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AppGameKit Classic Chat / Win an UltraBook!

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Lucas Tiridath
AGK Developer
15
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Joined: 28th Sep 2008
Location: Kings Langley, UK
Posted: 15th Nov 2012 18:05
Quote: "It's been lifted as a validation criteria. You can submit free and paid apps without the SDK if you want to."

Nice! I'll go ahead and do that then. Thanks for the info .

Plystire
21
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Location: Staring into the digital ether
Posted: 17th Nov 2012 03:28
Quote: "Lucas, just package everything except your source code from the project folder (remember to remove the source text file from the media folder). The executable in the project folder is the interpreter."


Don't delete the setup.agc file... I realized the other day that the exectable still uses that to set the window size of the game.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Lucas Tiridath
AGK Developer
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Location: Kings Langley, UK
Posted: 17th Nov 2012 08:50
Quote: "Don't delete the setup.agc file... I realized the other day that the exectable still uses that to set the window size of the game."

Haha thanks, yes I noticed this when I published my first AppGameKit app through Intel. Got quite a surprise to find my app in what looked like a 100x200px box!!

Anyhow app submitted to Intel now and they've confirmed they've received it so I'll just have to wait and see. Good luck everyone!

bjadams
AGK Backer
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Posted: 17th Nov 2012 19:17
only 4 days until the deadline and still no v108 T2 AppGameKit with sensors
xCept
21
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Posted: 18th Nov 2012 09:07 Edited at: 18th Nov 2012 09:09
What did you guys do as far as resolution? I built mine using 1600x900 virtual resolution (and 1600x900 window) as that is what the Ultrabook I got has so it looks best on that. It should look fine on any widescreen resolution but those with standard monitors are going to get letterboxing and a smaller play area. Hopefully this will be acceptable at least for the first version.

(Also, does anyone know... If the setup.agc defines the resolution as 1600x900 but the user has a lower resolution monitor, what happens?)
Hockeykid
DBPro Tool Maker
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Posted: 18th Nov 2012 14:02
Does the app/interpreter still need to be "recompiled" using Visual Studio if you're not going to be using the AppUp SDK (which from what I understand is no longer required) ?


Sean

Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 18th Nov 2012 14:46
Quote: "(Also, does anyone know... If the setup.agc defines the resolution as 1600x900 but the user has a lower resolution monitor, what happens?) "

Makes the app crash.
atleast for me.

i always use agks overdraw function to get rid of the letter boxing.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
bjadams
AGK Backer
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Posted: 19th Nov 2012 11:03
Starting to panic, only 2 days left for deadline and no sign of a working T2 with sensors support
RickV
TGC Development Director
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Location: United Kingdom
Posted: 19th Nov 2012 14:47
Hi,

Sorry to hear you are having problems.


I'll ask Lee to come online today and feedback about this.


Rick

Financial Director
TGC Team
Conor B
19
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Joined: 10th May 2005
Location: Dublin, Ireland
Posted: 19th Nov 2012 18:19 Edited at: 19th Nov 2012 18:19
I was thinking of submitting my game to the store as a free alpha demo. Do you think, based on the rules of the competition that I would still be eligible to receive one of the 50 $1,000 prizes if the alpha doesn't yet have Ultrabook sensor support?

It's very frustrating, I'm using XNA, which isn't supported by VS 2012, and correct me if I'm wrong, but I thought you needed VS 2012 to access the Win8 RT which contains the Sensor API.

The Zoq2
14
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Location: Linköping, Sweden
Posted: 19th Nov 2012 18:41
I assume that you can still win the 1000$ price if you don't use sensors...
xCept
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Posted: 19th Nov 2012 18:56
I know I won't be adding much if any sensor support for my first version given the current state of these features in AGK. If I do add any it'll be very subtle and not any crucial part of the gameplay.
BatVink
Moderator
21
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 19th Nov 2012 21:05
To be eligible, you have to have Touchscreen support, and respond to a single click.

The rest is optional although I'm sure the overall winners will have all-dancing sensor interaction.

Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 19th Nov 2012 21:11
My game is now on appup
But codeprojects havent responded so much when i sen emails to them that it whas published?
So maybe iam to late?
It only shows up on my ultra book?
So you nead an ultrabook to play it.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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BatVink
Moderator
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Location: Gods own County, UK
Posted: 19th Nov 2012 21:16
Quote: "It only shows up on my ultra book?"


It will show on all of the platforms and operating systems that you specified when you submitted it.

The Zoq2
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Location: Linköping, Sweden
Posted: 19th Nov 2012 21:17
I just got my certificate, hopefully there will be no problems during submission.
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 19th Nov 2012 21:20
Hi Guys,

I had only intended that the BETA would cater for T1 users. Did not realise there where T2 users entering the competition with the latest V108 beta. I'll make it a priority and see what I can do about getting you the files you need with the sensors in there but I must warn you that you will need VS2012 to compile the specialised Windows executable.

We are working on an idea which will allow the same Windows executable to cater for platforms from XP all the way through to Windows 8, with sensors in-tact but it's not really well documented at Microsoft and so it's experimental development at this stage. The general attitude is that you should use VS2012 for Windows 8 development and drop support for older operating systems. We did not agree which is why we are finding a solution for you guys before releasing V108 officially.

If you are in a rush, as T2 users, you are able to upgrade to VS2012 Express for Desktops (free version), compile your apps as normal and then inject the sensor code from the various articles on the Intel developer site to access the Ultrabook features. You will be knee deep in COM code, but if you can handle that, you will have your WinRT features.

In the meantime, grab a copy of VS2012 and have it ready for the files I am working on now! This is a rushed out set of files, so no testing will be attached to them.

Hogging the awesome since 1999
Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 19th Nov 2012 21:32 Edited at: 19th Nov 2012 21:33
Quote: "It will show on all of the platforms and operating systems that you specified when you submitted it."

I only ticked ultrabook then
Its my first time with appup

I will see if i can update the game then and select more devices.
But after the competition
I will upload the msi file in my thread after the competition.
As it works on vista and newer.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
BatVink
Moderator
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 19th Nov 2012 21:47
I think this is a good tactic anyway. Get it working and published on one or two devices/OSs. Once it is approved you can take your time to get it onto the others, with less pressure and stress.

You can use the same tactic for different versions as well. I'm trying to get one version up first, then I will add Freeware and Commercial later.

LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 19th Nov 2012 21:51
Here is some code for T2 users wanting to explore the Ultrabook code directly:



I am not the author of this, I found it very useful and it came from either an Intel or Code Project article. Hope you find it of use too.

Hogging the awesome since 1999
Cliff Mellangard 3DEGS
Developer
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Location: Sweden
Posted: 19th Nov 2012 22:45
I feel almost bad for using tier 1

Rick and lee this is not good for the trust among your users

You guys at tgc are doing so many projects that you should have more coders hired.

Dont take this wrong as i love you guys and your products.

But missing out on some users is bad for business.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
The Zoq2
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Location: Linköping, Sweden
Posted: 19th Nov 2012 22:52
I agree with cliff, maybe you could have delayed FPSCR until AppGameKit has working 3d commands...
Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 19th Nov 2012 23:01
Quote: "I agree with cliff, maybe you could have delayed FPSCR until AppGameKit has working 3d commands... "

It have working commands! we only nead to write the shaders
Only fooling around with you zoq

I understand there efforts with fpsc as i belive its a huge money maker for tgc.

It have an large following that screams as loud as we are

I only want to say that iam thankfull for that they had the time to do the tier 1 sensor commands

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
JimHawkins
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Location: Hull - UK
Posted: 19th Nov 2012 23:32
My company has spent over £2,000 on compilers over the last couple of years. You get, to some extent, what you pay for: Firemonkey 2 (Pascal or C++) has good accelerometer support for Windows, Os X and iOS:

http://www.youtube.com/watch?v=LZVl2JvqKbI

If you guys want heavy-hitting teams on the case, you can multiply the cost of AppGameKit by a significant factor - like 20 or 40!

