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AppGameKit Classic Chat / [100$ CONTEST] WORKING 100% AGK Tier 2 Android Lite Template

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xGEKKOx
AGK Master
15
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Posted: 24th Mar 2014 17:02 Edited at: 27th Mar 2014 18:27
I will charge via PayPal who send the best AppGameKit Android Template under windows/mac using ECLIPSE/NETBEANS.

The Template :
- Must work without console build commands, must run from the IDE
- Minimum Android SDK 4.2
- NDK last release
- Template must be complete of all files
- AppGameKit used must be the last
- A description of Folder used in a txt file so i can create the same folders in the same place

Rules
I will evaluate every template sent and the best will win the 100$ on 3 of April!

Long life to Steve!
The Zoq2
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Location: Linköping, Sweden
Posted: 24th Mar 2014 17:13 Edited at: 24th Mar 2014 17:15
I fixed the file I uploaded in the other thread, I don't think it fits any of the things you want, but here it is anyway.

https://www.dropbox.com/s/suogvcvwlo08eax/template_android_lite-test.zip

Edit: By "AGK version must be last", does that mean V108 b21 or V2?

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
AGK Master
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Posted: 24th Mar 2014 18:07 Edited at: 24th Mar 2014 18:07
The V1 108.21

Updated the first post with rules!

Long life to Steve!
The Zoq2
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Posted: 24th Mar 2014 18:45
One more question, what platform are you trying to build on. I know you use mac regularly and I don't have acess to one of those. Peronsally I find the setup is easier on linux but I can do it on windows aswell, I don't have acces to a mac though.

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
AGK Master
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Posted: 24th Mar 2014 19:26
Well i have no preferences, i also have a PC with windows vista 64 ultimate.
The coder i hired use windows and eclipse.

But i will also try to transport the eclipse template under MAC on netbeans.
Netbeans has an automatic function that import eclipse templates and it work much better than eclipse.

I'm waiting my MAC Pro from US and i want to install the Boot Camp with windows 8.1 as in april Windows 8.1 will be available also on mobiles, so i want to develop all from my mac using the double boot.

What are you using in linux, eclipse?
I prefer linux too, mac osx is linux based.

Long life to Steve!
The Zoq2
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Posted: 24th Mar 2014 19:33
Yep, im using eclipse on linux but im guessing the templates should be convertible between platforms anyway. Also, is the lite version or do you need the full template?

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
AGK Master
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Posted: 24th Mar 2014 19:39
Well if you know AppGameKit Extras work on the Android, you can send me also the FULL template.
As i hate JAVA and i want to use the Facebook and Advertise function in AGK.
I'm opening it now to test it.

Long life to Steve!
xGEKKOx
AGK Master
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Posted: 24th Mar 2014 19:52
It tell me it is not an Eclipse project.
Can you add the Native LIB support for me and save as Eclipse project?

Long life to Steve!
xGEKKOx
AGK Master
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Posted: 24th Mar 2014 19:59
The problem i have with your template in Eclipse, is it cant find agk.h even if i add the folder "include" in the project settings.

Long life to Steve!
The Zoq2
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Posted: 24th Mar 2014 20:04
I have the exact same issue right now, I have done this a lot before and never had the issue. Are you trying to follow the guide that was posted in the other thread to get NDK build working in eclipse. If so, can you try compiling manually using the NDK and look for the error in log.txt.

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
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Posted: 24th Mar 2014 20:05 Edited at: 24th Mar 2014 20:05
Ok i added manually the PATH for my includes in the Android.mk and now it build.
I try.

I will post some IMAGES when it run.

Long life to Steve!
xGEKKOx
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Posted: 24th Mar 2014 20:06
Ok at the moment you are the man.
It work.

Can you send the same template with the FULL agk with extras?

Long life to Steve!
The Zoq2
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Posted: 24th Mar 2014 20:09
Glad you got it working, I solved the issue myslef by changing it from capital AGK.h to lowercase agk.h. I will try to get the full template working aswell

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
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Posted: 24th Mar 2014 20:32
Ok i understand the indexer in the Eclipse need some time to get updated.
Now it recognize the AppGameKit commands.

Seems to be all ok.
Now i try adding my code inside and see if it work.

Long life to Steve!
The Zoq2
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Posted: 24th Mar 2014 20:35
I think I got the full template working aswell.

https://www.dropbox.com/s/mfnqmatvkiisuu0/template_android_test.zip

You will need to change the path to the NDK-build by going to Preferences>Builders>New_Builder->Edit and change the location to wherever your ndk-build file is. This will probably only work on linux and mac since you would need to go thru cygwin if you want to build on windows.

