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Android / [STICKY] Android Player

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Davee
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Posted: 26th Oct 2011 22:23
Quote: "I think Android compatibility across multiple devices is a really though piece of work"

I completely agree. Compatability across android, iOS, Bada, Blackberry is going to be tough enough. Each android phone and potentially each android version (2.3.1, 2.3.2 etc) can be different. It's only through the help of the community that TGC are going to get anywhere close.

Of all the things I've lost, it's my... my... oh darn it.
SFSW
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Posted: 26th Oct 2011 23:33
Indeed, it is tough to manage all of the various device configurations available for Android. But the AppGameKit player is getting there... and fast. Once the crashing/broadcasting is ironed out, orientation standardized automatically (particularly so virtual keyboards and taskbars don't pop up sideways like they do now), and the exit button can be intercepted and handled, it's well on its way to being solid for Android.

And considering the challenge it is to get even just the current level of functionality, I'd say they're already pretty close with just a few device and platform specific issues left to work out. Totally agree that the community will certainly play an important role in that and it's neat to see so many helping out with testing.

Westa
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Posted: 28th Oct 2011 17:50
Quote: "Today we have published Snake Snacker onto the Android platform. If you have a 2.3 device, can you download it and let us know if it works fine.

Snake Snacker on Android!"


Just downloaded this from app store to our lowest common denominator phone device:

Acer Liquid Metal - this is a 800mhz device similar to many of the new "cheap" android 2.3.x devices starting to flood the market.

And frame rates / game speed is very poor - boardering on being unplayable - Feels like the game is running at about 10 fps.

Putting things in perspective this device plays games like Sentinal 3 tower defense, NeedForSpeed, Drift Mania, Flick Golf and Angry Birds at totally acceptable frame rates.

Westa
SFSW
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Posted: 28th Oct 2011 20:04
Westa, the problem may just be in how the game animates rather than any performance problem. The snake is supposed to move very intermittently (at a rate that looks like about 10 frames per second). Any input you apply is also only updated with each animated step. So the game might look like it's only running at 10 frames per second, but that's just how things move and animate. When you see a coin appear, notice how fast and smoothly it rotates. That illustrates the actual framerate better than the stuttering movement of the snake.

Paul Johnston
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Posted: 31st Oct 2011 23:06
I've uploaded a new version that will fix the broadcast and black screen issues, this will only work with the 1061 (or newer) version of the compiler. Please test and let me know if there are any remaining issues.
SFSW
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Posted: 31st Oct 2011 23:59 Edited at: 1st Nov 2011 00:03
I updated to the 1.061 compiler and the latest Android player, here are my results:

1 - The sound system seems to work very well in this build. I tried looping and playing with 'GetSoundsPlaying' to repeat a standard play, both seemed to work very well without the hesitating I had encountered before.

2 - The inability to launch when the tablet is placed flat on a table seems to also be fixed. I could not repeat the app launch failure by setting the tablet in various orientations. I'll keep testing this, but so far, it seems to be entirely fixed.

3 - Orientation still seems to have the same problems, even after using the manual calibration and forcing an orientation in code. Regardless of how I set it up, the taskbar and virtual keyboard always flip to the right side of the screen, vertical to the standard landscape orientation. So the taskbar is sideways and when the virtual keyboard is opened, it's also sideways (making entering values with the text entry system pretty tricky since the text renders correctly in landscape but the keyboard is sideways).

4 - Exit/Back button still closes the app -and- the player entirely (if there is an intercept/detect option available, I can test it as needed, just need to know what it is).

So this sure seems pretty solid now, just need a fix or work-around for #3 and #4.

Paul Johnston
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Posted: 1st Nov 2011 17:16
I've uploaded a new version that will capture the back button and report it as an escape key press (key code 27). The home button will still exit the app.

I'm still looking for a way to rotate the keyboard without rotating the app (AGK handles its own rotation so the app itself is always portrait)
SFSW
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Posted: 1st Nov 2011 19:31
The back button works great now, thanks Paul!

