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AppGameKit Classic Chat / One click deploy to Android (web version)

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Zeerun
AGK Developer
19
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Joined: 28th Aug 2005
Location: United Kingdom
Posted: 24th Jun 2013 17:50
This is a really cool and promising feature!

Would love to see the same functionality for a html5 deployment

I seek perfection but wear my scars with pride
Paul Johnston
TGC Developer
22
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 24th Jun 2013 18:03
Quote: "have you tested the game with Windows or with a smartphone/tablet?"


Both. The device was an Android Xoom tablet.
MarcoBruti
13
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Location: Caput Mundi
Posted: 25th Jun 2013 00:31
@Paul.
Now it works fine when the app is loaded into the devices using APK installer, but I cannot upload the APK to Google Play.
In fact the package name registered at Google Play, is:


When I configure the APK generation, I specify that the package name is


But after the 100% uploading of the file and elaboration, Google ends with an error:
"loading not succeded. Package name must be com.texasoftreloaded.RetroBikeRunner."

I think that your tool converts the uppercase in lowercase:
I wrote
1) com.texasoftreloaded.RetroBikeRunner
but the generated APK has got filename:
2) com.texasoftreloaded.retrobikerunner

and this disturbs the APK manager of Google Play, where previous version of my app had package name 1 (with uppercase initials)

Would you pls check? I have other apps with uppercase. Otherwise, I'll have to find a way to modify the package name.
MarcoBruti
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Location: Caput Mundi
Posted: 25th Jun 2013 00:36
[EDIT] Only to point out that the fact the filename of generated APK is all lowercase makes me think that even the package name inside the APK (in the manifest file) is all lowercase.
I read that it is not possible to change package name, unless you publish as new application, and this is not polite for my single customer that has bought RetroBikerRunner
Paul Johnston
TGC Developer
22
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Location: United Kingdom
Posted: 25th Jun 2013 02:57
Changed so the package name is no longer converted to lower case
CyberGamer
AGK Gold Backer
12
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Location:
Posted: 25th Jun 2013 13:42 Edited at: 7th Jul 2013 11:21
Quote: "At some point we plan to make an offline version, which will require the JDK version 1.6 or above to be installed, but this is the probably the most straight forward way, no installation required! "


Hi,
Is there an ETA regarding the offline apk compiler?

Thanks

Joined Sat Sep 21st 2002
MarcoBruti
13
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Location: Caput Mundi
Posted: 25th Jun 2013 15:09
Quote: "Changed so the package name is no longer converted to lower case"

Thanks a lot. I'll try at home this evening.
jlahtinen
15
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Location: Finland
Posted: 25th Jun 2013 21:20
Working fine except extendedfonts in the EditBox, didn't yet test if those work at all.

Everything went smoothly otherwise, quick process.
MarcoBruti
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Location: Caput Mundi
Posted: 25th Jun 2013 23:32
Quote: "Changed so the package name is no longer converted to lower case "

SUPER! Now the package name is com.texasoftreloaded.RetroBikeRunner and the APK has been loaded successfully.
Excellent job, the kickstarter comtributionis fully deserved.
Alfred
18
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Location: Jalisco, Mexico
Posted: 27th Jun 2013 16:33 Edited at: 27th Jun 2013 16:39
Woow!! I was gone for a few days doing a different project and the one click apk page is now up and running! Totally awesome! Though I did learn a lot in the process of installing Eclipse and all the SDKs, it was very time consuming and did not want to repeat that on all my computers.

Good to see that it works with Beta14.. time to update then, because I need some of the fixes you released. I'm assuming that this tool will stay current as the Beta Version progresses right?
You guys don't sleep right? Just kidding.
Thanks TGC!

Hallowed are the ori.
JohnnyMeek
11
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 30th Jun 2013 16:19
Does Facebook functionality work with this deploy method?

