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Android / [STICKY] Android Player

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Hockeykid
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Posted: 19th Oct 2011 22:38
I noticed that the game's sounds get put into your music library and they have to be manually deleted.

SFSW
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Posted: 20th Oct 2011 00:00
Yeah, I can confirm that on my device also (image files can also be discovered and handled by a device). It is a product of not keeping the media inside the app (which should be a standard thing to do, just built into some kind of media archive file). Currently, all media files are just left exposed in a folder.

Hockeykid
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Posted: 20th Oct 2011 01:06
Also, the AppGameKit player will display a blank white screen when your device is plugged into your computer.

Sinistar99_2
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Posted: 20th Oct 2011 01:31
Quote: "Can you send me the project and I'll take a look."

OK sent! Let me know how it looks. One thing I noticed is that larger static collision boxes I made don't seem to work but smaller ones do.
Paul Johnston
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Posted: 20th Oct 2011 01:32 Edited at: 20th Oct 2011 01:35
Quote: "I noticed that the game's sounds get put into your music library"


For tier 1 apps the device will pick up the media from the sdcard that was broadcast to your device. However for the standalone Snake Snacker game I can't replicate this scenario. Did you run Snake Snacker using the AppGameKit Player app previously?

Quote: " the AppGameKit player will display a blank white screen when your device is plugged into your computer."


If you have USB storage turned on (toggled from the notification bar) then the AppGameKit Player will not work properly.
Hockeykid
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Posted: 20th Oct 2011 04:09 Edited at: 20th Oct 2011 05:17
Quote: "For tier 1 apps the device will pick up the media from the sdcard that was broadcast to your device. However for the standalone Snake Snacker game I can't replicate this scenario. Did you run Snake Snacker using the AppGameKit Player app previously?"


I originally tested it using my game, then after manually deleting the files from my phone and rebroadcasting I haven't reproduced it. If it helps, I have a Droid X2 running 2.3.4

Edit: I can confirm that pictures went into my picture library EVERYTIME I broadcast-ed, this one is very reproduce-able.

SFSW
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Posted: 20th Oct 2011 07:37
New sound problem (same device, Galaxy Tab 10.1):

- Short sounds now play correctly, however, longer sounds that check for active playing seem to behave incorrectly. For example, I have a fairly short engine loop sound I am playing and my code check to see if it is playing when needed (stopping it when it doesn't need to be played), which looks like this:

if GetSoundsPlaying(4)=0 then PlaySound(4,100,0)

The sound now has a delay at the end, roughly 0.8-1.0 second before it starts over and plays again during the loop (before it continually played). When trying to use 'PlaySound(4,100,1)' to loop the sound, the same thing happens, there is an noticeable delay before the sound loops again.

Paul Johnston
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Posted: 20th Oct 2011 18:19
Quote: "The sound now has a delay at the end, roughly 0.8-1.0 second before it starts over and plays again"


I knew this was going to come back to haunt me. From what I can tell Android only reports when the last buffer has been sent to the audio hardware for playing, not when that final buffer has finished playing. Hence short sounds would look like they had finished as soon as they had been sent and were cleaned up by AGK. To fix it I added a delay of 1 second after the buffer reports as being sent to give it a chance to play before cleaning up. This is the delay you are noticing.

Unless I can find a way to get android to report the true end of the sound (no small task in NDK) the only thing I can do is reduce the delay and try to find a balance between playing short sounds and a gap in looping.

Quote: "I can confirm that pictures went into my picture library EVERYTIME I broadcast-ed"


I can confirm that broadcasted apps will unfortunately have their media picked up by the gallery and music player, however I've yet to reproduce it with the Snake Snacker published app, which should mean that published apps will be safe, only your AppGameKit Player testing will reveal the media.
Impetus73
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Posted: 20th Oct 2011 18:33
Can't the AppGameKit system calculate the length of the sound, and dynamically change the delay?