For aligning the keyboard and taskbar with the app, if it could be matched with the SetOrientationAllowed command, that would be ideal. Perhaps that could remove the need for the manual calibration requirement as well.

Wacky Acky
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Posted: 3rd Nov 2011 07:40
I only own an Android phone and have been waiting with baited breath to give the Android Player a try on my phone.
I've tried a few times to get my HTC Desire (orginal, not HD) to work with the player, but I've never had any succcess. Until now

I rooted by Desire a long time ago and had a working Android 2.2 Froyo installation using A2SD, but the release of the Android player gave me the kick up the arse to upgrade my phone to Android 2.3 Gingerbread. I think I've used the Desire HD rom by mistake, but it seems to work fine on my phone and it doesn't feel slow at all.

The important thing is that using the latest download of the App Game Kit (v1061 - BETA) I have at last managed to get the Tier 1 games that come with the kit to appear on my phone for the 1st time. Woohoo!!!!



Are there any plans to have Tier 2 games transferable to Android Player, or are there any guides how I can get my Tier 2 game onto my phone? I'd love to be able to create an .apk file, but I'm not sure if that's possible yet??? So far I've only seen my game run on Windows.
bjadams
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Posted: 3rd Nov 2011 12:53
I think T2 will come with the official release of Android AGK.
BatVink
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Posted: 3rd Nov 2011 15:53
Quote: "I'd love to be able to create an .apk file, but I'm not sure if that's possible yet??? So far I've only seen my game run on Windows."


I'd like to know the same thing. I'm still testing but it would be good to play my game out of the house and away from the Windows broadcast.

BUBBACHUNK
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Posted: 4th Nov 2011 21:35
I am planning to get the straight talk LG Optimus Q within the next week or two. can anyone vouch for the compatibility of this phone?

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SFSW
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Posted: 5th Nov 2011 00:31
Unless there is more recent information or a newer model, it looks like that phone probably won't work. As with so many other Android devices, it does not come equipped with Android 2.3 minimum nor does there appear to be an upgrade option for it (2.2 is listed as the maximum upgrade version). Which model specifically are you looking at?

SFSW
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Posted: 6th Nov 2011 05:18 Edited at: 6th Nov 2011 09:18
Starting today, the Android player will not work with my project. Two error messages are displayed after displaying 'Network is Active', then 'Receiving App'. The percentage gets to about 45-50%, the 'Network is Active' message flickers back on the screen, then these two error messages are displayed in this order:

1 - Failed to flush socket data: 32
2 - Failed to connect to server IP

I did do a lot of coding and media work today, so I'm wondering if my project has reached some kind of limitation of the Android player? My project is about 5000 lines long at this point. It almost behaves as though it's not waiting long enough to transfer the entire app and its media. Or is there another possible cause? Rebooting the device didn't help.

Update: Oddly, after not changing anything, it eventually started working after about 20-30 failures. After the the app ran, a 'Failure to create audio player' error message was displayed in the player window, although it didn't seem to impact the app running correctly.

DennisW
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Posted: 6th Nov 2011 16:02
I was getting the same thing and everything on the network was working. So I did reboot on my network then it started to work fine again. This also happened once with my tablet.

Hope this helps

Dennis

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jlahtinen
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Posted: 6th Nov 2011 18:01
Running fine in my phone, but AppGameKit doesn't seem to broadcast. I tried to disable firewall and another network card.
Impetus73
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Posted: 6th Nov 2011 19:38
The android player has a text depth sorting problem.

When I make a text, and a shadow text, and both are at say, depth 3, on the PC, it renders the lowest first, but on android, it renders the highest first, so the shadow is ontop of the text.

I solved it by making sure the settextdepth is different on the texts, but it should not make this mistake!

I also noticed, I had a black sprite, that I used to fade the screen out, but on android, I had to place it at -4 pixels Y coordinate, to get it to blank the upper parts of the screen. If I put it at 0, there were a few lines of graphics that did not get covered. I also had to make it 4 pixel higher, so it would cover the bottom. Seems like the sprite got scaled wrong?

