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AppGameKit Classic Chat / Building an Android App with App Game Kit

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JimHawkins
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Posted: 13th Aug 2012 13:31
AFAIK it's only a welcome screen thingy. I don't expect software to do what it says - programmed too much of it.

-- Jim
Digital Awakening
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Posted: 13th Aug 2012 14:54
Well, it got some settings

Ancient Lady
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Posted: 13th Aug 2012 16:12
Digital Awakening, I wasn't sure it what I posted was what you wanted, but I thought it couldn't hurt, just in case it was.

I never got the welcome screen either. Just continue with the process.

Remember that you need a media directory under the assets directory. And that the byte code and media files go into the assets/media directory.

Happy Programming!

Cheers,
Ancient Lady
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Digital Awakening
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Posted: 13th Aug 2012 17:06
Yeah I know. I have read all your other posts on the subject. Thanks

Digital Awakening
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Posted: 15th Aug 2012 00:12
I got my own .apk running on my phone now. Icon and everything

leo877
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Posted: 15th Aug 2012 00:26
@Digital awaking

That some good news to hear that you got it working and making .apk files.


Karlos77
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Posted: 16th Aug 2012 18:31
Thank you for the contribution

Karlos77
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Posted: 16th Aug 2012 18:32
Thank you for the contribution.

Young Justice
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Posted: 10th Oct 2012 23:46
Did anyone else get the error message below?

Crunchy Nut@CrunchyNut-PC /cygdrive/c/AGK/IDE/apps/interpreters
$ /cygdrive/c/AGK/android-ndk-r8b/ndk-build 2> test.txt
ERROR: You are using a non-Cygwin compatible Make program.
Currently using: C:/cygwin/bin/make

To solve the issue, follow these steps:

1. Ensure that the Cygwin 'make' package is installed.
NOTE: You will need GNU Make 3.81 or later!

2. Define the GNUMAKE environment variable to point to it, as in:

export GNUMAKE=/usr/bin/make

3. Call 'ndk-build' again.
Young Justice
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Posted: 11th Oct 2012 01:55
I'm using the AppGameKit Trial version and I don't see a folder for interpreter_android? Will using the interpreter folder work?

See attachment of my screen shot.

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leo877
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Posted: 11th Oct 2012 09:20
young justice

i don't think you can make a player with the trial. you should have a folder. look at the pic on this post, which is in the paid version.


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2D Analyst
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Posted: 11th Oct 2012 17:02
Thanks. I've just purchased AppGameKit and it took me minutes to setup. I was a little confused when following the video tutorial for trial AGK.
Mobiius
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Posted: 11th Oct 2012 17:27
The blueray link for the video doesn't work for me.

I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
2D Analyst
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Posted: 11th Oct 2012 19:41
If anyone is curious, Eclipse 4.2 (Juno) does work with AppGameKit V1.7, but may need to adjust a few things.

1) Modify project.properties to use target=android-10. As of 10/1/2012, 55% of users are using ginger bread 2.3.3-2.3.7, which uses API 10

2) Right click on your project->android tool->fix project properties.

Let me know if you need any help. I'm glad to back to the thegamecreator.com forum, I haven't been on here for years.
ThrOtherJoJo
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Posted: 21st Oct 2012 02:47 Edited at: 21st Oct 2012 03:02
FYI

When you get to the part in the video where you have to install the Android SDK manager you may find that some things don't appear in the list. Ex: Android 4.0.3 (API 15), Android 2.3.1 (API 9), etc.

This is because you have to update the Android SDK Tools in the SDK Manager.
To do this uncheck everything in the list and then check the box next to the Tools folder in the SDK Manager.

Then install the 1 package, close down the SDK Manager and restart it and you will see the checklist matching what's in the video. If you don't see Android 2.3.1 (API 9) make sure you check the obsolete checkbox and it should appear.

This worked for me.
Ancient Lady
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Posted: 21st Oct 2012 17:14
I recently let my Eclipse update the Android SDKs to most current and then built my v1082 and v1076 Players with it. Both worked fine on my Android 3.2 and 4.1 devices.

So, it may not be necessary to use the obsolete Android SDK versions.

Cheers,
Ancient Lady
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ThrOtherJoJo
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Posted: 22nd Oct 2012 03:45
Quote: "I recently let my Eclipse update the Android SDKs to most current and then built my v1082 and v1076 Players with it. Both worked fine on my Android 3.2 and 4.1 devices.

