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AppGameKit Classic Chat / Free Playbook Tablet Offer

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baxslash
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Posted: 28th Feb 2012 09:39
Quote: "This email acknowledges the submission of the product named: 'Flick Pong' and 1 new release(s) for the product."

I hope to get a working version sent in to them soon... the one I sent last night is currently untested but it will at least start up.

BatVink
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Posted: 28th Feb 2012 09:47
Congrats Baxslash (and everybody else!) for making it pre-deadline. Hopefully getting it in before the end of February will beat the mad rush on March 2nd.

bjadams
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Posted: 28th Feb 2012 10:44
I am very curious to see how many developers will submit an app for this offer.

How is developing for the native Playbook sdk without using AppGameKit, compared to iOS and Android?
Lucas Tiridath
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Posted: 28th Feb 2012 10:51
I've just had a go at preparing my app for the playbook but I've got a slight issue here. When I try and run either the AGKPlayer app or my app in the simulator (v2.0), I get the splash screen and then the app immediately closes again. I get no error messages, either in the simulator or on the console but I can only assume it is crashing. I have followed the instructions in the detailed steps file as best I can. I wonder if anyone else has had this problem or has any idea of what I can try and do to fix it? Thanks.

baxslash
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Posted: 28th Feb 2012 11:53
Quote: "I've just had a go at preparing my app for the playbook but I've got a slight issue here. When I try and run either the AGKPlayer app or my app in the simulator (v2.0), I get the splash screen and then the app immediately closes again. I get no error messages, either in the simulator or on the console but I can only assume it is crashing. I have followed the instructions in the detailed steps file as best I can. I wonder if anyone else has had this problem or has any idea of what I can try and do to fix it? Thanks."

I get the exact same problem no matter what I do. I am hoping to fix this soon so I can get a checked version uploaded...

Lucas Tiridath
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Posted: 28th Feb 2012 13:13
@baxslash
Which version of the simulator are you using? I'm using the beta version (v2) because the first app I submitted for this was one I ported from Android. If you are also using this version, I wonder if there is an issue with it specifically.

baxslash
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Posted: 28th Feb 2012 13:54
I'm not sure, I guess I could have downloaded the wrong one... I just used the download link indicated. I will try them both tonight.

I am using an older version of VMware too because the current version would not run for me.

MobileCreator
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Posted: 28th Feb 2012 16:11
Not sure if this is gonna help, but today the NDK 2.0 final was released, but also the final version of the simulator. https://bdsc.webapps.blackberry.com/native/download/


Cheers

----------
Paulo
http://www.mobilecreators.com
Ched80
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Posted: 28th Feb 2012 18:14
Cheers MobileCreator, I'm starting the simulator test and build today so the latest version will come in handy.

Greg_C
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Posted: 28th Feb 2012 18:36
For T2 do I literally just take my .cpp and .h classes and put them into the src folder and then change the references to the media in my code and set it to the assets folder?
fallen one
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Posted: 28th Feb 2012 18:47 Edited at: 28th Feb 2012 18:51
I am confused by this offer, I have not registered, I can get an blackberry playbook app out before March the 2nd, but is the offer not available to me as you have to register before feb the 15th?

If I cant get one, may as well skip blackberry, otherwise if I sign up after the offer, I will not be able to qualify in the future for the free tablet, they have kind of shot themselves in the foot here, people like me will skip the platform completely and just wait till the offer comes again, I dont care if it takes a year either. These things cost pence to make in Asia, Im dammed if Im paying 150+ quid for lets be honest, something that plays the equivalent of flash games, remember we used to play these things for free. I know just how hard it is making money on ios to throw money away on some cheap Asian made plastic, I think you should get these devices for free if you hit so many sales figures as a thank you for selling their cash cow devices to the masses.


Greg_C
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Posted: 28th Feb 2012 20:19 Edited at: 28th Feb 2012 20:34
So I have put my code into the IDE for blackberry and I am getting errors in my code that I wasn't getting in Visual studio. Not to sure why I am getting these errors. My c++ is a bit rusty so I could be doing something I shouldn't but I am unsure on whats going on here.