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Funnell7
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Posted: 6th Nov 2011 22:24
Hmmm... So I've been using the first version of the Android player which for me has been working fine (on a Galaxy S2). However, I just downloaded the most recent version as I wanted to get the 'back button' change and now for some reason the player is not working. Its as if the app is not being broadcasted, the player stays on the 'Standby' screen and does not change. I've tried disabling my firewall etc (the previous version was working so can't see why this would be a problem anyway), all to no avail...

Anyone else experience this? Failing that, is there anywhere I can get back the older version as that was working fine...
Wacky Acky
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Posted: 7th Nov 2011 00:10
Have you tried downloading a new version of the AppGameKit? Paul says above that:
I've uploaded a new version that will fix the broadcast and black screen issues, this will only work with the 1061 (or newer)

So I don't know if that means that old AppGameKit versions will still work, but won't have the new featuers. Or if it means that old AppGameKit versions just don't work with the new player.

Might be worth a try, even if it is a big download.
Funnell7
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Posted: 7th Nov 2011 01:26 Edited at: 7th Nov 2011 02:03
Thanks Wacky Acky, you are probably right... I'll give that a try...

EDIT: It worked. I downloaded the most recent AppGameKit (1061) and all is working. Thanks again for the suggestion...
BUBBACHUNK
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Posted: 7th Nov 2011 20:19
Quote: "Unless there is more recent information or a newer model, it looks like that phone probably won't work. As with so many other Android devices, it does not come equipped with Android 2.3 minimum nor does there appear to be an upgrade option for it (2.2 is listed as the maximum upgrade version). Which model specifically are you looking at?"


http://www.shopstraighttalk.com/bpdirect/straighttalk/PhoneDetails.do?action=view&productVariantExtensionId=12383440

the lg optimus q has android 2.3. i was wondering if the system specs would be enough to support it. im new to android devices. However i already ordered it so i guess ill find out soon enough.

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lincy
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Posted: 8th Nov 2011 14:19
Can't install on my HUAWEI IDEOS S7 Table/Phone

Android 2.2.2

When try to install, just pop up error dialog.

剖析錯誤
剖析程式時發生問題

which meaning ....

Parse error
Parse error when analysis program
Paul Johnston
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Posted: 8th Nov 2011 17:17 Edited at: 8th Nov 2011 17:18
I've uploaded a new version that should improve performance on newer devices (those that support ARMv7 instructions) as it now properly makes use of hardware floating point where available.

Quote: " The percentage gets to about 45-50%, the 'Network is Active' message flickers back on the screen, then these two error messages are displayed"


Roughly how long does it take to reach this point? There are a couple of time outs built into the compiler at 2.5 seconds and I think 50 seconds, that will close the connection if the interpreter doesn't reply quickly enough.

Quote: "The android player has a text depth sorting problem."


It is a know issue that if items are at the same depth then the order that they will get drawn is undefined, I'll see if I can fix this for the next update.

Quote: " I had to place it at -4 pixels Y coordinate, to get it to blank the upper parts of the screen."


I've not seen this before, can you send me the project that demonstrates the problem?

Quote: "So I don't know if that means that old AppGameKit versions will still work"


From now on the compiler must be version 1061 or above for the player to work.

Quote: "Android 2.2.2

When try to install, just pop up error dialog."


You must have version 2.3 or higher for it to work.
SFSW
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Posted: 8th Nov 2011 17:56
Quote: "Roughly how long does it take to reach this point? There are a couple of time outs built into the compiler at 2.5 seconds and I think 50 seconds, that will close the connection if the interpreter doesn't reply quickly enough."


It did take about 2.5 seconds (from the first 'network activity' to 'recieving app' percentages). The loading percentage went really quick from 0 to around 45% as though the files were 'cached', then it quickly switched to the 'network activity' indicator. I can't duplicate it today though, I installed the new player and things seem to still be working fine (new icon looks much better by the way). Taskbar and virtual keyboard are still sideways, but otherwise running fine.

