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AppGameKit Classic Chat / Free Playbook Tablet Offer

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Rickynzx
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Posted: 20th Feb 2012 13:57
Hi guys,

Im having a problem with the vmware player.

when i launch vmware, i dont have any download link to follow for any instructions and cant set upo a virtual machine.

anybody else have this problem?

Rickynzx
Rickynzx
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Posted: 20th Feb 2012 14:26
managed to get the virtual machine up and running.
bjadams
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Posted: 20th Feb 2012 15:19
ANOTHER BUG

ResumeMusic() does not resume the music from where it was Paused() but restarts music from the beginning.
Rickynzx
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Posted: 20th Feb 2012 15:19
Hi again guys.

having another problem im afraid. when i try to run the agk player in the simulator i get an error message

Unable to start AppGameKit Player-Error code:8

anyone else had this problem and how did you get round about it?

Rickynzx
baxslash
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Posted: 20th Feb 2012 16:09 Edited at: 20th Feb 2012 16:13
Quote: "ResumeMusic() does not resume the music from where it was Paused() but restarts music from the beginning."

Ouch, I'm using that. For me it's not such a big deal but that could be a pain.

Edit: Ricknzx, maybe this thread will help: http://supportforums.blackberry.com/t5/Tablet-OS-SDK-for-Adobe-AIR/Unable-to-start-application-error-code-8/td-p/1180627

bjadams
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Posted: 20th Feb 2012 16:12
Baxslash, The font and the spritedepth are the biggest problems so far
baxslash
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Posted: 20th Feb 2012 16:20
bjadams, have you tried putting those sprites on different depths? Seems like you could avoid that problem by using different values rather than putting both sprites at depth 15...? Or does a sprite at depth 15 get drawn over a sprite at depth 14?

The font problem seems like the most troublesome one at the moment to me.

bjadams
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Posted: 20th Feb 2012 16:27
baxslash, i could, but it would be better if the problem is fixed, as i have more than 150 sprites set up that way!!!!
Paul Johnston
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Posted: 20th Feb 2012 17:24
Quote: "when i tried this i got the following errors."


Those look like IDE errors rather than compiler errors, the IDE attempts to work out if everything will be fine for compilation but I found it does a poor job. Try turning it off in Properties->C/C++ General->Code Analysis and uncheck the whole "Syntax and semantic errors" section.

Quote: "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."


According to the documentation the simulator is correct in that the most recently created sprite is displayed on top. Mike ran into this bug in his use of AppGameKit so in the next version all platforms will behave as the simulator does, it is just using a newer lib than the other platforms.

Quote: "ResumeMusic() does not resume the music from where it was Paused() but restarts music from the beginning."


This is a limitation of the music API I'm using to play mp3 files, I'm not sure if there is a way around it. Maybe the new 2.0 version of the playbook will have a better system.
bjadams
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Posted: 20th Feb 2012 17:34
What about the Font problem Paul? That will be hard to get around!
Paul Johnston
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Posted: 20th Feb 2012 18:38
I gave it a quick test but couldn't replicate it with font Mnemonix sent me.
bjadams
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Posted: 20th Feb 2012 19:03
I was reading this:

To set the app as native landscape or native portrait open Core.cpp and change the variable g_pLandscape to true or false. The simulator only seems to work with landscape apps. Note that if using landscape SetOrientationAllowed( 1,1, 0,0 ) uses *landscape* orientations, since you have switch the default orientation from portrait to landscape. Think of the command as SetOrientationAllowed( Native, UpsideDownNative, Alternate, UpsideDownAlternate )

So in this case doing SetOrientationAllowed(1, 0, 0, 0) could either be portrait or landscape depending on g_bLandscape true or false in core.cpp

Is this thinking right?
Paul Johnston
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Posted: 20th Feb 2012 19:09
Correct
bjadams
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Posted: 20th Feb 2012 19:29
Thanks.
I adjusted the SpriteDepth() priority & closed an eye about the pause sound.
If we solve the Font problem I think I can finally submit my app!
The rest seems to work fine, spent the whole day testing!
MrValentine
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Posted: 20th Feb 2012 21:51 Edited at: 20th Feb 2012 21:51
nothing more to say on this one

[read it waaaaay too late]

EDIT

Love the Offensive tag lol

bjadams
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Posted: 20th Feb 2012 21:57
its never too late!
baxslash
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Posted: 20th Feb 2012 22:58 Edited at: 20th Feb 2012 23:59
Anyone got any advice on getting the simulator to work?

Also Paul I don't know where to add this line for Tier 1? "As ever" is no good for me as this is the first time I've done this


I get this every time I try to run the simulator as suggested:


EDIT: Fixed this issue by reverting to VMware Player version 3.5.1!