Any suggestions?

bjadams
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Posted: 28th Feb 2012 20:40
Fallen One, those who took part in last year's free Playbook offer, can still apply for this time's offer.

So if you register now you can still submit your project in the future, when a new free Playbook offer will come by.

The Feb 15 deadline was because it takes time to validate your account, and if you register a new account TODAY, it won't be validated in time by March 2.
fallen one
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Posted: 28th Feb 2012 20:55
Ahh I get it, Apple should do something like this. This is a good offer, contests help motivate me. I only wish I had registered for this one, having a playbook would motivate me to develop for that platform.


kamac
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Posted: 28th Feb 2012 22:12
Quote: "Ahh I get it, Apple should do something like this."


There'd be small chances to win. So many people would intend to take part in that.

Quote: "I only wish I had registered for this one"


Me too But I've ordered playbook instead! It's cheap, ~ 250$ (including transport), so why not? I like the fact that developer registration there is completely free, and ...

... that it supports Poland as a paid-apps seller! That's the biggest +. (Unlike android market. Tfu.)

bjadams
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Posted: 28th Feb 2012 23:14
Unlike Blackberry, Apple don't need to bed for developers. So they won't give any free iphone or ipads!

Sony have been giving out PSvita dev kits to indie devs who published potentially successful games. Now that's the way to go!
Ched80
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Posted: 28th Feb 2012 23:33
Got two little problems:

P1: Using v2.0 of the NDK I now get the following error when trying to build the AppGameKit Player:
Quote: "
C:/bbndk-2.0.0/target/qnx6/../target-override/armle-v7/lib: No such file: No such file or directory
"


P2: I can get the Simulator to run, but I can't get the NDK to recognise it. Even when the simulator is bridged and I type the IP address in manually. Can I still test my app if I can't link the simulator to the NDK?

Lucas Tiridath
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Posted: 28th Feb 2012 23:35
@baxslash
I've just tested my app on the simulator running v1.8 (rather than the beta of v2) and it seems to work fine. You probably have the same version as I did. Now I just need to test in the release version of v2 to check that I can say the app supports it in my application. Hope this works for you too.

baxslash
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Posted: 28th Feb 2012 23:37
Paul (or anyone else), how is it possible that when my app runs on the simulator I get the AppGameKit player after my splash screen?

I have the following code in the interpreter:


The bytecode.byc file is definitely the right file and in the assets folder and I'm using the latest download of the blackberry stuff from my products page at TGC.

Anyone got a clue why my game might be being bypassed? I've done the whole process about 4 times now...

The game finally runs on the V2.0.0 simulator but only as the AppGameKit Player!

baxslash
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Posted: 28th Feb 2012 23:40
Ched80, I'm running the simulator on the NAT setting. It's the only way the IDE could find it on my machine even given the right IP address. On Bridged I couldn't get an IP for the simulator.

Lucas, got the sim working now thanks!

Ched80
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Posted: 29th Feb 2012 00:20
Cheers baxlash, got the simulator signed in the end.

Just stuck with my first problem now - can't build anything as the path quote doesn't exist - not sure how to create the path either.

apocolyp4
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Posted: 29th Feb 2012 01:09
baxslash you need to place strcpy ( g_pInterpreterByteCodeFile, "bytecode.byc" ); below the #ifdef IDE_BLACKBERRY

like this

Paul Johnston
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Posted: 29th Feb 2012 01:46
For those of you using 2.0 NDK I haven't tested it so I would recommend compiling with the 1.0 NDK if you experience problems. Same for the simulator, I test 1.0.8.

@baxslash - have you tried removing the #ifdef IDE_BLACKBERRY part so it is always run? It may be the that project settings are missing the preprocessor directive that defines it.
baxslash
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Posted: 29th Feb 2012 09:49
Quote: "baxslash you need to place strcpy ( g_pInterpreterByteCodeFile, "bytecode.byc" ); below the #ifdef IDE_BLACKBERRY

like this"

I tried that too. No luck.