Paul Johnston
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Posted: 8th Nov 2011 18:22
Ok, thanks. That just confirms what I suspected and the compiler is not leaving enough time under some circumstances. I've updated it to wait 5 seconds instead.

Quote: "Taskbar and virtual keyboard are still sideways, but otherwise running fine."


I had a look at this and I don't think it'd be possible to rotate the keyboard in android without forcing an app rotation that messes up AGK. The best I could do is move the text input box so it is portrait as well to match the keyboard. We're toying with the idea of doing an AppGameKit virtual keyboard so we have control over it, and can standardise the experience across devices.
SFSW
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Posted: 8th Nov 2011 18:35
Quote: "I had a look at this and I don't think it'd be possible to rotate the keyboard in android without forcing an app rotation that messes up AGK. The best I could do is move the text input box so it is portrait as well to match the keyboard. We're toying with the idea of doing an AppGameKit virtual keyboard so we have control over it, and can standardise the experience across devices."


I'd much rather AppGameKit utilize the device's native virtual keyboard since those can be so unique and scalable with each device (plus the user will be most familiar with their device's own virtual keyboard rather than some proprietary design).

Unfortunately, such a compromise would probably be a deal breaker for me as the negative votes/feedback that would come from users having to tilt their device sideways to enter something or use a proprietary keyboard would risk harming the reputation of an app significantly and unnecessarily. And it would be something that the developer could not fix on their own to resolve user complaints.

Does it help to know that the taskbar flips sideways as soon as the AppGameKit player starts and that it does not change orientation at all when the device is tilted, even though the player window does change from portrait to landscape properly when the device is tilted? That indicates the problem is entirely app independent and the control is still with the player. If I force landscape orientation in code with the 'SetOrientationAllowed' command, could the player detect it and align the taskbar/keyboard orientation to match? Isn't there some form of standardized detection and setting system for Android that other apps use to keep things aligned across all devices?

SFSW
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Posted: 8th Nov 2011 19:10 Edited at: 8th Nov 2011 19:11
Another possibility, how about a landscape only orientation option? That is, a setting I can apply in the setup.agc file or sourcecode that sets everything to landscape without any tilt adjustments or options of any kind? Most apps seem to do this already and it may be what helps them standardize everything across all devices. Take for example, Angry Birds. It doesn't matter what orientation your device is at when you launch the app, the app forces landscape for everything (app and taskbar) and you can't change the orientation at all by tilting the device. The same is true for Minecraft, Tank Recon, The Infinite Black, music apps, and a many other apps. Perhaps that would be the best solution for AppGameKit as well?

It might give up the option of rotating the app while it is running, but would solve the problem of misaligned taskbars and keyboards. It could also remove the unnecessary requirement of the manual orientation alignment (which is something I don't think I've encountered on -any- other Android app).

Impetus73
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Posted: 8th Nov 2011 19:15 Edited at: 8th Nov 2011 19:17
Quote: "
Quote: " I had to place it at -4 pixels Y coordinate, to get it to blank the upper parts of the screen."

I've not seen this before, can you send me the project that demonstrates the problem?
"



I removed the problem by making sure the sprite image were the same size as the virtual resolution, to get it to cover the whole screen. I reduced it to a 2 bit image, to save space, since it's all black anyway.

Seems like scaling is not pixel-perfect.

If I have a virtual resolution of 1280x800 on a galacy tab 10.1, and I scale a black sprite from a 640x400 pixel image, up to 1280*800 and place it at 0,0, you'll see a 1 pixel wide gap at the top and at the left.

It might be because the tab has an annoying home bar, that forces the native resolution down abit...

I don't see this effect at lower res devices, so I guess the extra high res of the tab 10.1 makes the scale error go over 1 pixel in with on that device, and therefor it gets noticable.

The 4 pixel error somehow got fixed in your last release, or atleast reduced to 1 pixel line.