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Paul Johnston
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Posted: 20th Oct 2011 18:59 Edited at: 20th Oct 2011 22:29
Presumably Android splits larger audio streams into small buffers and sends each one at a time to the hardware (otherwise long sounds wouldn't have played at all either), so making the gap smaller for long sounds could risk missing off the end of the long stream.

Quote: "OK sent! Let me know how it looks. One thing I noticed is that larger static collision boxes I made don't seem to work but smaller ones do."


Found the problem. The PNG formt of pit.png is not supported, looks like a single channel greyscale image, so it loads the "Missing.png" image in its place which is a different size and so throws off the physics objects. You could use CreateDummySprite() to create a sprite without an image and use SetSpriteSize() to the size it would have been with the image then continue from there.
MikeHart
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Posted: 20th Oct 2011 19:18
Then let the user/coder set the delay via a command for now.
Spacebuddy
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Posted: 20th Oct 2011 19:20
Crashes on startup on my tablet

I have a Upad 800x600 2.2
OldPMan
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Posted: 20th Oct 2011 19:22 Edited at: 20th Oct 2011 19:26
Quote: "Do you have more than one network adapter setup on Windows? If so you may have to disable the others to make sure the broadcast goes out on the right network. Do you have a firewall that may be blocking the broadcast?"


Thank you. Disabling unused NICs helped me, and I finally was able to see the compiled application on the screen of my phone. however, recompiling and broadcast called "LAST ERROR Tried to flash data on an unconnected socket". disconnection and reconnection WiFi on the phone solves this problem by launching an application, then the exact same error appears again and need to disable and re-enable WiFi on your phone.

Edit:
yet, AppGameKit player runs upside down on my phone.

.....already beside.....
SFSW
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Posted: 20th Oct 2011 19:33 Edited at: 20th Oct 2011 19:35
Quote: "Unless I can find a way to get android to report the true end of the sound (no small task in NDK) the only thing I can do is reduce the delay and try to find a balance between playing short sounds and a gap in looping."


In that case, probably the best way to handle it is to put things back the way they were so looping at least works correctly. Then the user can just add more blank sample length to the end of short sounds to make sure the entire sample plays.

It appears that for the sample I sent you, I'd just need to add about 0.2-0.4 seconds of blank space to the end of the sound. I can try that once the revised player is available.

Impetus73
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Posted: 20th Oct 2011 20:06
Or make the player automatically fill out the required lenght for a buffer, with silence, instead of the coder to do this SFSW?

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SFSW
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Posted: 20th Oct 2011 21:08
Either one Your suggestion would be the best solution for the developer. There must be a way to properly play back and loop sounds inherently on Android though, numerous games utilize short sounds and looped sounds across the entire range of devices, so there must be some standard method for sound playback.

It's also puzzling as to why there seems to be such variation with screen orientation with the AppGameKit player as well. I can run just about any game from the Android market on a variety of devices from phones to tablets and the screen always orients correctly for whatever device is being used (including leaving the taskbar where it was on the Galaxy Tab). So there must be a standard method for that as well.

bjadams
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Posted: 20th Oct 2011 23:06
Sound seems to be a big problem with AGK. I was unable to play back seamless mp3s on ios/windows and now it seems that also android sound has some problems.

i am using fmod for now, when tier2 android support comes, i hope fmod won't let me down
Paul Johnston
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Posted: 21st Oct 2011 02:19 Edited at: 21st Oct 2011 02:21
I'll try a compromise, AppGameKit will report that a sound has finished when android thinks it's finished (to allow looping to start as soon as possible), but it'll still keep the sound open for about a second to give it a chance to finish before killing it. I've uploaded a new version with this change let me know if it works.

Quote: " I was unable to play back seamless mp3s on ios/windows"


It seems DirectShow has a built in delay when restarting mp3s, I've put it on my list of things to look at.

Quote: "AGK player runs upside down on my phone."


Is this even with the latest version that has the calibration screen?

