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AppGameKit Classic Chat / Free Playbook Tablet Offer

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baxslash
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Posted: 22nd Feb 2012 16:07
@MobileCreator, Contact me via my email link and I will take you up on that offer. Thanks!

Greg_C
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Posted: 22nd Feb 2012 19:34
Sorry if this has been said already but for Tier 2 how can I test the app on the playbook? I would really just like to see the steps and get just a sprite to show up as a basic test.
bjadams
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Posted: 22nd Feb 2012 21:06
Greg, follow the guide step by step and skip the bits marked *
baxslash
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Posted: 23rd Feb 2012 00:50
@Trisect Development, I have been trying to get my game to run on the simulator using all the advice I can find and the step by step instructions. Any chance you might have any pearls of wisdom as I am getting only the splash screen of my game?

Greg_C
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Posted: 23rd Feb 2012 00:56
Ah okay didn't see the post about where the guide is. So I have downloaded and installed everything for blackberry but the Detailed Steps everything is marked with an * and I haven't really seen anything in there that is just for t2 users. I haven't ever tried to compile to any devices before so I could be just missing something.
baxslash
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Posted: 23rd Feb 2012 01:13
I think bjadams meant anything marked with *? can be ignored.

Trisect Development
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Posted: 23rd Feb 2012 08:10
#baxslash

Are the line "strcpy ( g_pInterpreterByteCodeFile, "bytecode.byc" );" correct?

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baxslash
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Posted: 23rd Feb 2012 09:26
Yes, that's uncommented.

bjadams
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Posted: 23rd Feb 2012 09:29
Deadline is next week!

How many people are close to make a submission so far?
Trisect Development
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Posted: 23rd Feb 2012 10:13 Edited at: 23rd Feb 2012 10:19
#baxslash

I know you properly did, but did you put your media files and bytecode.byc under the assets filer?

Aand remember that Playbook i case sensitive like Android. Regarding your media files.

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bjadams
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Posted: 23rd Feb 2012 10:55
i learned a long time ago to only use lowercase filenames with AGK. never had problems after that!
Ched80
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Posted: 23rd Feb 2012 11:13
Mine is nearly ready to test, but I'm fighting feature creep all the time.
Given myself until Sunday night to get it finished so that I can test and debug it all next week.

This is the first time I've really used AppGameKit and I have to say it's an absolute joy to work with!

baxslash
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Posted: 23rd Feb 2012 11:15
Thanks Trisect, yes I did rename the byte code file. I will check the spelling. Apparently it is forced into portrait mode which is the exact opposite of what should happen when run on a playbook. Also a lot of sprites seem to be invisible or as was suggested previously set to the wrong depth. I'll try again tonight if I can...

bjadams
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Posted: 23rd Feb 2012 16:13
Baxslash, sprite drawing priority is reversed to what you're accustomed to!

Just cut&paste the order you load and set your sprites!
baxslash
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Posted: 23rd Feb 2012 16:19
bjadams, is it always reversed even if I set the depth using "setSpriteDepth()"?

I can easily remedy it if that it the case since I use a list of constants that I can just reverse

Was it you trying to set the orientation to portrait? If so that command is also reversed. Try setting it to what you would expect to set it to landscape.

Paul Johnston
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Posted: 23rd Feb 2012 16:41
Finally fixed the font issue, checking if a file existed in the assets folder would always return false so it didn't try and load the subimages.txt file thinking it didn't exist. I've uploaded a new version to the product history page. If you have already downloaded it you only need to replace your "libs" folder with the one in the download.

Quote: " is it always reversed even if I set the depth"


Only sprites at the same depth have changed the way they draw.
bjadams
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Posted: 23rd Feb 2012 16:44
Baxslash, if every sprite has its own different depth, then you should have no problem.

If 2 sprites share the same depth, then the redraw order is the reverse in what is currently on ios/windows.

if i set orientation to landscape, a portrait app will actually show ok on the simulator, but when the simulator is rotated, the app rotates too. so this is not the best way to set things app.

For portrait apps, setting the landscape mode to FALSE in core.cpp should do the trick according to Paul.
baxslash
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Posted: 23rd Feb 2012 16:55
OK, mine is landscape though so if I set this to TRUE it should be OK?

I am using different depths for different things IE the balls are set at depth 50 and the background is at 100. The problem is the balls at 50 are not showing in front of the BG at 100... is this a new bug? Could it be related to the orientation bug?

Paul Johnston
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Posted: 23rd Feb 2012 17:29
Quote: "mine is landscape though so if I set this to TRUE it should be OK?"