If you want to change the SDK version, you need to go to preferences->Android and select whichever SDK version you want to use, I tested it with 3.2, 4.2 and 4.4 and it seemed to work fine. You will also have to import the facebook project into eclipse.

If you get an error when compiling saying it can't find AGK.h, go to IDE/common/include and open wrapper.h. Inside it, change the #include "AGK.h" to #include "agk.h" (capital to lowercase).

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
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Posted: 24th Mar 2014 21:15
Now all is working, the game is started.
Now i will test with the FULL AppGameKit version.

Testing if all is ok.
I will inform you of your great template.

Long life to Steve!
xGEKKOx
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Posted: 24th Mar 2014 22:46
Ok now i'm downloading your last template.

I tested my apps and i can confirm AppGameKit HTTP functions doesn't work as expected.
I'm coding a personal http connector in c++ to test the rest of the app.

After this night (22:46 the time now in italy) i will inform how it gone!

Long life to Steve!
xGEKKOx
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Posted: 25th Mar 2014 00:42
Ok a new update.
I tested all i can test, i shutted down all the stupid eclipse features, and leaved the ndk-build alone to tell me the errors.

Now the problem is the HTTP connection, that seems not working for AGK.
So i'm trying to send HTTP post with an external code.

I will inform soon.

Long life to Steve!
xGEKKOx
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Posted: 26th Mar 2014 17:11
If someone else wanna send other template, i'm here.
I done a contest not a personal template need.

Nobody need 100$???
On 3 March i will declare the winner.

At this moment Zoq is winning.

Long life to Steve!
Ancient Lady
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Posted: 27th Mar 2014 03:21
Quote: "On 3 March i will declare the winner."

Time travel? Or a very long time frame? Or, maybe you meant April?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
xGEKKOx
AGK Master
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Posted: 27th Mar 2014 18:27
Ops sorry Lady, you are right, 3 April, i adjust the first post!!!

Long life to Steve!
xGEKKOx
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Posted: 31st Mar 2014 19:21
Wow nobody except Zoq, develop for Android in Tier 2?????
Now i understand why AppGameKit has so many bugs.
I helped much to solve iOS bugs, but on Android Tier 2 there's really few developers.
Wow!

Long life to Steve!
The Zoq2
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Posted: 31st Mar 2014 19:50
Are you still trying to get HTTP working? Didn't you say you didn't use the AppGameKit HTTP commands on iOS either because they are broken in another thread http://betaforum.thegamecreators.com/?m=forum_view&t=210590&b=41

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
JimHawkins
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Posted: 31st Mar 2014 20:01
Never had a problem with Android using Pascal!

-- Jim - When is there going to be a release?
xGEKKOx
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Posted: 1st Apr 2014 03:16
Yes Zoq, still not work on my Nexus 5. I don't know if is the nexus or AppGameKit but, i don't have another device with android so i don't know what to do until Paul don't fix it.
All my games use the server side to take statistics and real time sell/in app.
I'm trying the template on my best sellers, the Casino games, and they need the server to work on each spin.

But the template is good and the winner on the 3 April will win the Contest!!

@Jim : I have 75 games in c++, do you think i will use pascal on android?
I'm searching another engine to pass my games directly. Again....
I'm buying all the engines on the market ahahaahah.

Long life to Steve!
Naphier
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Posted: 1st Apr 2014 03:51
T1 works well on Nexus 5 and 7 with tons of HTTP commands that I use.

I wonder what is interfering with them in your setup.

I've been eyeing Cocos2d-x for some time, mainly because I want to have a lot more flexibility. If you go with that let me know. I'd be interested to hear your experiences.

Ancient Lady
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Posted: 1st Apr 2014 04:27
Quote: "Wow nobody except Zoq, develop for Android in Tier 2?????"

I've repeatedly said that I do (as do others). But not everyone is interested in posting projects.

I have posted working working templates at various times and places.

And I had very little trouble with v10819 (there is always a bit of tweaking) and have not had time to try the newer versions.

And I've had no difficulties with HTTP on any platform and tested on several Android devices (but not the Nexus 5).

As part of my new job, I have been researching cross-platform developing tools for iOS and Android. And AppGameKit ranks pretty high for usability and cost (least expensive by a big factor of paid apps). And most of the other desktop based tools have just as convoluted setups so that the one IDE can do both iOS and Android build and deploy.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
bjadams
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Posted: 1st Apr 2014 12:07 Edited at: 1st Apr 2014 12:08
Gekko, why don't you do like most developers do and just use Unity and have 1 click distribution to all mobile and console platforms?
xGEKKOx
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Posted: 1st Apr 2014 18:29
I don't need the 3D, so i don't wanna use Unity, it have too much files and is too heavy in Mb.
I'm searching an engine like AppGameKit, with 1 file LIB and for c++.