Quote: "I have a Upad 800x600 2.2"


Unfortunately the minimum version is 2.3.1, maybe there is an update for your device?
SFSW
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Posted: 21st Oct 2011 04:38 Edited at: 21st Oct 2011 04:38
Quote: "I'll try a compromise, AppGameKit will report that a sound has finished when android thinks it's finished (to allow looping to start as soon as possible), but it'll still keep the sound open for about a second to give it a chance to finish before killing it. I've uploaded a new version with this change let me know if it works."


Seems to work pretty well. Short sounds still play fine and looped sounds work much better. There is a brief hesitation before they repreat a loop, but the effect is much better. If I use this technique:

if GetSoundsPlaying(4)=0 then PlaySound(4,100,0)

to repeat a sound without using the '1' loop flag at the end, the sound seems to play fine without any hesitating. So I'd suggest that technique for anyone interested in looping a sound with this build of the AppGameKit player.

OldPMan
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Posted: 21st Oct 2011 07:52
Quote: "Is this even with the latest version that has the calibration screen?"


Sorry, problem solved, I thought that I had the latest version of AppGameKit player. Now everything is in order.

.....already beside.....
Dud
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Posted: 21st Oct 2011 19:13
I've just purchased and installed AppGameKit today and have the latest Android player installed on my Motorola Xoom.

The player seems to run fine just sitting there in Standby mode. I have disabled Windows firewall.

When I compile and broadcast I get no errors, it says "Complete" after a few seconds but nothing is appearing on my player.

I've checked all the available network settings on the Android tablet but see nothing obviously wrong.

Is there something else I should be trying? I've read through this entire thread but can't see anything else to try.

Any help most appreciated!

Dud
BatVink
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Posted: 22nd Oct 2011 01:27 Edited at: 22nd Oct 2011 01:49
Quite exhiliarating the first time you see your app on your mobile

I have a number of issues:

1. App is received approximately 30% of the time. All other times it gets to 100% very quickly then returns to standby. It seems to be more successful when held in portrait orientation.

2. When starting AppGameKit, it is successful about 75% of the time. Other times it just forces closure after showing black screen for about 30 seconds.

3. Box2D emulation is nothing like the PC version. It takes my spacecraft twice as long to decelerate, so gameplay is drastically different

4. What is the maximum value of GetDirectionX() and Y? I thought it would be 1.0, but if I give the phone a shake, it goes to 1.5+. It's hard to calibrate movement unless you know the max value.


Other than that, I'm loving this! It's the first time I've been able to broadcast.

HTC Wildfire
Cyanogen Mod 7
Android 2.3

SFSW
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Posted: 22nd Oct 2011 01:52 Edited at: 22nd Oct 2011 01:54
Quote: "1. App is received approximately 30% of the time. All other times it gets to 100% very quickly then returns to standby. It seems to be more successful when held in portrait orientation."


I've noticed this also. Always seems to work once you tilt the device back toward you and rebroadcast. Must be related to the whole orientation issue.

Quote: "3. Box2D emulation is nothing like the PC version. It takes my spacecraft twice as long to decelerate, so gameplay is drastically different"


I may not fully understand how the Box2D emulation is supposed to work, but I want to mention that with some devices, performance is just plain lower on the mobile (this is particularly true even with 'high performance' devices like the Galaxy Tab 10 series, where performance is significantly lower than even some Android phones with lower specs). Not yet sure why (I suspect it's mostly due to the larger screen rendering), but using a timer based system for all sprite and variable updates help insure your app runs at the right speed whether the framerate is 10, 30, or 60.

I'm writing an overhead space fleet combat game and when I zoom in with a lot of details in my game, the framerate can slow down to around 15-20 or so, down from 60 at peek, and a timer system helps make sure gamestate pace is consistent regardless of changes in FPS. This kind of variation can occur on just about any device you run your app on, so it's an important factor to account for.

Also, what device you are testing on BatVink?