So, it may not be necessary to use the obsolete Android SDK versions.
"


Yes. This is true. But you need to make sure you don't use any of the newer features that are in those API's, because the phones that run those earlier version of Android won't be compatible, therefore narrowing the amount of people you can reach.
Ancient Lady
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Posted: 23rd Oct 2012 01:24
I basically only use features from the AppGameKit stuff. So I should be safe.

Cheers,
Ancient Lady
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Mobiius
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Posted: 24th Oct 2012 15:46
I've been following the video to get android packaging installed on my laptop after a rebuild and am having all kinds of difficulty. (I managed it once before, what's wrong with me!! lol)

I've gotten to the point when I'm importing the AGKPlayer107 project, but I have the following problems...

I cannot get the issue resolved. I've installed the admob extra from within the Android SDK manager with no luck and it's doing my head in what I'm going wrong! Can anyone help me?? (I have the beta installed too.)

I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
2D Analyst
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Posted: 25th Oct 2012 07:34 Edited at: 25th Oct 2012 07:54
I was able to create the .apk a few weeks ago, but am having trouble now. When I transfer the .apk file to my phone, it shows up as a black screen and then, the app immediately close out. Anyone knows what's wrong?

Does the log below means the File.byc was compiled correctly?

Ancient Lady
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Posted: 25th Oct 2012 16:11 Edited at: 25th Oct 2012 16:12
The file in your <androidproj>/assets/media directory is supposed to be named bytecode.byc. After you copy the <yourproj>.byc file from the <windowproj>/media directory, you need to rename it bytecode.byc.

Are you using Eclipse to create the apk? If so, remember to refresh the Eclipse project (select it and press the F5 key) and then run it from Eclipse. That will update the apk file with the correct bytecode.byc file.

EDIT: The warnings you saw in the log always happen, don't worry. Warnings don't mean that it didn't compile.

Cheers,
Ancient Lady
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Posted: 25th Oct 2012 20:10 Edited at: 25th Oct 2012 21:25
Thanks. I've ready done that and still not working.

Man..I wish there is service, where if we send our media folder to TGC server, they will create the .apk file for us based on our input parameters. This will make it easier for us.


Hm...not really sure what to do now.


Okay, it turns out in Eclipse, the file in src folder must show unique identifier com.thegamecreators.agk_player, but the file in gen folder can be renamed to anything you want.

Life is good again!
Mobiius
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Posted: 26th Oct 2012 11:32
Quote: "Man..I wish there is service, where if we send our media folder to TGC server, they will create the .apk file for us based on our input parameters."

There is, it's called freedom engine... lol

I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
2D Analyst
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Posted: 26th Oct 2012 22:46
O my goodness...where have I been? lol

I was wondering what the heck is freedom engine.
313
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Posted: 13th Nov 2012 10:05
Hi,
I just don't know, what I'm doing wrong. I tried to compile apk three times (exactly with video instruction) and all the time it gives me the agkplayer. With my splash screen!
I believe i configured everything properly, my Eclipse is 4.2.1, I check what I wrote in Cygwin.bat before I push enter.
Still nothing. I saw Cliff Mellangard had this same problem but didn't tell what exactly went wrong in his case.
Any ideas?

war.. war never changes..
Ancient Lady
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Posted: 13th Nov 2012 15:23 Edited at: 13th Nov 2012 15:23
Did you uncomment the proper line in interpreter.cpp in the <androidpath>/IDE/apps/interpreter directory? It is about line 255 for v706 (the one two lines after "#ifdef IDE_ANDROID").

And, then do a clean and build in your <androidproj> directory in cygwin?

And, did you create the assets and assets/media directories in your <androidproj> directory?

And, did you copy the <yourwinprojdir>/media/<yourproj>.byc to <androidproj>/assets/media/bytecode.byc? (And make sure it is named exactly bytecode.byc, Androids are very case sensitive.)

All three of those steps are necessary for the built app to look for your byte code file and find it.

Cheers,
Ancient Lady
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Posted: 13th Nov 2012 18:10
It works! Thank You very much

My problem was I put my media files + bytecode.byc to folder /assets. I put everything in /assets/media, clean, run and voila - apk is ready to install.