Yes, and use SetOrientationAllowed( 1,1, 0,0 ) to keep it landscape and upside down landscape only.

Quote: " The problem is the balls at 50 are not showing in front of the BG at 100"


I've not see that before, can you reproduce it in a small example?
baxslash
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Posted: 23rd Feb 2012 17:35
Quote: "I've not see that before, can you reproduce it in a small example?"

I can try, what would you like me to send you? Just the AppGameKit code? A bar file?

I'm going to try a couple of tests tonight to attempt to fix it.

Paul Johnston
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Posted: 23rd Feb 2012 18:37
The source code so I can try to replicate it
kdf
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Posted: 23rd Feb 2012 20:13 Edited at: 23rd Feb 2012 20:22
I believe you can set the autoOrieents to false in the bar-descriptor.xml file in the <initialWindow> section, that would prevent autoOrientation, and fix it to either Portrait/Landscape depending on your attribute setting in the cpp and agk files



I think there is an additional aspectRatio tag you can set
<aspectRatio>landscape</aspectRatio>
but I'm not sure about this.

Also, if the xml file is parsed at program launch, do these tags override the settings in the agk and cpp files.
In which case do we have to ensure that the attributes in all three files should be set to either landscape/portrait to avoid any conflict??
bjadams
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Posted: 23rd Feb 2012 21:45
Very interesting point KDF!
BatVink
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Posted: 23rd Feb 2012 22:25 Edited at: 23rd Feb 2012 22:25
Quote: "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
"


I resolved my problem...

1. Don't put the raw project folder inside your workspace folder
2. It MUST be called AGKPlayer. I called it agk_player_bb and it failed due to the classpath folder names.

Paul Johnston
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Posted: 23rd Feb 2012 23:59
Quote: "In which case do we have to ensure that the attributes in all three files should be set to either landscape/portrait to avoid any conflict??"


The project settings for the AGKPlayer project will support both landscape only and portrait only apps. The xml settings use an auto orientation setting so that all four orientations will generate an event for the app. Core.cpp receives these navigator events that the device is about to rotate and decides based on the AppGameKit settings whether to allow it or reject it.
Greg_C
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Posted: 24th Feb 2012 01:20
Okay, I got the AppGameKit Player to run on the simulator but what is the steps in taking my T2 project and getting it onto the play book? What do I need to do in Visual studio to compile a file for it?

Also, I see the steps to compile your project for the .bar file in order to submit your app. Is this the file you use to test on the playbook? Just a little confused on how to test on the playbook not using the simulator.

Thanks for the help so far
Paul Johnston
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Posted: 24th Feb 2012 01:23
To test on the playbook (assuming you have one) compile for Debug-Release and run as "AGKPlayer Release", or if the run configuration doesn't exist right click on the project and choose Run As->Blackberry Application
Mnemonix
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Posted: 24th Feb 2012 08:51
Hey Paul, Thanks for getting to the bottom of the font thing, its had me confuzzled for days. I will test it when I wake up later

Join us at www.devhat.net and in #lobby at irc.devhat.net
bjadams
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Posted: 24th Feb 2012 09:53
What was the solution to the font problem Mnemonix?
Mnemonix
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Posted: 24th Feb 2012 09:58
Quote: "Finally fixed the font issue, checking if a file existed in the assets folder would always return false so it didn't try and load the subimages.txt file thinking it didn't exist. I've uploaded a new version to the product history page. If you have already downloaded it you only need to replace your "libs" folder with the one in the download.

Quote: " is it always reversed even if I set the depth"

Only sprites at the same depth have changed the way they draw."



Thats what Paul posted! Going to try it now

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bjadams
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Posted: 24th Feb 2012 11:53
Yes only the redraw sequence of sprites on the same depth has changed. I confirm that.

I will download and update the libs!
bjadams
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Posted: 24th Feb 2012 12:02
I put my own 2 Joystick PNGs in the assets folder but these are not being loaded, instead the default AppGameKit joystick files are always being used.

Did anyone come across this problem and is there a solution?

I also tried placing my own Missing.PNG in the ASSETS folder, but the default red cross one keeps being used too.
kdf
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Posted: 24th Feb 2012 14:22
Quote: "I also tried placing my own Missing.PNG in the ASSETS folder, but the default red cross one keeps being used too."


@bjadams

I think the file extension is case sensitive and isn't being recognised. Try changing .PNG to .png using a file extension changer.
kamac
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Posted: 24th Feb 2012 14:27
Quote: "Try changing .PNG to .png using a file extension changer."


This.