Funnell7
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Posted: 22nd Oct 2011 02:02 Edited at: 22nd Oct 2011 02:04
Quote: "4. What is the maximum value of GetDirectionX() and Y? I thought it would be 1.0, but if I give the phone a shake, it goes to 1.5+. It's hard to calibrate movement unless you know the max value."


I asked the exact same question previously, here was the response from Paul...

Quote: "Quote: "Quick question if I may, what would be the maximum value of GetDirectionX and GetDirectionY, would if differ depending on device? The reason I ask is because the X axis returns anything between 0.0 and 1.0, yet the Y axis returns anything from 0.0 to around 1.5... Is that normal? Thank you!"

In theory -1.0 to 1.0, but I have noticed some accelerometers returning values out of this range, which AppGameKit just passes through to you, I may need to set an internal limit or some kind of scaling, very annoying."
BatVink
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Posted: 22nd Oct 2011 02:05 Edited at: 22nd Oct 2011 02:08
Update: I have the delayed sound issue on latest build, sample length is 1.95 seconds, it "glitches" for about a quarter of a second (guessing) but very noticeable.

App being received about 10% of the time (downgraded, sorry!)

Sound continues when game is in background

Cannot adjust media volume (only Ringer Volume, on my phone it usually changes to Media Vol once in an app).

Paul Johnston
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Posted: 22nd Oct 2011 04:17
Quote: "Android player installed on my Motorola Xoom. The player seems to run fine just sitting there in Standby mode"


I can think of two possible reasons, either the Windows machine has multiple network adapters and is sending the app on the wrong one (make sure you disable any other adapters), or the Xoom is suffering the same problem as HTC devices and does not accept broadcast packets. If it is the latter then we are working on a way around this by having the devices themselves broadcast their presence to the compiler instead of the other way around.

Quote: "1. App is received approximately 30% of the time. All other times it gets to 100% very quickly then returns to standby."


Try the version uploaded now, it includes a network fix that may solve it, if not it may be fixed with the next compiler update, let me know if it still happens after the compiler update.

Quote: "2. When starting AppGameKit, it is successful about 75% of the time. Other times it just forces closure after showing black screen for about 30 seconds."


Did you have any luck hooking it up to the eclipse SDK? The output of the LogCat window could reveal an answer.

Quote: "3. Box2D emulation is nothing like the PC version."


Can you send me the project (or a sample of the problem) and I'll take a look. The physics tier 1 examples that came with AppGameKit didn't show up any obvious differences.

Quote: "4. What is the maximum value of GetDirectionX() and Y? "


Technically in the presence of gravity the values should go from -0.98 to 0.98 for upside down to right way up, but I've noticed my device goes from about -1.0 to 0.7 on Y, which is very unhelpful and I expect varies per device. The values can exceed 1.0 if you induce high enough acceleration through shaking, which I think might be useful for users to access so I'm going to leave these as possible values and you might want to clamp to 1.0 in your code.

Quote: " I have the delayed sound issue on latest build, sample length is 1.95 seconds, it "glitches" for about a quarter of a second"


Can you try it with the latest player and if it still happens can you send me the wav file?

Quote: "Sound continues when game is in background"


What method are you using to put the app in the background? I've been unsuccessful in my attempts at this on my device, it only quits the app.
Impetus73
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Posted: 22nd Oct 2011 10:36
When I try to adjust the sound wolume in my app, on a Galaxy S II, it only changes the ringer volume of the phone.
Not the media volume as it should.

I don't have ringing capability on the Galaxy Tab 10.1, so there it changes the media volume as it should.

If a sprite is not at the power of 2 in size, when loaded, has a white background, and the clearcolor is white. Then a thin black box is placed around the sprite 1 pixel wide.

If i press and hold for 5 sec at the 10.1, the AppGameKit app exit back to the desktop, but on the S II it goes back to standby for re-broadcast as it should. Maybe the Exit putton and the 5 sec press area should be at opposite corners?

