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AppGameKit Classic Chat / App Game Kit 108 Beta 19

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Digital Awakening
AGK Developer
21
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Joined: 27th Aug 2002
Location: Sweden
Posted: 7th Oct 2013 14:17
AGK does not recognize all keys. Not sure if Alt has been added yet. I agree, we should have support for all keys.

Santman
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Location: Inverness
Posted: 7th Oct 2013 23:49
Nope my apologies, AKG does indeed recognize every key that I can see except any key on the keypad, very odd since the help specifically mentions a FULL SIZE keyboard.
Naphier
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Location: St Petersburg, Florida
Posted: 8th Oct 2013 02:14
Out of curiosity: at one point the compiler was sped up, I'm not sure which beta it was because I hadn't migrated to it. I just installed 19 and the compiler is just as slow as it was in 12. Will there be improvements to the compiler's speed any time soon? At 1 min+ per build it's becoming a pain to test small things. Not to say that I'm not adjusting. It's just I'd be really happy if compile time was a lot faster like it was in the one beta. My project is up to 17k lines of code in about 20 files, so maybe that's part of the issue...

Santman
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Posted: 8th Oct 2013 02:44
Naphier,

Yup, the size of the code may be part of the problem, but I migrated to the new beta where it sped up and it's never slowed down again. I'd try maybe deleting the install altogether and doing another fresh install if you didn't put the new beta in an entirely new location - sometimes it doesn't seem to work that well and bugs come around. If you did...well, it's probably just the size of the project.
Naphier
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Posted: 8th Oct 2013 03:18
Yeah, I always do separate install directories so I can regress back if something isn't working out. So it's gotta be the project size, bummer. I'll just have to continue my practice of writing good error logging, which just makes the code files bigger lol.

Markus
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Location: Germany
Posted: 8th Oct 2013 18:05
for later (online/offline) apk creation:
today i saw at google play store i need
Android 3.0 (API level 11)
for support tablets.
(if not i believe it will not appear in this category)
nice to have: a combobox old 2.3/most used 4.0/newest api level 4.3
Markus
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Location: Germany
Posted: 10th Oct 2013 09:09 Edited at: 10th Oct 2013 09:10
i got 1 message from store for one user.
his devive = ITP-R208W (rk30sdk)

java.lang.IllegalArgumentException
in android.app.NativeActivity.onCreate

Quote: "
java.lang.RuntimeException: Unable to start activity ComponentInfo{com.rauch.balllabyrinthfree/android.app.NativeActivity}: java.lang.IllegalArgumentException: Unable to find native library: android_player
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2059)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2084)
at android.app.ActivityThread.access$600(ActivityThread.java:130)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1195)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:137)
at android.app.ActivityThread.main(ActivityThread.java:4745)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:511)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553)
at dalvik.system.NativeStart.main(Native Method)
Caused by: java.lang.IllegalArgumentException: Unable to find native library: android_player
at android.app.NativeActivity.onCreate(NativeActivity.java:195)
at android.app.Activity.performCreate(Activity.java:5008)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1079)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2023)
... 11 more"
SolusHunter
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Location: Kent, United Kingdom
Posted: 17th Oct 2013 17:47
I've posted this under the Windows forum as well but thought it rather important.

After upgrading to Windows 8.1 from Windows 8 I have found that AppGameKit apps crash immediately when they attempt to run. This is for compiled released apps as well as from the AppGameKit IDE.

I've also tried the compatibility troubleshooting and that didn't help either.

AGK 108 (Backed v2)
Windows 8 x64
Ancient Lady
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Posted: 17th Oct 2013 18:39
Did you reboot your Windows device after upgrading?

Did you try rebuilding one of the AppGameKit apps?

Are you working in Tier 1 or Tier 2?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
xCept
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Posted: 17th Oct 2013 19:19
@SolusHunter, Windows 8.1 did the same to me when I had used it (before it was officially released) including before and after updating all drivers. I couldn't get any AppGameKit app to run and ultimately ended up downgrading back to Windows 8. However, it's definitely a problem TGC needs to address now that Windows 8.1 is out of beta and still having the same problems.
SolusHunter
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Posted: 17th Oct 2013 21:21 Edited at: 17th Oct 2013 21:22
Glad it's not just me then. Surprised that a .1 upgrade has caused a problem.

I thought it might have been an nVidia driver issue.

Answering the other questions:

Rebooted more than twice after the upgrade.
Tier 1.
Recompiled before trying to run.