Thanks once again.

AGK
Ancient Lady
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Posted: 13th Nov 2012 20:00
Always glad to help.

Happy Programming!

Cheers,
Ancient Lady
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jlahtinen
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Posted: 24th Nov 2012 20:35
I tried to follow the video, but in my Android SDK Manager there is not API 9 at all, just 15,14,10 and 8. Extras is also empty.
Cor
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Posted: 24th Nov 2012 21:05
Hey jlahtinen,
I had this same problem, I fixed it on my machine by Installing the "Android SDK Tools" and "Android SDK Platform-tools" under the "Tools" folder at the top. Then check the obsolete box and it should appear.
jlahtinen
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Posted: 24th Nov 2012 23:05
Yeah, thanks.
Kenjar
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Posted: 24th Nov 2012 23:16
Get the r21 version if the r17 version doesn't work. I just hit the same issue and r21 seems to work ok.
jlahtinen
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Posted: 24th Nov 2012 23:21
Ok, now stuck on Welcome to Android Development.

After restarting Eclipse, there should be window named Welcome to Android development, I didn't get that even I did everything like in the video.

Where I find that window in Eclipse?
Daniel TGC
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Posted: 24th Nov 2012 23:54
A quick little tip.

www.freedom-engine.com

If you grab a gold account there (about £3 a month) you can import your AppGameKit projects. Now don't expect it to compile as HTML5/WebGL without modification, but it uses the Beta 4 compile engine for Android. So even if clicking on the Play button doesn't work, it should still compile for Android.

Two minor problems I discovered.

1) The #include command doesn't seem to work, so try to put everything into main.fes

2) #Constant with a big C causes an error so ensure all #constant are lowercase.

I've just tested this with my own project and it built then downloaded as an APK file.
jlahtinen
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Posted: 24th Nov 2012 23:59
Have to check that out Daniel.

I just ignored the android popup and everything so far looks good.
jlahtinen
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Posted: 25th Nov 2012 00:07 Edited at: 25th Nov 2012 00:13
Aaaand stuck again in 53:35 where in Eclipse I should click Run after fixing project properties, but I won't let me run.

"Your project contains error(s), please fix them before running your application."

Seems like the fixing in android tools doesn't do anything.

Daniel TGC
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Posted: 25th Nov 2012 00:12
Are you using the Beta version of AppGameKit, or the 1.076 release?
jlahtinen
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Posted: 25th Nov 2012 00:13
Latest beta.
Daniel TGC
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Posted: 25th Nov 2012 00:41
Try compiling it with the 1.076 version instead, that's the version this tutorial is tested with. Clear out your Android folder, reboot and try again.
jlahtinen
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Posted: 25th Nov 2012 04:02
I'll do that. I really enjoyed the video anyway.
jlahtinen
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Posted: 25th Nov 2012 14:47
Yeah! I got it working, very satisfying indeed.
TheTeenDevs
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Posted: 25th Nov 2012 19:05
This is great for tier 1, but any tier 2 support? I bought this for that purpose but it doesn't work at all as advertised on the site. I like the tier 1 tutorial but please help on tier 2!
Daniel TGC
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Posted: 25th Nov 2012 19:59
Tier 2 is fully supported, but as you are dealing with raw C++ we assume that users performing at this level know how everything works. If you don't I strongly recommend you remain with Tier 1, which is designed for less experienced developers.
Ancient Lady
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Posted: 25th Nov 2012 20:08
The v1082 and v1083 releases have a problem building in Tier 2 for Windows.

I just got back from being away and see that v1084 is in the download page. And another poster was able to get a VS2010 Tier 2 template compiling, but he was using some old files from v1076.

When I get the time (and I can't promise when that will be), I'll try to create a working v1084 Tier 2 template. I'll post it in the AppGameKit Wiki (the link for that page is in the following paragraph).

However, if you are content to stick with the relatively stable (but non-3D) v1076, there are working templates posted here for that in all the supported platforms. There are also some almost complete instructions for using them. (I hope to finish the instructions in the year future.)

