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AppGameKit Classic Chat / For Tier 2 users - Wouldn't it be nice if...

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bjadams
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Posted: 17th Apr 2012 09:37
...If we had some SIMPLE and EASY TO DO videos that offer extra functionality beyond the standard AppGameKit command set???

This one is for iOS and shows you how to add a browser window INSIDE your app:

http://www.youtube.com/watch?v=d2aqIyebR40
gsdblack
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Posted: 18th Apr 2012 02:22
I wish there were more videos about setting up each platform for t2. I've been having trouble with the samsung and android templates. I think once 1.07 is released there will be more focus on t2, or at least I hope.
polomint
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Posted: 18th Apr 2012 09:25
I've just bought AppGameKit, so it's time to hammer out some T2 BlackBerry stuff.
Let's hope I can get it all working,

Blackberry App Development & ZX Spectrum Game Development.
bjadams
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Posted: 18th Apr 2012 11:31
gsdblack why do you think once 107 is out there will be more focus on t2?
kamac
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Posted: 18th Apr 2012 15:24 Edited at: 18th Apr 2012 15:24
I have been having blackberry compilation problems (The thread is still inside blackberry sub-forum) but I may just try doing everything from scratch... It's something about messed pathes. Though, I am not able to fix them.

Some videos would probably do the job.

bjadams
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Posted: 18th Apr 2012 15:55
With all due respect, TGC have provided extensive step by step guides how to set up everything for ios, android & blackberry.

everything worked fine for me, first time round, just make sure you follow everything to the rule and do not change or skip anything.

This thread is about adding extra functionality to platforms like ios, using native code, hence adding important functions which cannot be done in AppGameKit even if they only work on that platform!
kamac
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Posted: 18th Apr 2012 16:32
Quote: "With all due respect, TGC have provided extensive step by step guides how to set up everything for ios, android & blackberry."


Possible, but I have followed all blackberry steps carefuly, but yet couldn't compile. Though, that can be software's fault. (Maybe paths aren't relative enough?)

kamac
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Posted: 18th Apr 2012 17:54 Edited at: 18th Apr 2012 18:12
Yeah. I have installed BBNDK directly on my E:\ drive, but I get the same error after I try to build the project:




That drives me mad.

It points to
E:\bbndk-2.0.0\target\target-override\armlev7\usr\lib\libOpenAL.so
but libOpenAL.so is inside:
E:\bbndk-2.0.0\target\qnx6\armle-v7\usr\lib\libOpenAL.so

When I've copied libOpenAL.so to the location it wants it to be, It has found some new error:




Pathes is a mess. Maybe it's because I'm using bbndk-2.0.0 instead of 1.0.0?

bjadams
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Posted: 18th Apr 2012 18:19 Edited at: 18th Apr 2012 18:20
Why install it on E: drive when the guide says otherwise?

also the guide specifically says to use ndk 1.0

Sorry guys, but if you don't follow the instructions, what do you expect
kamac
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Posted: 18th Apr 2012 18:30
Quote: "Why install it on E: drive when the guide says otherwise?"


Because I have too less space on C:.

Quote: "also the guide specifically says to use ndk 1.0"


There's nowhere wrote:
"Remember, this guide may NOT work with bbndk-2.0.0 or newer. Please use bbndk-1.0.0"



I will try using bbndk-1.0.0. If it will work, I will be very happy

bjadams
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Posted: 18th Apr 2012 19:18
Kamac, make space & install all on c: and use ndk 1.0 and I can assure you that all will work fine!
kamac
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Posted: 18th Apr 2012 21:08
Well, now everything's on E: and nothing works. I'll do that later.

kamac
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Posted: 18th Apr 2012 22:49 Edited at: 18th Apr 2012 22:50
Everything re-installed on C: drive.
So, I now have path of: C:/bbndk-1.0.0/


But nope! Nothing works. When I try to export following TGC's guide step-by-step, I get this error:

Quote: " Error: File or dir does not exist: C:\ndk-1.0.0-workspace\AGKPlayer\libs\release\libOpenAL.so"


I do exactly step-by-step.

bjadams
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Posted: 18th Apr 2012 23:03
AGKplayer?
are you using T1?
kamac
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Posted: 18th Apr 2012 23:13 Edited at: 18th Apr 2012 23:14
I am importing project for playbook.