Anyway i found GLBasic is really good, but i hate to return to basic. I have too much code in c++ and many games already to 80% complete that i can't.

Cocos 2Dx is not click button and deploy, you need anyway to tweak here and there in the android files.

My final goal is to wait Paul fixes and use the winner Template to do a big TUTORIAL where to explain how to compile directly from Eclipse.

Maybe we will need the command line to sign the app, but we need an update.
I don't know if V2 work better and if work in the same way the V1, if the commands will be the same or the command will all change...

TGC must say those things, i will never change all my code for the V2 if it will not be the same functions.

So compatibility, if they changed something, if they added commands, if HTTP is the same, if flickering continue to happen, if sometimes sprites don't appear anymore.....

I want more news.

Long life to Steve!
KurtM
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Posted: 1st Apr 2014 18:59
I have to say this topic really has me concerned considering another tool set such as Corona.

The lack of a comment from the AppGameKit development / support staff is worrisome to me as I view this as an issue with the deployment process. The primary purpose of AppGameKit is to simplify deploying code to different devices. Getting any deployment to work appears to rely on searching the forums and getting help from other users (especially tier 2). In the end you have what feels like a hacked and band-aid together solution that you hope works.

Ancient Lady, I have seen some great tutorials from you and others and I greatly appreciate it but base setups like this or even getting Tier 2 to work should be clearly defined by AppGameKit and sadly that appears to be lacking. I believe this all stems from having a small team, keeping costs low but sadly it comes off as a company that doesn't have good project management with not a lot of love for their own product. It feels like something they made for them selves to use to create their own apps vs developing a tool for others to create apps.

With issues like this (Simple HTTP command issues with deploying to android / IOS) makes me leery of putting in time developing a product and find out that last functionality that I NEED in my app to function doesn't work. From where I stand if a function call starts with agk:: then it should work on all supported devices, if not there should be a clear way to contact developers (forum is fine) but they should be resolved by the AppGameKit team.

I am hoping someone can prove me wrong.
The Zoq2
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Posted: 1st Apr 2014 19:28
As far as I know, agk V2 is fully bakcwards compatible with V1 but I guess that could change.

If I get the time I could try to do a tutorial for making templates aswell.

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
bjadams
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Posted: 2nd Apr 2014 01:09
Gekko, with AGK2, you can just pick up your current AGK1 code, compile and it will work without changes.

New development in AppGameKit will be done in AGK2 only so in the long run if you want to continue using AppGameKit you have to get AGK2.

Hopefully TGC will keep supporting AppGameKit and updating it, and not stop as soon as the kickstarter milestones are reached, like in the past with dbpro
SoftMotion3D
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Posted: 2nd Apr 2014 06:13
i think you would get more people interested.... but i think the majority of us use basic....hence im out.

@xgekkox... why do you not like 3d?

@bjadams ... i dont think kickstarter was around for the dbp erra

i think they should make a sequal to it after they are done with fps creator and agk v2

xGEKKOx
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Posted: 2nd Apr 2014 06:49 Edited at: 2nd Apr 2014 06:54
@SMD:
I earn about 10K$ each month, now think if i port all my apps on Google Play, at least it will double.
Now... to take this go on i need to deploy 2 apps each month, and if i go for 3D i would need more time.
When you go for 3D you need to do a great game or you lose your time while you earn nothing.

i can't do that, this is my only job, and i started from 0 to 10K$ in 4 years (in August).

Now...
Today Google called me at phone, and asked me to port all my iOS apps under Google Play, as they said i have a big app park and much iAD impressions. They want i use AdMob to reach the 0.70$ instead of 0.25 iAD.

I accepted to do a code to rotate the ADs and guess?????
AGK Google AdMob don't work on iOS.

Now i have....
- HTTP doesn't work on Android
- AdMob doesn't work on iOS.

All the things that for me are the main things don't work.
What you expect i will do?

Now is the moment to change.
I really sorry for TGC but as KurtM said, TGC is completely absent.
If i was them, i had fixed the HTTP the day after i noticed it, and if the day after again i notice that the AdMob doesn't work, probably i would update again it the same day.

This is the way i work.
i don't think AppGameKit will see V2 to born.
And if V2 is compatible with V1, for me is the same thing.
I start to think the Kickstater was only a way to do fast money, while V1 and V2 are the same code.

If i'm saying something wrong, please give me an example where HTTP commands work in Android in V2 and AdMob works on iOS in V2.

They would do better to complete the V1, i think the V2 users will be more happy too.
Or with the KickStarter money hire someone help them like i done with less money.

