then find the "QCC Linker->Libraries" option on the right hand side. The "Configuration" drop down box at the top determines which build mode we are looking at. For "Debug-Release" the "Library Paths" box must include the line "${workspace_loc:/${ProjName}/libs/release}", for "Simulator" build the Library Paths box must contain the entry "${workspace_loc:/${ProjName}/libs/sim}""
"


when i tried this i got the following errors.

Description Resource Path Location Type
undefined reference to `mmrenderer_event_get_error_position' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `mmrenderer_event_get_error' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `mmrenderer_event_get_state' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `mmrenderer_get_domain' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `mmrenderer_request_events' AGKPlayer line 0 C/C++ Problem
undefined reference to `navigator_done_orientation' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `navigator_event_get_orientation_angle' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `navigator_get_domain' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `navigator_orientation_check_response' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `navigator_request_events' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `navigator_rotation_lock' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `screen_get_domain' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `virtualkeyboard_hide' AGKPlayer line 0 C/C++ Problem
undefined reference to `virtualkeyboard_hide' AGKPlayer line 0 C/C++ Problem
undefined reference to `virtualkeyboard_request_events' Core.cpp /AGKPlayer/src C/C++ Problem
undefined reference to `virtualkeyboard_show' AGKPlayer line 0 C/C++ Problem


cant work out what is wrong.
please help.

Rickynzx
bjadams
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Posted: 20th Feb 2012 09:11
Paul, check out this code...

On iOS and Windows, the Red box is drawn on TOP of the white box. On Blackberry, the white Box is drawn on top of the Red box, in reverse.

Regarding the font problem, I'm sure that Mnemonix will send you a little example as he has my same problem. Thanks.

baxslash
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Posted: 20th Feb 2012 09:55
@Rickynzx, looks like you have a space in your filepath ".../src C/..." could that be the problem?

bjadams
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Posted: 20th Feb 2012 10:51
Hey guys, in bar-descriptor.xml what did you put in Author Information under IDENTIFIER ?
Trisect Development
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Posted: 20th Feb 2012 13:03 Edited at: 20th Feb 2012 13:29
#bjadams

If your are referring to the number I just use the one already there. (Hopes its okay)
Under name I put my own.

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