AGK 108 (Backed v2)
Windows 8 x64
Santman
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Location: Inverness
Posted: 18th Oct 2013 00:07
Hmmmm.....and when windows XP got a service pack how much stuff stopped working. Hopefully, well actually it HAS to be, fixed for V2, so he could then shunt it back for the V1 upgrade that was mentioned.
JimHawkins
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Posted: 18th Oct 2013 00:27
It would be a good idea if somebody could build a T2 app with debugging. I'm not in a position to do this.

W8 is a disaster, but, alas, we have to recognise that it's on just about every computer you can buy now.

-- Jim - When is there going to be a release?
Santman
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Posted: 18th Oct 2013 00:46
I'm much more interested in the new steam machines, because if they handle it right, with those AWESOME controllers and easy upgrading, they could easily become dominant very quickly. And it raises another issue - can AppGameKit work with steam? I mean, doesn't steam require an interface between the app and their own .dll, which dark basic pro could do but AppGameKit has no ability to, at least in tier 1. If they don't accommodate steam, they will very quickly eliminate a HUGE pc market I fear.....but only FOR US.
Ancient Lady
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Posted: 18th Oct 2013 04:55
I don't have any Windows 8 computers, otherwise I would give this a try.

My husband talks about getting one 'just to see'. If he decides to, I will hijack it periodically for testing with AGK.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
SolusHunter
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Location: Kent, United Kingdom
Posted: 18th Oct 2013 11:44
I have access to two Windows 8 PCs, one of which I'm not updating to Win8.1 for the moment in hopes that AppGameKit will be made compatible.

In the meantime on my Win8.1 PC I'm having to test my app by constantly broadcasting it to my Android tablet.

AGK 108 (Backed v2)
Windows 8 x64
Markus
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Posted: 18th Oct 2013 12:36 Edited at: 18th Oct 2013 12:39
did the win 8.1 update using this wddm driver again or what is the
problem with agk?
i want also update win 8 to 8.1
i saw at amd,they have no driver for 8.1 and my card yet.
SolusHunter
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Posted: 18th Oct 2013 12:57
It could be something to do with the WDDM driver which has been updated to 1.3 in Win8.1.

I updated my nVidia drivers to the latest along with Win8.1 update. The new nVidia drivers are for Windows 8.1 and include support for WDDM 1.3.

AGK 108 (Backed v2)
Windows 8 x64
Markus
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Posted: 18th Oct 2013 13:40 Edited at: 18th Oct 2013 13:41
@SolusHunter
amd have a wddm and non wddm driver version.
long ago i had trouble with wddm & agk.
but else i believe the wddm is better.
Impetus73
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Location: Volda, Norway
Posted: 18th Oct 2013 21:58 Edited at: 18th Oct 2013 21:59
Anyone can download windows 8.1 for a 90 days free testperiod, just install it on a virtual system, or secondary hdd or PC, and test away 3.6GB download.

Link:

http://technet.microsoft.com/en-us/evalcenter/hh699156.aspx

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
Ancient Lady
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Posted: 18th Oct 2013 22:09
Sounds great. Especially virtualizing it. Sadly , my Linux box (with all the virualized Windows installs I had on it) recently decided that it just couldn't survive two drive crashes due to failing power (and bad UPS) in the space of two hours. I am hoping that I can recover enough of it to get it running again.

Even if I have to do a full reinstall (and all the downloads and updates), I will be able to get a virtualizer up again. Then I will try Windows 8.1 in that.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
CyberGamer
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Posted: 19th Oct 2013 20:48
Quote: "Glad it's not just me then. Surprised that a .1 upgrade has caused a problem.
"


Its not just you I have the same problem.

Joined Sat Sep 21st 2002
xCept
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Posted: 19th Oct 2013 23:24
The 8.1 update has caused far more problems than just breaking AppGameKit apps. Some people have even had their machines bricked and others have lost all their data. Microsoft has pulled the update now, just a day or two after fully releasing it. What a disaster!
CyberGamer
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Posted: 20th Oct 2013 09:42
Quote: "The 8.1 update has caused far more problems than just breaking AppGameKit apps. Some people have even had their machines bricked and others have lost all their data. Microsoft has pulled the update now, just a day or two after fully releasing it. What a disaster! "


I think that just refered to Windows 8.1 RT/Pro RT,I have Windows 8.1 Pro

Joined Sat Sep 21st 2002
JimHawkins
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Posted: 20th Oct 2013 11:07
Yip - it's RT that's been pulled.

Microsoft would be better off given all RT users a free Surface Pro and dumping RT altogether. All it needs then is Windows Phone 8 x86, and life goes on!