The little menubar that is allways present on the 10.1 messes abit with the aspect ratio, so that the screen is scaled down with black fields at the sides, with a combined thickness of the menu at the bottom. Is there a way to hide the menu? That would solve the problem of accidentally hitting the home or back button, where the game just exits, and all progress in the game is lost.

The AppGameKit app should use multitasking, so it will put itself in the background, but still running, if the user has to email or call or something else.

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BatVink
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Posted: 22nd Oct 2011 12:11
Quote: "Did you have any luck hooking it up to the eclipse SDK? The output of the LogCat window could reveal an answer."


I use Eclipse for development at work with some very complex modifications and had to wipe out the Android stuff while upgrading, it's unlikely I'll get to test this

Quote: "Quote: "3. Box2D emulation is nothing like the PC version."

Can you send me the project (or a sample of the problem) and I'll take a look. "


I'll zip it up later for you. I think the outcome will be that my phone (HTC Wildfire) is at the lower end of the performance spectrum. For comparison, I can just run Angry Birds.

Quote: "The values can exceed 1.0 if you induce high enough acceleration through shaking, which I think might be useful for users to access so I'm going to leave these as possible values and you might want to clamp to 1.0 in your code."


I agree to leaving it as a feature, I was just intrigued as to what maximum values may potentially be. Sounds like they vary.

Quote: "Quote: "Sound continues when game is in background"

What method are you using to put the app in the background? I've been unsuccessful in my attempts at this on my device, it only quits the app."

It was Snake Snacker downloaded from the marketplace. I pressed the home button and it kept playing. Again, maybe my phone is to blame, as Snake Snacker runs at about one movement every 3 seconds. It's 12 months old, but technology moves fast!

LeeBamber
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Posted: 22nd Oct 2011 20:29
Thanks for your continued feedback on the Android issues. Getting this platform right is particularly important to us and we want to create a uniform and consistent experience across all AppGameKit platforms. Paul will continue hammering out the Android engine, and you will soon be treated to a new 105 release of AppGameKit which improves the compiler slightly which might help with a few of your issues. If you do find an issue on your Android, especially the frustration ones that prevent you getting on, the more reproducible steps you can provide the better. Paul is a wizard at fixing bugs, but needs to know exactly where they are (and I would rather have him 'fixing' rather than 'finding') so any further help would be champion. The other platforms are all performing quite well with 105 so everything is looking good. If someone could pour through this thread and make a list of every Android device that is taking part in the Android bashing test, that would be cool.

I drink tea, and in my spare time I write software.
Hockeykid
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Posted: 22nd Oct 2011 20:54 Edited at: 22nd Oct 2011 22:19
Hi Lee,
I went through real quick, here is the list of devices people have tested with:

Galaxy SI
Galaxy tab classic
Galaxy tab (10.1/10.2)
Galaxy SII
Samsung Galaxy Mini
HTC Desire HD
Sony Ericsson X10
Sony Ericsson Xperia Neo
Acer Iconia A500 tablet
LG Optimus One
Droid X2
HTC Wildfire
Samsung Galaxy Epic
MEDIONĀ® MD 98910 (= ZTE Skate = Orange Monte Carlo)
Motorola Xoom

Impetus73
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Posted: 22nd Oct 2011 22:03
Galaxy tab 10.2 is the same as 10.1 10.2 is just a misunderstanding, since it's the 2'nd tab, and iPad 2 just came out, so 20% online type 10.2, instead of 10.1 myself included up until just recently

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peterJBE
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Posted: 23rd Oct 2011 01:45
Problem with textinput on the Android player: I tested the textinput example, that comes with AppGameKit, on the latest version of the android player.
Issue: when you change your phones orientation, the textinput box changes its orientation, but the virtual keyboard(XT9 textinput) does not follow.
Davee
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Posted: 23rd Oct 2011 16:41
HTC Wildfire S
Android Version 2.3.3
HTC Sense Version 2.1

When I run the player for the first time there was some text on screen, difficult to read because text overlay other text. It said something about "calibration" and "accelerometer" and "right way". Also half the text was off the left and right side of the screen.