In the guide it says I need to import agk_player_bb folder, but it's not there (because they've changed it). So, I import whole downloaded folder (which kind of works and is correct, but wasn't updated in the guide)

I am using Tier 2, but trying to compile AGKPlayer interpreter for Playbook (If I can compile this, then I can compile my projects)

gsdblack
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Posted: 19th Apr 2012 00:57
bjadams, I thought I read somewhere on the forum tgc would give more attention to T2 because users have been asking about it. I could be crazy though.
bjadams
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Posted: 19th Apr 2012 09:06
Well all T2 users need is someone who starts posting step by step guides (or videos) how to do platform specific things in AppGameKit like the first video I posted in this thread, but related to AGK.

So that TGC will have all the time in the world to add the options in AppGameKit later on.

For example, I am using FMOD to handle all my sound requirements. This way I won't be bothered or stopped with the somewhat limited sound options in AGK.
polomint
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Posted: 20th Apr 2012 12:34
@kamac : Which guide are you using to create Tier 2 projects for BlackBerry? Are you using Visual Studio as the editor? I'm hoping to use either VS2008Express or VS2010Express..

Blackberry App Development & ZX Spectrum Game Development.
bjadams
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Posted: 20th Apr 2012 13:18
PoloMint, Playbook T2 dev uses the QNX Momentics IDE not VS
polomint
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Posted: 20th Apr 2012 13:44
Ahh ok, I'll install that then.

Blackberry App Development & ZX Spectrum Game Development.
bjadams
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Posted: 20th Apr 2012 14:15
Just follow the guides LETTER by LETTER. If you don't then expect things to FAIL!

I just did all the steps in the guide and ALL worked 100%
polomint
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Posted: 20th Apr 2012 14:24
@bjadams: I'm assuming you mean the guide that comes with the full AppGameKit package. I think it's named Playbook_Tier_1_and_2.zip? I'll print that out, and follow it,

Blackberry App Development & ZX Spectrum Game Development.
bjadams
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Posted: 20th Apr 2012 14:52
there is a separate playbook archive in the download section under "My Products"
kamac
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Posted: 20th Apr 2012 15:12
Quote: "Just follow the guides LETTER by LETTER. If you don't then expect things to FAIL!"


Think if there's anything wrong in what am I doing:

1) installed bbndk-1.0.0 using default locations
2) installed simulator
3) opened QNX IDE.
4) selected default workspace.
5) my pathes containt no spaces.
6) imported Playbook_Tier_1_and_2 folder. (which is a project, I had to import this because there's no agk_player_bb folder)
7) copied the project into my workspace (selected the tickbox)
8) skipped all *? because all paths are relative.
9) setted project to Device-Release.
10) cleaned the project.
11) builded the project.
12) there are only warnings left. No errors.
13) selected "export" by right-clicking on AGKPlayer.
14) pressed next.
15) choosen my signing key and pressed FINISH.
16) Got error during exporting:
Quote: "Error: File or dir does not exist: C:\ndk-1.0.0-workspace\AGKPlayer\libs\release\libOpenAL.so""


My pathes:

Quote: "C:\bbndk-1.0"

Quote: "C:\ndk-1.0.0-workspace"


Where's my fault of not following the guide?

polomint
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Posted: 20th Apr 2012 23:29
@kamac, I have done everything exactly as you have done and exporting worked fine for me.

Did you right click the project then select properties, then click the C/C++ tab, then select Paths & Symbols, then GNU C, then Libraries tab. In the top of the three boxes displayed click the + button and add "${workspace_loc:/${ProjName}/libs/release}"
Make sure that device-release is selected before adding it.

That worked for me, now all I have to do is figure out how to create a blank project as a template hehe...