Cheers,
Ancient Lady
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lilpissywilly
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Posted: 28th Nov 2012 17:24 Edited at: 28th Nov 2012 17:58
Quote: "Daniel TGC

A quick little tip.

www.freedom-engine.com

If you grab a gold account there (about £3 a month) you can import your AppGameKit projects. Now don't expect it to compile as HTML5/WebGL without modification, but it uses the Beta 4 compile engine for Android. So even if clicking on the Play button doesn't work, it should still compile for Android.

Two minor problems I discovered.

1) The #include command doesn't seem to work, so try to put everything into main.fes

2) #Constant with a big C causes an error so ensure all #constant are lowercase.

I've just tested this with my own project and it built then downloaded as an APK file."


The include works if you rename the files to .fes in the include. At least for me

EDIT: A little question: when you compile in FE is that file valid for sale on Google Play or is it a debug version?

I failed my compilation in the normal way after the cygwin step to create the AGKPlayer, when I import the project in eclipse I get many errors and cannot run it. Included is a snapshot of my cygwin step.

My hovercraft is full of eels

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jlahtinen
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Posted: 29th Nov 2012 14:31
Quote: " lilpissywilly

I failed my compilation in the normal way after the cygwin step to create the AGKPlayer, when I import the project in eclipse I get many errors and cannot run it. Included is a snapshot of my cygwin step."


Did you try with 1076 or beta? I tried with beta and got also tons of errors in Eclipse (fixing didn't help). But with v1076 everything went just like in the video.
lilpissywilly
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Posted: 29th Nov 2012 15:27 Edited at: 29th Nov 2012 15:28
I'm trying with 1076. I guess my next step is redo from the beginning but I can't see where I've gone wrong. I saw your screenshot of when you had a problem and I get 9 errors and 4 warnings, everytime. So not quite the same errors I guess.

Is there any way to see from reading the errors where I've gone wrong?

My hovercraft is full of eels
Grook
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Posted: 3rd Dec 2012 23:46 Edited at: 3rd Dec 2012 23:48
Sorry if my question is stupid but I'm very new to android. I just got hold of a new android device so wanted to test out my creations on it! When I follow the instructions I get the Unable to resolve target 'android-9' message. I took Cor's advice (cheers mate) and sorted that out so I'm on the way to building my first apk now. Exciting times!

If I understand correctly android-9 refers to the API version of the SDK which goes back to version 2.3.1 of Android? My question is, does this mean my app is not compiled with the latest version of the SDK and does this also mean I am missing out on performance/features of the newer version?

"Happiness is contrary to the human condition" --White (to Black)
Ancient Lady
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Posted: 4th Dec 2012 15:42
It's a permissions and ownership issue between Windows and cygwin.

Follow these steps:
1. Open a cygwin window
2. Execute the command 'pwd' (this tells you the directory you are in)
3. The results should be something like:
/home/<username>
(<username> is your cygwin user name, you will use this later)
4. Execute the command 'cd..' (this moves you up one directory)
5. Execute the 'ls -l' (all letter el, no ones)
6. The results should be something like:
total 4
drwx------+ 1 <username> <yourgroup> 0 <some date> <username>
(<yourgroup> is your cygwin group, you will use this later)
7. Navigate, in cygwin, you to your Android AppGameKit directory using the cd command. In my case it looks like (I have more than one version of AppGameKit installed):
cd /cygdrive/c/Android/AGK107
8. Execute these two commands:
chown -R <username>:<yourgroup> *
chmod -R a+w,a+r *

This will set your ownership and permissions properly.

If you use Windows File Manager to copy files into your projects, you will need to execute the commands in step 8 each time you add new files. The File Manager sets ownership based on Windows users and groups. You will also need to execute the same steps for any new projects.

After you follow the above steps, you can go into your project and clean and build it.

Cheers,
Ancient Lady
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Cor
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Posted: 4th Dec 2012 18:27
Hey Grook,
I am not really sure what features we are missing out on by using the older sdk but almost half of my user base is android 2.3

This is why this statement in the fixes of the newest version of AppGameKit scares me
Quote: "Old Android Dev Kits need to download and install the latest Android SDK and select Tools & API 13 to install over any existing files you may have. Re-using the SDK folder location will help
If Eclipse gives you problems, go to Help > Check For Updates to install missing elements
In Android project fails to compile, enter project properties > Android and tick Android 3.2 then Apply"


If this means that the new 108 version makes the minimum allowed OS version 3.2, I would be missing out on a huge amount of users.

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