-- Jim - When is there going to be a release?
Matty H
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Posted: 20th Oct 2013 18:40
The VS2010 template, I needed to change the 'command' setting to the 'Final' output directory.

Final/$(ProjectName).exe

Not sure why I had to do that this time, it was usually already set in the other betas.

Ancient Lady
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Posted: 20th Oct 2013 20:00
Well, as of v10811, the templates basically worked 'as is' and many of them used the 'solution' directory as the target. If you had been using the ones posted here, those had all been fixed up by me to use Final.

From at least v10817, the templates had the old Solution directory for the final build target. I think this is what came with most of the templates.

At least the templates are up to date and working (even if the examples are not).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Matty H
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Posted: 20th Oct 2013 20:31
I see.

11, 12, 13, 14, 15 used the Final directory. I skipped 16, 17 and 18

No big deal, just that I got an error since the exe was in final but it was checking debug/release directory instead.

JDforce
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Posted: 27th Oct 2013 05:57
Am having a lot of issues compiling iOS app, tier2 with xcode 5.0.1. Mac updated to mavericks.
I can compile a native objective c program and obtain a working IPA to run on my test devices. So am sure the issue is with AGK.

Same problems as before, where I added some frameworks and libraries missing to the projects, but this time what I did on the stable release of AppGameKit does not work. Most compiler errors are from undefined symbols on libAGKiOS.a.

Is there any working template for iOS? or a list of changes/checkist? its kind of frustrating to try build this for iOS. For windows is fine, but on the mac not.

May the 3d force B with U
Ancient Lady
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Posted: 27th Oct 2013 16:37
The template that came with v10819 mostly worked out of the box.

Is libAGKiOS.a listed under 'Frameworks' in the project?

If it is, when you select it, does the 'Full Path' in the 'Identity and Type' section in the far right column show the correct path to where the library is?

What symbols is it complaining about?

I've been working with Xcode 5.0 with OS X 10.8.5 (not Maverick) and have had no problems.

Were you able to do the compiles and links before updating to Xcode 5.0.1?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
JDforce
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Posted: 27th Oct 2013 18:11
Hi Ancient Lady,
I did not test the template but some samples and also try to compile the interpreter. Will test the template tonight.

- Yes, the libAGKiOS.a is there.
- I downloaded beta19 after installing Mavericks and updating all Mac software (many Gygabytes).
- As per yesterday, all my programs on the stable version (1.076) compile and run well on devices and simulator.
- Also all done with beta8 (I skipped all until 19) compile well. I added some frameworks and libs and have my "recipe" that works. Note that the recipe was applied to the Gekko template, so I probably have to use the template here too. I recalled that the samples haven´t worked on none of the AppGameKit versions, at least without thorough work applied.
- The recipe didn`t work with beta 19.
- So, you point me in the right direction when suggesting the use of the template as first option... my bad.. Thanks. Will report results when this works.

Recipe here:


May the 3d force B with U
Ancient Lady
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Posted: 27th Oct 2013 18:40
The samples will NOT work well for any of the platforms. They have the wrong core files and are not really compatible with v10819.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
JDforce
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Posted: 28th Oct 2013 03:20
Lady, Yes, I see... if that is the case, the samples should be omitted from the file, or place a huge label everywhere stating that the samples are not functional.

All that said, indeed the template worked , I just changed the developer credentials. It did not work before apparently because in the architecture was the i386 option included.

May the 3d force B with U
xGEKKOx
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Posted: 28th Oct 2013 04:46
Working on iOS and Mac with Mavericks with no problem.
Of course you need a personal template.

Long life to Steve!
Ancient Lady
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Posted: 28th Oct 2013 14:18
JDForce, what version of Xcode are you working with?

And I agree about the example projects.

If it is Xcode 4, I posted a fairly good guide about using the templates in the iOS forum for working with Tier 1. A lot of the instructions help with Tier 2.

I need to update it for Xcode 5. One of the things to NOT do is let Xcode update the Facebook SDK because the update might not be compatible with AGK.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
JDforce
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Posted: 28th Oct 2013 19:22
Ancient Lady, am using Xcode 5.0.1. Read the note about the facebook sdk issue but have not used it yet. Will see what happens when I use it.