Quote: "have you tried removing the #ifdef IDE_BLACKBERRY part so it is always run? It may be the that project settings are missing the preprocessor directive that defines it."

Yes I tried that too. I even tried messing around with a bunch of other chunks of interpreter code to try to circumvent it if it wasn't being run through the condition. Seems like no matter what I do I always get the AppGameKit Player. My bytecode file is just being ignored. I even tried making it un-install the app before installing it again on the simulator in case an old bytcode file was being read for some reason.

I just don't get it. I'm not being thick here, I'm gone through every line of the instructions and checked everything (I think) about four times now. Batvink has had my assets folder too and had the same problem when sending it to the simulator (using his own IDE settings).

Paul, is it possible my version of AppGameKit is causing the issue? Is there a version of the software that might be writing the bytecode differently? Maybe this version of the interpreter doesn't like my bytecode for some reason? (just occurred to me)...

kdf
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Posted: 29th Feb 2012 20:31
Quote: "Paul (or anyone else), how is it possible that when my app runs on the simulator I get the AppGameKit player after my splash screen?"


@baxslash

I had the same issue on a Windows 7 32bit system. I changed to XP Service Pack 3 and all the problems went away.

No idea why.
baxslash
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Posted: 29th Feb 2012 21:47
Maybe I need to run everything in compatibility mode... I'll try it.

Ched80
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Posted: 29th Feb 2012 22:16
Everything works ok when I move back to v1.0 of the NDK. The latest simulator work ok too.

Got my app running on the simulator, but have realised that you need an "Exit App" feature to stop the app running, other wise the app runs until you close down the simulator.

baxslash
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Posted: 29th Feb 2012 22:27
Yes, in AppGameKit you need an exit button.

I tried running everything in compatibility mode but to no avail... I guess I'll just wait and see if it passes validation now then.

BatVink
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Posted: 29th Feb 2012 23:26
Baxslash, for reference here's the IDE I tried to build your app in (which builds my own App just fine):

Version: 1.0.0
Build id: 201110112127

Ched80
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Posted: 1st Mar 2012 00:39
Quote: "
This email acknowledges the submission of the product named: 'Diary of a Mars Rover' and 1 new release(s) for the product."


Got mine submitted.

Here's a vid of what it looks like:



baxslash
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Posted: 1st Mar 2012 00:40
Thanks batvink

anwserman
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Posted: 1st Mar 2012 08:17
So, in order to have an app run on Blackberry, I need to add an 'Exit Program' option on the main menu?

Great... and it doesn't compile on my laptop either. Something about trying to find a directory that doesn't exist. I've come to the conclusion that the IDE tools sucked

/no wonder why blackberry is going down

Hi there. My name is Dug. I have just met you, and I love you.
Trisect Development
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Posted: 1st Mar 2012 08:52
I did not put an Exit on my menu.
If you click on the bottom screen on the simulator you can stop the game.

iOS Apps from Trisect Development.
Click here.
anwserman
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Posted: 1st Mar 2012 09:33 Edited at: 1st Mar 2012 09:34
Well that's good to hear. But it's still BS that I might need to reinstall their dev tools because they're defaulting to a folder that doesn't even EXIST in this version of Windows.

It's like they somehow managed to take Eclipse and make it bad.

EDIT: When I double click on an XML file it says that it can't find this folder either. I JUST NEED TO OPEN THE XML FILE

Hi there. My name is Dug. I have just met you, and I love you.
baxslash
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Posted: 1st Mar 2012 10:12
Quote: "I did not put an Exit on my menu.
If you click on the bottom screen on the simulator you can stop the game."

Does that work on an actual playbook too?

anwserman
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Posted: 1st Mar 2012 10:43
Eh. I just submitted my app and assumed it works. I can't get it to run in the simulator (it says it isn't signed...?) but eh.