I get an error with my app when trying to login with Facebook.
Markus
Valued Member
20
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Location: Germany
Posted: 30th Jun 2013 18:48 Edited at: 30th Jun 2013 19:47
@paul
can you make(spell) this online one click setup for ios/mac os devices too?
i know much familiar faces with ios devices but myself i haven't got one of this because i use more android.
edit:
never mind, because ancient lady told me the yearly fee.
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 30th Jun 2013 19:08
Markus, one click setup for iOS/Mac is very unlikely as creating the package for publication requires signing the apps with your own iOS or Mac Developer's License (each a $99/year expense with Apple).

It might not be impossible, but not likely.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Markus
Valued Member
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Location: Germany
Posted: 30th Jun 2013 19:44
@Ancient Lady
uhh, very expensive.
Ancient Lady
Valued Member
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Location: Anchorage, Alaska, USA
Posted: 30th Jun 2013 20:01
Quote: "uhh, very expensive."

Yup, especially when it has taken me longer than I expected to get my WIP ready for publication.

But, if you want to publish for either of those platforms, you have to have the license associated with it. And maintain that license. I suspect that Apple will yank any apps in there stores if the license lapses.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Paul Johnston
TGC Developer
22
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Location: United Kingdom
Posted: 30th Jun 2013 20:26
Quote: "Does Facebook functionality work with this deploy method?

I get an error with my app when trying to login with Facebook."


Yes, I've tested it with one of our projects. What is the error?
Clonkex
Forum Vice President
14
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Location: Northern Tablelands, NSW, Australia
Posted: 1st Jul 2013 02:57 Edited at: 1st Jul 2013 03:06
I just want to say that an offline one-click build is very important to me because I have really slow internet and can't upload my files every time I want to build an APK.

If you're not sure how the interface should be implemented into the IDE, here's a couple of images of the VERY professionally completed and easy to use GameMaker Studio's IDE. It shows how AGK's IDE should be implemented; the only difference should be that AGK's IDE should be designed around programming and not drag-and-drop.

EDIT: I forgot to say that while I really want offline building, at least having online building is huge leap forwards. It means that if I want to whip up a little game idea and show my friend in the car, I don't have to go through the whole process of building the APK myself Thanks

Here's the global Preferences:



And here's the per-game settings:



Clonkex

Clonkex
Forum Vice President
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Location: Northern Tablelands, NSW, Australia
Posted: 1st Jul 2013 03:19
Quote: "this is not polite for my single customer that has bought RetroBikerRunner"


Make that two

Clonkex

swissolo
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Posted: 1st Jul 2013 06:24
Quote: "here's a couple of images of the VERY professionally completed and easy to use GameMaker Studio's IDE"

Game Maker can compile mobile appilcations now Didn't know that.
Quote: " It means that if I want to whip up a little game idea and show my friend in the car, I don't have to go through the whole process of building the APK myself"

It's had the same effect for me

swis
Joined: Tue Dec 16th 2008
Interstellar
CyberGamer
AGK Gold Backer
12
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Posted: 1st Jul 2013 08:47 Edited at: 7th Jul 2013 22:18
Quote: "Game Maker can compile mobile appilcations now Didn't know that."


Me neither will have to take a look.

Having online apk compiler is the only thing that's worrying me
about AGK.

Joined Sat Sep 21st 2002
jlahtinen
15
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Location: Finland
Posted: 1st Jul 2013 13:32
Quote: "Working fine except extendedfonts in the EditBox, didn't yet test if those work at all.

Everything went smoothly otherwise, quick process."


Any info on this? My app is now ready and waiting for this.

Extended characters (like ÅÄÖ) works on Text commands, but not in EditBoxes.

I'll try the manual APK compiling and see if it works.
JohnnyMeek
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Location: Slovenia
Posted: 1st Jul 2013 14:21
Quote: "Yes, I've tested it with one of our projects. What is the error?"


I believe the problem is with the Key Hashes. How do I generate this without the dev environment?
Ancient Lady
Valued Member
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Location: Anchorage, Alaska, USA
Posted: 1st Jul 2013 16:16
CyberGamer, the online apk compiler is just a first step, to show proof-of-concept.

The intention is to add one-click apk build to the AppGameKit IDE.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Paul Johnston
TGC Developer
22
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 1st Jul 2013 18:29
Quote: "I believe the problem is with the Key Hashes."