And so the screen just sat there not responding to the home or back button.

I have not tried to broadcast an app to it yet.

Of all the things I've lost, it's my... my... oh darn it.
BatVink
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Posted: 23rd Oct 2011 21:36
Quote: "When I run the player for the first time there was some text on screen, difficult to read because text overlay other text. It said something about "calibration" and "accelerometer" and "right way". Also half the text was off the left and right side of the screen."


If you want to get past this screen, hold your phone upright (portrait) and press the button in the middle. Then hold it sideways (landscape) and press it again.

LeeBamber
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Posted: 24th Oct 2011 03:09
Maybe the on-screen instructions should be better? Should we improve them?

I drink tea, and in my spare time I write software.
Davee
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Posted: 24th Oct 2011 03:13
Quote: "If you want to get past this screen, hold your phone upright (portrait) and press the button in the middle. Then hold it sideways (landscape) and press it again."


the Wildfire S has 4 buttons at the bottom, Home, Menu, Back and Search. None of these buttons take me past the calibration screen as described. Sometimes the Home button takes me home, sometimes the Back button takes me back. Most times the phone freezes on the calibration screen and the only way to get out of it is to remove the battery, even the power on/off button does not do anything.

Of all the things I've lost, it's my... my... oh darn it.
SFSW
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Posted: 24th Oct 2011 07:37 Edited at: 24th Oct 2011 10:37
Quote: "Maybe the on-screen instructions should be better? Should we improve them?"


As a testing tool, I don't mind having to manually calibrate the player to whatever device I'm using. But for final builds of commercial projects, there should be no need for manual calibration, it should be handled internally and automatically (as with other apps on the Android market). At a minimum, it should be possible for the developer to disable any such manual calibration and force a setting in code that works on any device. I'm currently using the 'SetOrientationAllowed(0,0,1,0)' setting anyway, so there should never be a calibration prompt appearing to the end user.

bjadams
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Posted: 24th Oct 2011 10:35
I understand the usefulness of the calibration tool in the Player.

But in Tier2, the calibration will be optional, or driven through specific agk commands right? I hope we won't be getting some black screen with some text the first time a game is launched!
Crystal Noir
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Posted: 24th Oct 2011 10:54 Edited at: 24th Oct 2011 11:01
Hello,

The player works in the ZTE Blade but when I broadcast an app, it tells me to check my firewall permission ? I try to disable my firewall pc but I have the same pb without. What's wrong ?

Thank's for help
BatVink
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Posted: 24th Oct 2011 11:06
Latest update is far more consistent. I have had a couple of "Last Error" messages, but in the main, it's accepting broadcasts.


Quote: "the Wildfire S has 4 buttons at the bottom, Home, Menu, Back and Search. None of these buttons take me past the calibration screen as described"


The button I refer to is on-screen. I have a Wildfire and it's working ok for me (the original, not the S). However, I haven't tried to exit using the phone buttons. For now, if you have Task Killer (free app) you can use that. It's an essential tool for any developer, as you're often likely to find you need to bomb out.

Quote: "I don't understand how to broadcast an app."

Have you got the latest update. It's getting more stable.

Crystal Noir
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Posted: 24th Oct 2011 11:14 Edited at: 24th Oct 2011 11:16
I think I downloaded today, 1h ago

Everytime I broadcast, I got this last error with a "firewall" pb as the same as I desactivate it.

I don't understand what's the pb.

You mean the latest update of the android player or agk ? (Now I download the last version of agk).
Paul Johnston
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Posted: 24th Oct 2011 16:20
Quote: "As a testing tool, I don't mind having to manually calibrate the player to whatever device I'm using. But for final builds of commercial projects, there should be no need for manual calibration, it should be handled internally and automatically"


It is optional for tier 2 as it is in the core.cpp, so you could pull it out, but from what I've found the standard way of determining which way up the accelerometer is is not followed by my device (StorageOptions Scroll 7" Tablet), so who knows how many other devices aren't following standards. You are right that if you don't use the accelerometer and fix your orientation then calibration is unnecessary but in tier 1 there is no way to know if the user will make use of it before hand.