Hi there. My name is Dug. I have just met you, and I love you.
Trisect Development
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Posted: 1st Mar 2012 12:32
@baxslash

I don't know. Well if they do not approve it the first time, I put in an Exit button.
I already have the code working on the Android version.

iOS Apps from Trisect Development.
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bjadams
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Posted: 1st Mar 2012 12:50
Why do apps need an exit button?
you just swipe or click on the bottom part of the screen and you get back to the playbook desktop where you can close your app, launch another app & then get back to your game (where you left off)

all works fine, don't know why you all need to complicate matters with an exit button!
baxslash
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Posted: 1st Mar 2012 12:54
bjadams, I'm not trying to complicate anything. Just trying to find out if you actually need an exit button. I tend to put them in anyway in AppGameKit games to give the user an easy way to quit the game "cross platform" without having to rely on the user knowing to use shift-F4 on Windows, swipe bottom of screen on playbook, the bottom button on iPod touch etc.

Surely it's got to be worth giving an option so they don't have to leave the app in a standby state? Doesn't that use memory?

bjadams
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Posted: 1st Mar 2012 15:40
Baxslash, there is no app exit command on AppGameKit iOS as far as I know!
If there is one kindly let me know
baxslash
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Posted: 1st Mar 2012 15:45
I believe you can but Apple don't like people to use it (IE. your app will not be published) from what I've read. I don't know if the AppGameKit "end" command does anything on iOS to be honest.

I'm only going on what I remember but perhaps you could tell me since you have actually developed for iOS I think?

Paul Johnston
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Posted: 1st Mar 2012 16:06
Quote: " I need to add an 'Exit Program' option on the main menu?"


No, the Playbook has swipe gestures that can be used to close your app.

Quote: "Does that work on an actual playbook too?"


Yes, swiping up from the bottom of the screen returns you to a list of running apps which you can close from there, or open new ones.

Quote: "Is there a version of the software that might be writing the bytecode differently?"


Technically, yes, but it should give you an error message if it is incompatible. If you send me the project I'll see if it works on the device.
baxslash
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Posted: 1st Mar 2012 16:10
Thanks for clearing that up Paul. Will it cause a problem that my app has an exit button?

Quote: "Technically, yes, but it should give you an error message if it is incompatible. If you send me the project I'll see if it works on the device."

I didn't get any error messages. I'll send you the signed ".bar" file I sent for validation next time I get a chance (tonight probably). Thanks yet again for the help

Paul Johnston
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Posted: 1st Mar 2012 16:16
Quote: "Will it cause a problem that my app has an exit button?"


I can't imagine so, the AppGameKit player has an exit button and it got approved.
bjadams
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Posted: 1st Mar 2012 16:35
Baxslash, I never used an app exit on iOS.
To tell the truth, I never saw an iOS app with a quit button
I think all iOS users know that pressing the home button will get them out of the app.

On a different note, it seems that the new iPad3 that will be announced next week will not have a home button!!!!
baxslash
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Posted: 1st Mar 2012 16:44
Quote: "To tell the truth, I never saw an iOS app with a quit button
I think all iOS users know that pressing the home button will get them out of the app."

I honestly never noticed myself but I only had my iPod touch for a few months. I don't think anyone would have a heart attack if they saw an exit button though...

Quote: "On a different note, it seems that the new iPad3 that will be announced next week will not have a home button!!!!"

How will people exit their app then? Make your mind up apple!!

bjadams
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Posted: 1st Mar 2012 16:46
Baxslash it would be interesting to submit an app with an exit button and see if apple accepts that!!!
baxslash
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Posted: 1st Mar 2012 17:04
Quote: "Baxslash it would be interesting to submit an app with an exit button and see if apple accepts that!!!"

I just read a couple of people on various forums saying they had submitted apps to apple with exit buttons that were accepted. There were too many different ways suggested to actually close the app to be sure which was best though.

I would suggest that if a particular platform has a standard method of closing an app then that would be the best method to use. Not too complicated really as long as you're aware of it.

Trisect Development
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Posted: 2nd Mar 2012 12:50
Okay its the 2 of march and I did submit my App in time.

How many did succeed in submitting their App?

iOS Apps from Trisect Development.
Click here.
baxslash
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Posted: 2nd Mar 2012 13:14
+Me makes 2

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