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baxslash
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Posted: 21st Feb 2012 00:25 Edited at: 21st Feb 2012 00:25
Sorry for the double post but I have a problem with this line:
"Notice all the library names, copy them manually to the Simulator config"

Where is the config? Where in the config do I copy them?

I have the AppGameKit Player downloading to the simulator but it dies just after starting...


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Trisect Development
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Posted: 21st Feb 2012 00:37
Quote: ""Notice all the library names, copy them manually to the Simulator config""


This is not needed in the latest update.

iOS Apps from Trisect Development.
Click here.
baxslash
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Posted: 21st Feb 2012 00:38 Edited at: 21st Feb 2012 00:45
Oh great! Thanks

EDIT: Would be nice to know which parts are no longer necessary... it's very confusing.

Rickynzx
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Posted: 21st Feb 2012 00:49
Hi guys,

managed to get the agk player working in the simulator, but cant seem to get the app running on it.

any ideas?

this is so frustrating its taken me most of the day to get to this point and yet again ive got another problem. lol
well, im sure ill get there eventually.

Rickynzx
baxslash
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Posted: 21st Feb 2012 01:32 Edited at: 21st Feb 2012 01:32
Are you using Tier 1 or 2?

If 1 then you have to copy your bytecode and assets into the asset folder, do some renaming and add a line of code to the interpreter code.

If 2 I'm not so sure...

EDIT: are you following the "detailed steps"?

Rickynzx
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Posted: 21st Feb 2012 01:38
im using tier 1.

is there a way to broadcast it to the simulator like when you are testing it on computer and it broadcasts to player on my phone?
baxslash
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Posted: 21st Feb 2012 01:45
I don't think so...

I finally uploaded my game to the simulator and got the "Error Code:8" problem but at least I got that far. I'm going to bed now. Knackered.

Paul Johnston
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Posted: 21st Feb 2012 01:59
Quote: "where to put strcpy ( g_pInterpreterByteCodeFile, "bytecode.byc" );"


if you do a search in interpreter.cpp for IDE_BLACKBERRY you should see the line commented out, simply uncomment it and it should work.

Quote: "Would be nice to know which parts are no longer necessary... it's very confusing."


I marked steps that may no longer be needed with *?

Quote: "is there a way to broadcast it to the simulator like when you are testing it on computer and it broadcasts to player on my phone?"


It works for me, as long as the simulator has an IP address on the same subnet (first three parts of the IP the same) then it should work.

Quote: "I finally uploaded my game to the simulator and got the "Error Code:8""


I've not seen that error before but someone mentioned it might be a signing problem. The simulator might use a debug token but I've never had to create one for it.
baxslash
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Posted: 21st Feb 2012 09:14
Quote: "I marked steps that may no longer be needed with *?"

Oh, I didn't realise that. Doh! Makes it a bit easier

Quote: "I've not seen that error before but someone mentioned it might be a signing problem. The simulator might use a debug token but I've never had to create one for it."

You could be right there I had an error when compiling but it was nearly 1am so I wanted to try it anyway

I'll try to sort out my signing again (I think it might be the use of an illegal character in my password) I'll download some new certificates and try again.

Thanks a lot Paul! I'm sure I'll get there in the end...

bjadams
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Posted: 21st Feb 2012 09:32
MNEMONIX did you manage to solve the FONT issue?
I'm almost going to give up once again, and rat away back to lazyness
bjadams
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Posted: 21st Feb 2012 09:33
Baxslash, half of the guide did not really apply to me, so the setting up involved no more than 10 steps in T2.

most probably you can skip everything marked with an *
Mnemonix
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Posted: 21st Feb 2012 18:20
Not solved it yet, but not had a proper chance to look either
Will investigate soon. I think it is a depth issue

Join us at www.devhat.net and in #lobby at irc.devhat.net
Trisect Development
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Posted: 21st Feb 2012 21:38
I just got an mail from the Blackberry Developer Program team.

Quote: "Your app submission has been successfully received by the team at BlackBerry App World, putting you on the road to qualify for the free BlackBerry PlayBook Tablet Offer 2012."


This is just a part of the e-mail.

iOS Apps from Trisect Development.
Click here.
baxslash
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Posted: 21st Feb 2012 21:44
Like

BatVink
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Posted: 21st Feb 2012 23:05
Quote: "* Right click the 'AGKPlayer' project

* Select Build Configurations, then Set Active > Device-Release

* Now select Clean Project, then select Build Project

* All the error warnings should now disappear from the project and files"


I have hundreds of 'agk' has not been declared errors. Is anyone able to shed any light on this one? I have the project folder here:

J:\ndk-1.0.0-workspace\agk_player_bb

This is the folder with the .cproject file, unedited as I believe this step is not required.