I've updated the page to include a page for key hash generation. direct link

Quote: "Extended characters (like ÅÄÖ) works on Text commands, but not in EditBoxes."


Are you adding an extended font image on the edit box with SetEditBoxExtendedFontImage?

Quote: "The intention is to add one-click apk build to the AppGameKit IDE"


That is the ultimate goal, but an intermediate step is probably going to be a standalone offline program to build APKs.
jlahtinen
15
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Location: Finland
Posted: 1st Jul 2013 18:38
Quote: "Are you adding an extended font image on the edit box with SetEditBoxExtendedFontImage?"


Yes.

Markus
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Location: Germany
Posted: 1st Jul 2013 18:39
@Paul,
i saw that EditBoxes ignore the selected umlauts from virtual keyboard = no input.
Paul Johnston
TGC Developer
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Location: United Kingdom
Posted: 1st Jul 2013 19:24
Quote: "i saw that EditBoxes ignore the selected umlauts from virtual keyboard = no input."


It looks like this is a limitation of the Android NDK, it doesn't send non-ascii characters to native code. I don't know if there is any way around this.
Markus
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Location: Germany
Posted: 1st Jul 2013 19:53
@Paul
i don't know what is the reason.
but better than wrong chars as before in older version.
in germany we have a workaround, we can write ue instead of ü.
if this umlauts not send this popup window from os is not needed.
if you can get this utf8 codes it should match/convert to the default win1252 codepage
same as the ide used (in general settings/encoding for files).
jlahtinen
15
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Location: Finland
Posted: 1st Jul 2013 20:01
Quote: "It looks like this is a limitation of the Android NDK, it doesn't send non-ascii characters to native code. I don't know if there is any way around this."


Surely there is a way to get this to work? There is loads of Android apps which accept extended characters on input.
CyberGamer
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Posted: 2nd Jul 2013 08:53 Edited at: 7th Jul 2013 22:19
Quote: "At some point we plan to make an offline version, which will require the JDK version 1.6 or above to be installed, but this is the probably the most straight forward way, no installation required! "


Regarding installation of the JDK etc, there is a free app called
"App Builder" which checks for the JDK,SDK and other necessary
Android components.
If any of the components are installed and found it is then highlighted in green if the component is not found there is link
to the website where it can be obtained.
I found this to be a very useful indicator.

http://mougino.free.fr/page1.html

Joined Sat Sep 21st 2002
easter bunny
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Playing: Dota 2
Posted: 2nd Jul 2013 09:25
Quote: "Is there an ETA regarding the offline apk compiler?"

ditto

My internet's too slow to regularly upload my media files (takes around an hour), this would be ok, except that the build failed both times I tried (keystore errors)

so an offline version is most appreciated, even necessary, as I've been having trouble building with Beta14 (and the prebuilt player)

sdl
AGK Developer
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Posted: 4th Jul 2013 20:42
Nice to have... Offline apk compiler and media encryption...
Zubby1970
AGK Backer
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Playing: AGK Studio Always
Posted: 6th Jul 2013 12:12
worked once for me then tried another and it keeps telling me invalid zip file you must right click on your media file and zip it. exactly what I did. any clues?

There can only be one
Rickynzx
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Location: Troon, Scotland
Posted: 6th Jul 2013 14:43
When will in app purchases be available with the one click deploy to android (nearly)?

need this to continue with my app.

Rickynzx
jlahtinen
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Location: Finland
Posted: 6th Jul 2013 20:38 Edited at: 6th Jul 2013 20:39
Quote: "worked once for me then tried another and it keeps telling me invalid zip file you must right click on your media file and zip it. exactly what I did. any clues?"


Did the same for me once, but every other time it has worked like a charm. I just deleted the .zip, re-compiled my app and re-zipped the folder and it worked fine.

What program do you use for zipping? I use Winrar.

My simple, free AppGameKit app, made in under 60mins.
Download it from Google Play
CyberGamer
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Posted: 11th Jul 2013 08:36 Edited at: 11th Jul 2013 08:37
Quote: "At some point we plan to make an offline version, which will require the JDK version 1.6 or above to be installed?"