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
baxslash
Valued Member
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Posted: 20th Nov 2012 00:47
We could easily add a number of developers to the team and vastly improve the speed and quality of updates, but users would have to pay for that. As Jim says, you get what you pay for. We are a small team aiming for a cheap but high ideal. It's not easy and we need backing for projects like the FPSCR project in order to keep delivering a good, (and ridiculously cheap) set of products like AGK. When our loyal customers feel let down we feel it too, trust me I've been on both sides of this fence!

We are (and have always been) trying to make the production of high quality games easy and fun for a fraction of the cost of most development products. If we are failing at that then I would be very surprised!

It's never a case of who screams the loudest, all our efforts are spread evenly across the product range. Have faith and patience and it will be rewarded.


this.mess = abs(sin(times#))
LeeBamber
TGC Lead Developer
24
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Location: England
Posted: 20th Nov 2012 01:04
And to show we put you guys in front of sleep, find a new version of UltrabookSensorsAndMultiTouch.zip in the Product History files of your AppGameKit product. It contains a new folder called IDE which contains the VS2012 libs, updated includes and the interpreter_win8 project which shows you how to configure your project to compile under VS2012. Good with the competition and I hope you hit the deadline!

Hogging the awesome since 1999
xCept
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Posted: 20th Nov 2012 01:12
You are great, thanks Lee and gang!
apocolyp4
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Posted: 20th Nov 2012 02:11
Thanks Lee. Though tier 1 games still randomly crash, and crash quite a lot when exiting the game.
apocolyp4
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Posted: 20th Nov 2012 02:37
Could it be that using the AppGameKit to compile the game in Win 8 is causing the crashng?
Conor B
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Location: Dublin, Ireland
Posted: 20th Nov 2012 02:57
I just realized that on the competition page it says that the code signing cert takes about 10 days to receive. Does anybody know if there is any way to quickly get one? :/

Marl
12
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Location: Bradford, UK
Posted: 20th Nov 2012 08:23
Quote: "Does anybody know if there is any way to quickly get one? :/"

Despite what some have said, I have found Comodo to be very helpful in dealing with this quickly.

1) register with them
2) e-mail them electronic copies of a phone bill, utility bill and passport / driving licence
3) Register on a public business listing - I used scoot.co.uk, which updates immediately
4) Wait for the call.

Mine took two days but that included a lot of back and forth with e-mails which the list above should avoid.
Matty H
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Posted: 20th Nov 2012 14:06
Quote: "Thanks Lee. Though tier 1 games still randomly crash, and crash quite a lot when exiting the game."


My game is not crashing on exit, or anywhere else. I have tried it on Win 8 and Vista.

I would suggest it may be something unique to your game, it could still be a bug of course but you will probably have to track down what is causing it.

Do the examples run fine for you?

baxslash
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Posted: 20th Nov 2012 14:30
Mine doesn't crash at all in Tier 1 either (at least in any testing I've done). I did find that if I called exit at the wrong point in a subroutine it could cause a crash (when trying to close the app) but I fixed that by circumventing code rather than exiting the subroutine. I would guess this is an issue in your code but without seeing your code it's hard to say.


this.mess = abs(sin(times#))
Funnell7
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Location: UK, England
Posted: 20th Nov 2012 15:02
I'm also not experiencing any crashes in Tier 1. Having said that, it was crashing everytime I invoked my 'Pause' routine. I managed to track it down and it turns out, that you cannot perform ResumeSprite() on a Sprite which has not already been played at least once (makes sense when you think about it). For example, when I first load my level, I have not yet performed PlaySprite on the character, if I invoke my Pause routine straight away, when unpausing, I get a crash. However, had I moved the player slightly so the PlaySprite was initiated, the Pause routine works flawlessly... I'm telling you this as I spent a very long time trying to track this crash down and on several occasions I thought it may have been an AppGameKit bug. I suspect you have a querky issue within your code also...
baxslash
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Posted: 20th Nov 2012 15:05
I would call that a bug Funnell7, I would say that resumeSprite() should do nothing on an animated sprite that hasn't been paused (or even played).

