ATTENTION PAUL - BROADCAST BUG
After hours of additional experimenting I relatively narrowed down the cause of the broadcast bug described previously, although that isn't to say it is the only cause. Here is a bare-bones code snippet that causes the broadcast button to lock-up after the first run so you cannot end the broadcast or restart it until you restart the IDE.
// Init
SetWindowSize(1024, 768, 0)
SetVirtualResolution(GetDeviceWidth(), GetDeviceHeight())
// UDT for Sprites
type sprite_obj
id as integer
endtype
// Basic UDT array
dim spr[20] as sprite_obj
for i = 1 to 20
// Creat sprites
spr[i].id = CreateSprite(0)
SetSpriteSize(spr[i].id, 25, 25)
For j = 1 to 20
// ANY SPRITE OPERATIONS HERE CAUSE IDE BROADCAST BUTTON TO CRASH //
SetSpriteVisible(spr[j].id, 0)
//SetSpritePosition(spr[j].id, 100, 100)
//SetSpriteDepth(spr[j].id, 50)
Next j
next i
Do
Print("Broadcast Test - Cannot End Broadcast From IDE")
Sync()
Loop
Whenever
any sprite operations are attempted within the nested FOR loop, the broadcast feature crashes. In the above example, it does NOT happen if you make the nested 'j' loop 1 to 12 or less, but if you make it 1 to 13+ it will lock up every time. This never happened in the previous IDE and player I used, which is at least several versions old now. This problem happens even if the nested loop is executed from another function. Please fix!
I have replicated this problem on two separate machines with clean installs of AppGameKit V2 (Windows 7 & Windows 8) and two separate Android tablets. So it is definitely an AppGameKit error.