I had that problem, but then i've spotted i have named my image .PNG instead of .png.

bjadams
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Posted: 24th Feb 2012 16:09
I tried both JoystickInner.png and joystickinner.png placed in ASSETS

still loads the default AppGameKit joystick graphic.

Anyone is actually using the Joystick and managed to make this work?
kamac
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Posted: 24th Feb 2012 16:22
Quote: "Anyone is actually using the Joystick and managed to make this work?"


It did work for me.

bjadams
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Posted: 24th Feb 2012 16:34
Kamac is the file named JoystickInner.png or joystickinner.png ?
kamac
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Posted: 25th Feb 2012 21:10 Edited at: 25th Feb 2012 21:10
It shouldn't matter, and sorry I don't know. I've formatted the disk and I didn't backup that project where I changed the joystick's image

Mind showing your code?

bjadams
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Posted: 25th Feb 2012 23:04
There is no code involved I just put my JoystickInner.png image in the Assets folder!

On iOS and Windows AppGameKit would use my graphics file and not the default one.

But on Playbook I get the default file and my own graphic is ignored.
kamac
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Posted: 25th Feb 2012 23:14 Edited at: 25th Feb 2012 23:15
Quote: "There is no code involved I just put my JoystickInner.png image in the Assets folder!

On iOS and Windows AppGameKit would use my graphics file and not the default one.

But on Playbook I get the default file and my own graphic is ignored."


I guess you're using virtual joystick?

http://www.appgamekit.com/documentation/Reference/Input/SetVirtualJoystickImageInner.htm

http://www.appgamekit.com/documentation/Reference/Input/SetVirtualJoystickImageOuter.htm

Tone Dialer
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Posted: 26th Feb 2012 10:10
I submitted my app. and got this email response...

Quote: "This email acknowledges the submission of the product named: 'App name appears here' and 1 new release(s) for the product.

Another email will be sent as soon as any updates are made in the approval process.

Sincerely,
The BlackBerry Team "


No mention of the Playbook offer, I did register in time and submitted before the deadline.
What emails are you all getting, did I do something wrong?

Lucas Tiridath
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Posted: 26th Feb 2012 11:12 Edited at: 26th Feb 2012 11:13
Quote: "No mention of the Playbook offer, I did register in time and submitted before the deadline."

I got that email first too. The next one will contain the mention of the playbook offer. For me, the second one arrived about a day after the first.

Also thought people might be interested to read this from the email:

Quote: "If you receive notice that your app has not been accepted, don’t give up. You can modify and resubmit that app for approval as long as the app was originally submitted during the qualifying period. We will do our best to promptly review each application submission. However, we cannot guarantee a decision within a specific timeframe."


So even if your app is a bit shaky, submit it as you may be able to stabilise it after the deadline and resubmit.

bjadams
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Posted: 26th Feb 2012 14:09
Also check out the terms & conditions. It says somewhere that if too many apps are submitted to any one category, only a selected number of apps will get the playbook offer.

also simple apps, like buzzers or apps that just display a picture will be disqualified.

Most probably if they get too many submissions, they will just select the top quality apps.

Also apparently they do this kind of offer every year!
BatVink
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Posted: 26th Feb 2012 23:37
So happy...it all builds, and works in the simulator

I had to set orientation to 0,0,1,1 to ensure it plays in portrait. Does this sound right to you?

Tomorrow, I submit

Rickynzx
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Posted: 27th Feb 2012 00:20 Edited at: 27th Feb 2012 00:21
Hi tone dialer.

i got the same email as you.
not got another email yet, patiently waiting.

Rickynzx
bjadams
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Posted: 27th Feb 2012 08:27
Batvink doing setorientation 0,0,1,1 seems not to be the right way to set portrait mode.

Check up the older posts on this thread.
bjadams
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Posted: 27th Feb 2012 08:28 Edited at: 27th Feb 2012 08:28
Most probably RIM will review all the submissions after the 2 March deadline now.
Trisect Development
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Posted: 27th Feb 2012 08:52
Quote: "Most probably RIM will review all the submissions after the 2 March deadline now."


That would be nice, they had mine for a week now.

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Paul Johnston
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Posted: 27th Feb 2012 18:03
Quote: "I had to set orientation to 0,0,1,1 to ensure it plays in portrait. Does this sound right to you?"


For a true portrait app you should set g_bLandscape to false and use SetOrientationAllowed(1,1,0,0). The way you have is now is just a workaround to see it on the simulator.
BatVink
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Posted: 28th Feb 2012 00:24
Quote: "This email acknowledges the submission of the product named: 'Tipple Topple' and 1 new release(s) for the product."


Yay, one step closer

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