May the 3d force B with U
CyberGamer
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Posted: 29th Oct 2013 12:25 Edited at: 2nd Nov 2013 18:39
Latest beta 28/10/2013 still crashes when trying to compile
,run and broadcast any example code.
Running Windows 8.1 Pro

Amd Quad Core FX-4100 3.6MHz,GTX550Ti 1GB GDDR5,8GB DDR3
Windows 8.1 Pro
SolusHunter
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Posted: 29th Oct 2013 13:01
Just downloaded the latest one from my account and it does run my games in Windows 8.1 - Yay!

AGK 108 (Backed v2)
Windows 8 x64
SolusHunter
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Posted: 29th Oct 2013 16:08 Edited at: 29th Oct 2013 16:16
My friend has just updated to Windows 8.1 and found that it didn't work with the Oct 28th AppGameKit build.

However, a strange workaround is to:

- bring up the Start Screen
- open any windows app such as News, Weather, etc.
- quit the app once it loads by dragging from the top of the screen to the bottom
- Return to the desktop.
- Run AppGameKit, open your app/game and compile and run
- The Game will now run!

Weird but it worked for my friend and I. If you find it starts crashing again, reopen a windows app and leave it running in the background.

AGK 108 (Backed v2)
Windows 8 x64
CyberGamer
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Posted: 29th Oct 2013 19:07 Edited at: 2nd Nov 2013 19:09
Thanks for the tip but it doesn't work for me.

Amd Quad Core FX-4100 3.6MHz,GTX550Ti 1GB GDDR5,8GB DDR3
Windows 8.1 Pro
SolusHunter
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Posted: 30th Oct 2013 08:52
Hmm. Looks like my tip only applies if the computer has an NVidia graphics card with the latest drivers. I just tried the same on my home computer which has an AMD Radeon card and it didn't work.

Poop.

AGK 108 (Backed v2)
Windows 8 x64
Markus
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Posted: 30th Oct 2013 10:14
@CyberGamer
maybe windows 8.1 used the wddm driver by default,
amd provide wddm and not wddm architecture.
what kind/no of graphics card do you have?

AGK 108 B19 : Windows 8 Pro 64 Bit : AMD Radeon HD 6670
SolusHunter
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Posted: 30th Oct 2013 10:17
Mines a Sapphire AMD Radeon HD 7950 - overclocked edition

AGK 108 (Backed v2)
Windows 8 x64
CyberGamer
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Posted: 30th Oct 2013 12:32 Edited at: 2nd Nov 2013 18:39
Quote: "maybe windows 8.1 used the wddm driver by default,
amd provide wddm and not wddm architecture.
what kind/no of graphics card do you have?"


I have an NVidia GTX550 Ti 1GB GDDR5

Latest drivers 331.65 WHQL

Reverted back to v1076 and all works well.

Amd Quad Core FX-4100 3.6MHz,GTX550Ti 1GB GDDR5,8GB DDR3
Windows 8.1 Pro
Markus
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Posted: 30th Oct 2013 18:55 Edited at: 30th Oct 2013 19:00
i am confused now, did nvidia or amd not work with agk at windows 8.1 yet?

AGK 108 B19 : Windows 8 Pro 64 Bit : AMD Radeon HD 6670
SolusHunter
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Posted: 30th Oct 2013 19:00
I installed the 13.11 beta 7 driver just yesterday. Device manager confirms the AMD driver 13.250.18.0

AGK 108 (Backed v2)
Windows 8.1 x64 - 8Gb RAM
AMD Radeon HD 7950 3Gb
Ancient Lady
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Posted: 30th Oct 2013 19:26
I have just tested installing an apk from the downloads directory on four different Android devices. Two of the apks were built using the export option in Eclipse, the other two were just compiled and 'run' in Eclipse and the new apk file copied to the target device.

In all cases, I told it to open immediately upon installation completion and there was no problem.

However, in each case, it was installing over an existing version of the app.

So I uninstalled the apps and made sure the data directory was gone (for the Android 2.3.3 device) and installed fresh from the download directory.

On my Philips GoGear Connect 3.2 Android 2.3.3, it crashed when started directly after installation using the 'Open' button. Then ran fine when started again.

The Android 4.+ devices behaved properly when I used the 'Open' button on a clean install.

So, my best guess is this might be related to earlier versions of Android.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Aaron0091
User Banned
Posted: 31st Oct 2013 07:34
thanks for you use it.great.

baxslash
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Posted: 31st Oct 2013 12:24
Aaron0091, are you a spambot or am I a banana? Nobody click the link please...

oct(31) = dec(25)
Ancient Lady
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Posted: 31st Oct 2013 14:24
I think Aaron0091 is definitely a spam bot. The posts are showing up in strange places with very non-responsive text.

Moderator, please ban that id.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master

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