I'm without any other words, don't know what to do with apps.
I'm losing money, and now i will lose time too choosing another engine.
Google told me i have to port all my apps before June, they promised me to help my apps to rise if i reach this goal.

And now????

Long life to Steve!
SoftMotion3D
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Posted: 2nd Apr 2014 07:14
wow sounds like you have been very successful as an indie developer.

i too wish to be someday... I find myself attracted to the android OUYA system at the moment and hopefully something comes out of that. This system has <800 games in the store. Its very easy to get your games noticed on this platform because of the low volume. If you do start using android...maybe look into the ouya side as well.... i think it would be worth your time.

for me i posted games on ouya/android/blackberry.... surprizing for me to say but blackberry was making me the most money and peeked ad 100$ a month. nothing crazy from what your doing but thats with no advertising.

i hope you get a template working

xGEKKOx
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Posted: 2nd Apr 2014 07:14 Edited at: 2nd Apr 2014 07:16
Ok ok, finally had the AdMob working, but i had tweaked here and there.
Now i'm updating the AppGameKit library with the AdMob new update.

I will mix together to see if i can fix all.

Anyway, the AdMob width don't work.

Edit : Mixed the new AdMob SDK with the AppGameKit old one and work.

Long life to Steve!
bjadams
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Posted: 2nd Apr 2014 09:57
Gekko, be patient & persist, in the end it will work

But you have to get AGK1 OUT OF YOUR MIND, new development and fixes will happen in v2 ONLY. AGK1 had a life of 1 year and that's over now.

AGK2 is AGK1 with new commands added and fixes
xGEKKOx
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Posted: 2nd Apr 2014 18:54
You can confirm that if i buy it i can publish apps with it (using only the old functions) and it don't crash?
If yes i will buy it immediately.

Long life to Steve!
bjadams
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Posted: 2nd Apr 2014 23:55
personally i did not have any crash problems with agk1 on android using T2. I used the standard template that came with it.

my point is that if there are any problems with the 2d commands of agk1, the fix is going to happen in agk2 as this is now the current supported version. so if you want to keep using agk, you have to shell out some £ and get agk2

agk2 costed me £25 so it was not a big investment, they are not asking for £100 or more. i only have 2 projects written in agk1 that are 90% done and i would like to finish them in agk2 as its not worth it having to recode from scratch in another sdk.

for any new projects I don't think i will be using agk2 as i have no idea what will happen to agk after the kickstarter milestones are reached and as much as i like the concept of agk i can't put myself in a position to have to wait months for fixes I need.

I prefer to make very simple games in concept, with good quality artwork, and have as many of them as possible to try to generate funds as Gekko has taught us. For this something like C2 is great as you can easily distribute to many different platforms.
xGEKKOx
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Posted: 3rd Apr 2014 02:43
Well is not a money problem, i will buy V2 today.
Now i'm curious...
How i can do?

Long life to Steve!
bjadams
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Posted: 3rd Apr 2014 14:04
Gekko, have you experimented with Cocos2D-x ? is it any good?
The Zoq2
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Posted: 3rd Apr 2014 15:52
Quote: "Now i'm curious...
How i can do?
"


There has been a paypal link where you can pledge to the project that has been posted a few times. I can't find it now though

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
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Posted: 4th Apr 2014 18:15
THE WINNER IS ZOQ!!!!!!
Zoq send me your PayPal email and i will charge you immediately!!!
Thx for your Template!

Long life to Steve!
The Zoq2
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Posted: 4th Apr 2014 19:35
Yeay

I'll send you the email in a PM.

If there is any interest in a tutorial for setting up a template, I might try and make one

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
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Posted: 4th Apr 2014 20:20 Edited at: 4th Apr 2014 20:21
I asked Paul to tell me how to buy V2, i want to help to debug the new AppGameKit to get it work soon for me on Android like iOS.

Money sent!!!
Enjoy, maybe you can buy AppGameKit V2

Long life to Steve!
The Zoq2
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Posted: 4th Apr 2014 20:32
I got the money, thanks!

I already have V2 but im sure I can find something to spend it on

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
bjadams
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Posted: 4th Apr 2014 21:25
Zoq, these kind of tutorials from knowledgeable people are always welcome
bjadams
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Posted: 4th Apr 2014 21:26
Gwkko, glad to hear you might be still sticking with AppGameKit for some more time!
xGEKKOx
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Posted: 4th Apr 2014 21:40
Yes, i tested many engines and none is like AGK.
So better i use my time to get V2 become perfect!!!!

Long life to Steve!
bjadams
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Posted: 4th Apr 2014 22:04
What about Cocos2D-x ? is it any good?

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