Trisect Development
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Posted: 21st Feb 2012 23:08
Take a look at that image Paul attached earlier.

iOS Apps from Trisect Development.
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Paul Johnston
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Posted: 21st Feb 2012 23:09
They are probably from the IDE rather than the compiler. The IDE tries to parse the project and tell you what 'may' be wrong. 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. Let me know if you still see them after this.
BatVink
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Posted: 21st Feb 2012 23:43
Those are already switched off. It's as if I have a classpath error, here's someof the stuff from the console, it doesn't build...



Rickynzx
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Posted: 22nd Feb 2012 01:15
hi guys,

my ip address is not the same on the vmware player and on my computer. how can i make them the same, so i can broadcast my app to the simulator?


Rickynzx
apocolyp4
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Posted: 22nd Feb 2012 01:31
I am also getting the bitmap fonts overlapping. Ive found out if you use the AGKPlayer in the simulator, and you brodcast your game the fonts work fine. Its when you install your game on the simulator and run it the fonts overlap. Apart from that my game runs fine.

Ive attached an image with the fonts over lapping.

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Paul Johnston
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Posted: 22nd Feb 2012 01:31
Quote: "It's as if I have a classpath error, here's someof the stuff from the console"


Try checking the include path, I've attached what it should look like.

Quote: "my ip address is not the same on the vmware player and on my computer. how can i make them the same"


In the vmware player there should be a menu option Virtual Machine->Virtual Machine Settings in there select the network adapter and make sure it is set to bridged.

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Rickynzx
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Posted: 22nd Feb 2012 02:14
hi,

i have set the virtual machine settings to bridged and it still doesnt work.

Rickynzx
Alien Menace
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Posted: 22nd Feb 2012 06:38 Edited at: 22nd Feb 2012 06:38
I wish you guys (TGC) would separate Tier-1 and Tier-2 into different forum threads, half the time I don't know what applies to me and what doesn't.

Intel i7-2600k - Asus P67 Sabertooth - 16GB RAM - 2x GTX 460 OC SLI - Lexar 128GB SSD Drive - 2TB ATA/600, Windows 7 x64. iPad, iPad2, iPhone 3GS & 4, HTC Inspire, Mac-Mini. Apps published: 3
MrValentine
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Posted: 22nd Feb 2012 06:41
Phew and I thought I was the only person thinking that...

bjadams
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Posted: 22nd Feb 2012 07:46
Yes true, as a T2 user 90% of the problems I read about don't apply to me!
baxslash
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Posted: 22nd Feb 2012 09:32
OK.

Tier 1
Has anybody got their game to run on the simulator? I get mine loaded and the splash screen comes up but then it just closes down with no message. Same with the AGKPlayer.

I have successfully built my signed .bar file but I'm reluctant to send it off without testing it at least on the simulator...

Trisect Development
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Posted: 22nd Feb 2012 09:46
Well as you already know.

My Tier 1 game run fine on he simulator and is submitted to AppWorld.

I did have a few problems but got a lot of help in this thread.

iOS Apps from Trisect Development.
Click here.
baxslash
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Posted: 22nd Feb 2012 09:49 Edited at: 22nd Feb 2012 09:57
I'll go through your posts and the replies then...

EDIT: Thanks Trisect. I can see a few things I missed to try tonight now

MobileCreator
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Posted: 22nd Feb 2012 15:30
For those who want to check if the game runs fine on the actual Playbook, I'll be willing to give it a quick try. For that you can just send me the signed BAR file, then I can load it in my Playbook and give it a try.

If you want it, you can send a email to paulo.garcia at live dot com with the file attached or link to download it.

Cheers

----------
Paulo
http://www.mobilecreators.com
apocolyp4
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Posted: 22nd Feb 2012 15:30
baxslash you need to have a debug token for the apps to run in the simulator. The easiest way to do this is:

1)Open the Playbook Native SDK.
Right click on your project and change th ebuild configurations to simulator.

2)Right click on your project select run as, and click on Blackberry OS C/C++ Application.

It will then detect that your simulator doesnt have a debug token and the wizard will help you out.

This should help people getting code error 8 as well.
bjadams
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Posted: 22nd Feb 2012 15:47
wouldn't your Playbook ID need to be input somewhere, or can BAR files be run without problems?
MobileCreator
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Posted: 22nd Feb 2012 15:58
since I have a dev account as well and a debug token loaded, I can load the bar file as is, as long it is signed, using the command line tools.

----------
Paulo
http://www.mobilecreators.com
bjadams
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Posted: 22nd Feb 2012 15:59
very interesting. so the system is quite flexible not like with iOS

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