Can you give a time estimate on when an offline 1-click deploy to
android will be ready please?

Joined Sat Sep 21st 2002
Pumpkin Software
AGK Developer
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Location: uk
Posted: 11th Jul 2013 17:04 Edited at: 22nd Jul 2013 15:13
Hi,
Is there a date for apk file generation within the ide?
Thanks

Ok, thanks Ancient Lady.
Ancient Lady
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Posted: 11th Jul 2013 20:39
Pumpkin Software, not at this time. That is one of the things they are going to do as part of V2, I believe.

The online version is the first step to working on it. In part, I think it is a way to see what actually is needed to get it right before committing to something in the IDE.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Zeerun
AGK Developer
19
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Location: United Kingdom
Posted: 15th Jul 2013 21:56
Add another success story to having it being accepted into the app store!

SoftMotion3D
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Location: Calgary,Alberta
Posted: 18th Jul 2013 19:18
quick question... will this work for ouya?

JORGEMAL
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Posted: 4th Aug 2013 02:05
I used the "1 Click Deploy" approach and it worked just fine the first time. I made some minor changes to my game (I modified the font used to display a statistics header because I just purchased TGC font package 2) and generated the APK file once again, copied to my Nexus 7 device and I get the following message:

Parse Error
There was a problem parsing the package

I am using AppGameKit v108 beta 16.
I will very much appreciate any advice.
Mobiius
Valued Member
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Location: The Cold North
Posted: 4th Aug 2013 14:45
I've found I have to uninstall the package from the phone, delete the apk from the phone, restart the phone, then re-copy the apk to the phone then re-install it. I've found I can't just install over the top with an updated apk file.

Not a huge problem.

JORGEMAL
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Posted: 4th Aug 2013 20:38
Quote: "I've found I have to uninstall the package from the phone, delete the apk from the phone, restart the phone, then re-copy the apk to the phone then re-install it."


Thanks for your reply.
I have done all of the suggested steps except restarting the device. Although I am not using a phone but a Nexus 7 tablet, I will try restarting it and will post the result.
Paul Johnston
TGC Developer
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Posted: 5th Aug 2013 19:13
It sounds like you may have found an obscure bug that only appears in certain conditions. Can you email me the media zip file you are uploading and the APK that caused the problem.
Mobiius
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Posted: 5th Aug 2013 20:20
Emailed.

JORGEMAL
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Posted: 5th Aug 2013 20:45
Quote: "It sounds like you may have found an obscure bug that only appears in certain conditions. Can you email me the media zip file you are uploading and the APK that caused the problem."


I appreciate your response.
Before installing a new APK I always uninstall and delete the current one. What I did not do is restart my device as "Mobiius" suggests in a post above. As soon as I did this last step, my game installed without problem.

I just tried to install the last APK file I got from the 1-click application without restarting my tablet and it worked. Actually, I do not have the one that failed anymore.

I will send you the files as soon as the situation appears again.

With respect,
Jorge Maldonado
Scary Little Rabbit
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Posted: 5th Aug 2013 22:20
@TGC whether offline feature is part of the AppGameKit V2 or standalone utility for all versions?

error #1:
"too many stars, too many stares. disembody."
WIP: MIND!! | free fonts for your AGKs
Mobiius
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Posted: 5th Aug 2013 22:38
Quote: "What I did not do is restart my device as "Mobiius" suggests in a post above. As soon as I did this last step, my game installed without problem."

So it's not just me then. Phew!

JimHawkins
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Location: Hull - UK
Posted: 5th Aug 2013 23:52
Android apps do not shut down until the OS decides to do it. So it's a very good idea to reboot between tests.

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
Digital Awakening
AGK Developer
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Posted: 6th Aug 2013 01:00
Quote: "Android apps do not shut down until the OS decides to do it. So it's a very good idea to reboot between tests."


This is the case in 4.x (and maybe 3.x). Even if you quit an app it just goes to background. You can however close down apps. Open the task manager on 2.x (hold the home button should give you the option). On 4.x you use the program switcher, simply swipe the apps you wish to close sideways.

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