Can you report it when you have 5 mins to spare?


this.mess = abs(sin(times#))
Funnell7
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Posted: 20th Nov 2012 15:10
I always make the assumption that it must be me doing something wrong unless I can prove otherwise. As I was able to overcome this, I put this down to a user error... However, if you feel this is a bug, I'd be more than happy to raise it...
baxslash
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Posted: 20th Nov 2012 15:14
AGK generally only crashes when the user does something that can't be accounted for reasonably. I would say using resumeSprite() on an animated sprite is pretty reasonable. Just because you haven't already run the animation doesn't mean it should crash the app, it doesn't react that way when you use it on a sprite that has been run once but is still essentially in the same state.

Thanks in advance for reporting it, sounds like a tricky one to track down.


this.mess = abs(sin(times#))
apocolyp4
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Posted: 20th Nov 2012 15:26
baxslash and Funnell7 for the advice. The probblem with finding this issue is that I dont get this problem running the game using either AppGameKit 1065 or 107 builds. It makes it harder to find the issue when it happens at random, and with no debugger it make it almost impossible to find.

The main loops looks like this

baxslash
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Posted: 20th Nov 2012 15:28 Edited at: 20th Nov 2012 15:29
Easy then:


You need the end after your loop otherwise it will certainly cause a crash.


this.mess = abs(sin(times#))
Paul Johnston
TGC Developer
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Posted: 20th Nov 2012 15:36
I would prefer AppGameKit not crash, even if the user makes a mistake so it's a bug in my book. And a quick check shows that calling ResumeSprite without PlaySprite would use a default value of 0 for a particular parameter that would cause an infinite loop. It now throws an error and uses a sensible default value so it can continue if error messages are set to ignored.
baxslash
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Posted: 20th Nov 2012 15:38
Nice, thanks Paul


this.mess = abs(sin(times#))
apocolyp4
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Posted: 20th Nov 2012 15:41
Thanks baxslash but no luck.

It seems to only crash on exit after loading one of the later levels that have more sprites. Thankfully last minute bug fixing is my specialty!
baxslash
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Posted: 20th Nov 2012 15:43
Ok, but I would put that "end" in there anyway, it's good practice.

Hope you find that sucker and squash it like the bug it is!


this.mess = abs(sin(times#))
The Zoq2
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Posted: 20th Nov 2012 15:45
Same here, in the 108 releases, arrays cause some weird problem. Yesterday, I added a new item to my game, which made me access an array with a to high "position". Instead of getting an subscript out of bounds error, it just crashed.
apocolyp4
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Posted: 20th Nov 2012 15:50 Edited at: 20th Nov 2012 15:53
Double post.
apocolyp4
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Posted: 20th Nov 2012 15:51
Paul could you check if using Resume command for anything else (eg resumemusic) could cause the same issue?
bjadams
AGK Backer
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Posted: 20th Nov 2012 15:54
Tried the latest update and managed to make a T2 Windows template out of the interpreter.

I can confirm that you need Windows 8 and VS2012 to make it work.

VS2012 on Windows 7 with the windows8 sdk installed does not work.

VS2012 Express does not work too.

However GetPointerPressed() does not trigger on 1 tap, so I still have many concerns with that.

I will check the sensors asap
Cliff Mellangard 3DEGS
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Posted: 20th Nov 2012 17:03
Quote: "Paul could you check if using Resume command for anything else (eg resumemusic) could cause the same issue? "

Its not resume music
I use it alot in my app.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Paul Johnston
TGC Developer
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Posted: 20th Nov 2012 17:45
Quote: "Paul could you check if using Resume command for anything else (eg resumemusic) could cause the same issue?"


Can't see a problem with that one
apocolyp4
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Posted: 20th Nov 2012 18:16
A breakthrough it seems that SetSpriteFrame is at fault. When used SetSpriteFrame will work fine though when you exit the game it will crash.

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