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nz0
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Posted: 8th Nov 2011 22:41
Just thought I'd give some info on testing on Motorola Xoom:

1. The orientation is back to front
2. JPG backgrounds seem to suck less than PNG (but still suck 15 fps out of my game)
3. Overall disappointing performance with virtually nothing going on
4. Virtual joystick is almost unusable for me - seems sluggish response even when 60 fps
5. Virtual joystick doesn't work at all of you round the results (works fine on PC)
6. Benchmarking application give 10-14 fps in landscape, 20-24 fps in portrait(clipped)
7. Device is reluctant to respond to re-orientation after player exit.
8.How does 10000006 relate to the compiler version (or is it completely independant?)

I am using version 1042.

Paul Johnston
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Posted: 8th Nov 2011 23:26 Edited at: 8th Nov 2011 23:31
Quote: "How does 10000006 relate to the compiler version"


It is the command set version that has not changed since AppGameKit was release. However the compiler is now up to version 1061, and the Android player has been updated since then as well.

The Xoom uses the same GPU as the Galaxy Tab 10.1, which is fill rate limited due to the large screen. By my calculations the GPU can draw two full screen sprites (1280x800) at 60fps, or any number of little ones as long as their combined area is not more than 2 screens in size, any more and the fps will start to drop. Try turning off transparency for sprites that do not need it and breaking up large sprites that contain unnecessary pixels into smaller ones, for example a HUD image that covers the entire screen would be bad.

Quote: "how about a landscape only orientation option? "


When you compile you an apk in Eclipse you can modify the AndroidManifest.xml that specifies the app orientation. Currently the Android player uses a fixed Portrait orientation (this is why Android thinks everything should be portrait) and handles it's own orientation based on the accelerometer. You could change this to landscape to make Android think everything is landscape, although it may throw off AGK's understanding of the accelerometer values, I'll need to test it and get back to you.
nz0
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Posted: 8th Nov 2011 23:57 Edited at: 9th Nov 2011 00:00
Where's the updated android player then - ie the 1061 download?
My question meant does the player version relate to the compiler version ie. are they interdependant?

Usefull to know about the xoom - it doesn't appear very usable in it's native res with AppGameKit, although thats fine if I can find a good scaling res that works with iOS devices.. will experiment, but hope someone has got some good suggestions, as percentage style wont work well for my game (as I understand it so far)

SFSW
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Posted: 9th Nov 2011 00:10
Quote: "When you compile you an apk in Eclipse you can modify the AndroidManifest.xml that specifies the app orientation. Currently the Android player uses a fixed Portrait orientation (this is why Android thinks everything should be portrait) and handles it's own orientation based on the accelerometer. You could change this to landscape to make Android think everything is landscape, although it may throw off AGK's understanding of the accelerometer values, I'll need to test it and get back to you. "


Ok, sounds like something to try then, thanks. As long as it's available in Tier 1, it should work for my projects. I'll watch for updates and if you need me to test anything specifically, I'm available via e-mail.

nz0
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Posted: 9th Nov 2011 00:16
@paul: Yes, big gain on fps by setting backdrop sprite to no transparency

Jumped up from 45fps to 57/58 fps...
I also switch to a 960x480 res, which seems totally workable for me, as opposed to 1024x768 which was just too damn slow

lincy
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Posted: 9th Nov 2011 12:11
Many android phone here was ver 2.1, and just release 2.2 update file few weeks ago. And almost new android phone in market still 2.2.x

It's possible, android player will support 2.2 when rc ?
Impetus73
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Posted: 9th Nov 2011 12:41
The tab 10.1 and Xoom, will the fillrate be less with a scaled sprite? I would guess the same amount of pixels has to be written to the memory anyway. Or does it save calculating time by scaling?

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Paul Johnston
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Posted: 10th Nov 2011 00:02
Quote: "will the fillrate be less with a scaled sprite?"


No, as you point out it will still occupy the same number of pixels. There is an option in the tier 2 setup code (which you could modify when building you final tier 1 apk) to reduce the frame buffer size which would reduce the number of pixels, and the resulting image would be scaled up to fit the window, but it doesn't seem to work on my device.