Quote: "When I run the player for the first time there was some text on screen, difficult to read because text overlay other text. It said something about "calibration" and "accelerometer" and "right way". Also half the text was off the left and right side of the screen."


That is most unusual, is it possible for you to take a photo of what you see an email it to me? The text should say "Accelerometer Calibration Please hold your device so this text is the right way up" with an "OK" button below.
Crystal Noir
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Posted: 24th Oct 2011 19:31 Edited at: 24th Oct 2011 19:33
I can make the android player work at home. (but at office it doesn't work may be because of the LAN) but it works here very randomly at home.

it works, and after doesn't work because of "error socket" or packet error etc... I use the Wifi.

I don't understand why. A more easy way will be to make it work via USB cable and debug mode on android to broadcast.

The wifi is ok here but sometimes the agk player has an error while the app is broadcasted.

Sorry for my english
SFSW
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Posted: 24th Oct 2011 20:04 Edited at: 24th Oct 2011 20:43
Quote: "It is optional for tier 2 as it is in the core.cpp, so you could pull it out, but from what I've found the standard way of determining which way up the accelerometer is is not followed by my device (StorageOptions Scroll 7" Tablet), so who knows how many other devices aren't following standards. You are right that if you don't use the accelerometer and fix your orientation then calibration is unnecessary but in tier 1 there is no way to know if the user will make use of it before hand."


All we would need then is a way to disable the calibration test in the setup.agc file or something. This way, it behaves like other Android apps that just set things up automatically and seamlessly as well.

Davee
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Posted: 25th Oct 2011 02:57 Edited at: 25th Oct 2011 02:59
Quote: "When I run the player for the first time there was some text on screen, difficult to read because text overlay other text. It said something about "calibration" and "accelerometer" and "right way". Also half the text was off the left and right side of the screen."


Quote: "That is most unusual, is it possible for you to take a photo of what you see an email it to me? The text should say "Accelerometer Calibration Please hold your device so this text is the right way up" with an "OK" button below."


I sent Paul some photos of the Wildfire S running AppGameKit player.

Of all the things I've lost, it's my... my... oh darn it.
Windsept
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Location: United States
Posted: 25th Oct 2011 19:10
I'm testing on a LG Optimus V. When I run the AppGameKit player I get a black screen and nothing else happens. I tried broadcasting to it, but again nothing happens. I'm running Android 2.3.4 on my phone. Is there a fix?

Thanks!
Paul Johnston
TGC Developer
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Location: United Kingdom
Posted: 25th Oct 2011 20:10
Quote: "I'm testing on a LG Optimus V. When I run the AppGameKit player I get a black screen and nothing else happens."


Can you install the following app that will show the system log and allow you to save it to the sdcard?https://market.android.com/details?id=com.nolanlawson.logcat Also if anyone else experiencing crashing issues could do the same it would be very helpful.

Run the AppGameKit Player, then quit (or let it crash) and then run the Cat Log program. You will see the log file which is constantly being updated by the system. If you click the settings button there will be an option to save it to your sdcard. Then you can plug it into your computer and use the USB storage option to get the saved log from the "catlog_saved_logs" folder.

If you can email me that file I may be able to resolve these crashing issues.
Windsept
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Posted: 25th Oct 2011 20:55
Paul, I emailed you the log. Thanks again for your hard work!
Paul Johnston
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Posted: 26th Oct 2011 00:57
It looks like some devices reject the default render format and require a specific format for them to work. The next version will cycle through all the possible formats until one that works is found, I suspect this will fix the other devices that are crashing.

I've also added a fix for the devices that can't receive a broadcast, but it requires another compiler update, so once that's out I'll release the new Android player and we'll see if there are any more issues.
bjadams
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Posted: 26th Oct 2011 10:30
I think Android compatibility across multiple devices is a really though piece of work

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