Blackberry App Development & ZX Spectrum Game Development.
bjadams
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Posted: 21st Apr 2012 00:03
Polomint there is a sample template in the archive. use that and start cleaning it up and customising it.
polomint
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Posted: 21st Apr 2012 00:14
Aye, I will give it a crack tomorrow . I have everything building and sending to my playbook over wifi works fine now too, so I'll start converting my Tier1 over to C++ tomorrow.

Blackberry App Development & ZX Spectrum Game Development.
kamac
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Posted: 21st Apr 2012 11:28
Quote: "Did you right click the project then select properties, then click the C/C++ tab, then select Paths & Symbols, then GNU C, then Libraries tab. In the top of the three boxes displayed click the + button and add "${workspace_loc:/${ProjName}/libs/release}""


No, I haven't done that because It wasn't enlisted in the guide.

Also, that path is in there already.

polomint
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Posted: 21st Apr 2012 11:45
Well I must admit then that I'm not sure what the problem is for you. I managed to get it creating the AGKplayer bar file quite easily, although getting it to send via wifi was a pain. I decided not to use the simulator cos it takes too much ram on this netbook heh. I am going to sort out a nice template and see if I can make up an easier guide

Blackberry App Development & ZX Spectrum Game Development.
kamac
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Posted: 21st Apr 2012 11:50
Yes!

I finally got it!


Here's what I did:

1) Opened up bar-descriptor.xml
2) Went on line about 64 and changed from:



to


Then the same for Device-Release.

polomint
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Posted: 21st Apr 2012 12:08
Good to hear it works,

Blackberry App Development & ZX Spectrum Game Development.
kamac
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Posted: 21st Apr 2012 12:20
Me too. My game is almost running correctly. I must find why when I want to create a block, It crashes

kamac
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Posted: 21st Apr 2012 12:27 Edited at: 21st Apr 2012 13:02
It seems that problem lays within



Because it says that those externs weren't find, while they're defined inside of bbutil.c.

It seems that we need some nice Tier 2 templates for playbook

@EDIT

It seems to be AGK's internal error. Something with scaling/setting sprites' positions, because when I try to position a sprite at X of
everything's running fine until I move to the right (increases the result of GetViewOffsetX()). Everything runs fine on other platforms, just not on playbook.

Is this some bug?

polomint
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Posted: 21st Apr 2012 13:12 Edited at: 21st Apr 2012 13:19
I've not tried GetViewOffsetX() yet, but will give it a look later when I get home.

Maybe someone else may have an idea of what is happening?

EDIT: Yes, a nice basic template for Tier2 on the PB would be great. You should make one, hehehe,

Blackberry App Development & ZX Spectrum Game Development.
kamac
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Posted: 21st Apr 2012 13:22 Edited at: 21st Apr 2012 13:26
It also might be the case of setting sprite's size to 0 (doesn't matter if it's X or Y size).

@EDIT

Fixed. It was the case of setting sprite's size to 0.

polomint
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Posted: 21st Apr 2012 13:28
Ahh, that's good to know that it isn't a bug then,

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kamac
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Posted: 21st Apr 2012 13:38
From some point of view, it is because setting sprite's size to 0 is impossible on PC and android, but not on playbook.

bjadams
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Posted: 21st Apr 2012 16:13
setting sprite size to 0 or negative and transparency to negative values crashes on ios too
kamac
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Posted: 21st Apr 2012 17:14
Kinda weird, because It doesn't on Android/PC. (Aleast for me)

victordavion
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Posted: 21st Apr 2012 19:19
Back on original topic...

I, too, would like to see something like this. In fact, if I were more well versed in the Android SDK ( Or JAVA for that matter ), I'd be more than happy to make video guides on how to implement the Google Maps API, or Location, or various other things. Alas, I don't know how to do those things lol.

So, if someone know and wants to teach but doesn't want to make a video, teach me, and I'll pass it on.
bjadams
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Posted: 21st Apr 2012 19:23
Unfortunately, just like me, most of the AppGameKit users are not that technically minded in native api coding... that's why we use AppGameKit!

so i think it has to be someone from the tgc team to provide us with some instructions every now and then!

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