I also tested the landscape mode and it can be set successfully in the manifest.xml file but AppGameKit gets confused about the rotation so it will work as long as you tell it to fix with SetOrientationAllowed(1,0,0,0) (as AGK's start mode is now landscape it thinks this initial direction is portrait, but it doesn't affect it as long as you don't ask it to do any orientation handling). You can also strip out the accelerometer calibration if you wanted so it would be as clean as possible.
SFSW
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Posted: 10th Nov 2011 01:49
Quote: "I also tested the landscape mode and it can be set successfully in the manifest.xml file but AppGameKit gets confused about the rotation so it will work as long as you tell it to fix with SetOrientationAllowed(1,0,0,0) (as AGK's start mode is now landscape it thinks this initial direction is portrait, but it doesn't affect it as long as you don't ask it to do any orientation handling). You can also strip out the accelerometer calibration if you wanted so it would be as clean as possible."


That sounds great. Could you provide the steps I would need to go through to do this in Tier 1?

Paul Johnston
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Posted: 10th Nov 2011 02:33
Once the interpreter source code is released I'll go through the steps to transform it into a more suitable version for your needs.
SFSW
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Posted: 10th Nov 2011 04:52
Ok, thanks!

BUBBACHUNK
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Posted: 14th Nov 2011 18:23
I got my straight talk LG optimus Q Android 2.3. I downloaded snake snacker and it works perfect. I do not have the money to buy AppGameKit yet so i cant vouch for the player yet.

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Mobiius
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Posted: 14th Nov 2011 18:34
Quote: "I do not have the money to buy AppGameKit yet so i cant vouch for the player yet."

Get the demo?

My signature is NOT a moderator plaything! Stop changing it!
BUBBACHUNK
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Posted: 14th Nov 2011 19:04
Quote: "
Get the demo?
"


I have the demo but the demo does not allow me to broadcast.

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Davee
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Posted: 15th Nov 2011 00:36
When should the back button work, with or without a game broadcast.

I've downloaded v1061 for development and loaded the latest android player but when I broadcast the back button on the Wildfire S does not do anything.

Of all the things I've lost, it's my... my... oh darn it.
SFSW
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Posted: 15th Nov 2011 00:40
Davee, you just need to check for it like you do any other input:

rem check back button
if GetRawKeyState(27)=1
` do stuff
endif

Davee
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Posted: 15th Nov 2011 02:18
Ahhh silly me. I took it that the back button had been built in to the player directly.

Thanks

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Euphoria
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Posted: 17th Nov 2011 08:37
Player wont start on my Blade running Android 2.3.7. It has CyanogenMod-7.1.0-Blade.

Error:
The application AppGameKit Player (process com.thegamecreators.agk_playe) has stopped unexpectedly. Please try again.

Naturally trying again doesn't help. Also the player did work on the previous version of Android 2.3.1 using the same mod.

Of course that is assumming I am using the latest player. The last post saying the player had been updated was the 15th of November yet the updated timestamp in my order history for it is October.....Can we get a beta version number on these things to make life easier?
Paul Johnston
TGC Developer
16
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 17th Nov 2011 23:29
Quote: "Player wont start on my Blade running Android 2.3.7. It has CyanogenMod-7.1.0-Blade."


Can you send me the system log just after running the player? (details on how to do this are in a previous post)
Euphoria
13
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Joined: 21st Feb 2006
Location: United Kingdom
Posted: 18th Nov 2011 11:58
Quote: "Error:
The application AppGameKit Player (process com.thegamecreators.agk_playe) has stopped unexpectedly. Please try again."


Heres the log:


Hope it helps
Paul Johnston
TGC Developer
16
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 18th Nov 2011 16:44
Thanks, can you try the new version in your product history and let me know if it works.
Euphoria
13
Years of Service
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Joined: 21st Feb 2006
Location: United Kingdom
Posted: 18th Nov 2011 17:14
Thanks Paul, all working again. The accelerometer seems to be all good to. Grand work

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