1075 on Windows, Android, iOS and Mac
Well I've tested my Tier1 app and a couple of test Tier1 apps in Windows, on my Mac, iPod Touch, iPad 2 and Vizio Android. The iOS and Android tests were done without using players. Vizio connect to Windows PC via USB and started up from Eclipse. The iOS devices connected via their cable and started up from Xcode.
The beauty of directly connecting for the initial running of an iOS/Android app is that it leaves the entire app on the device and you can run it anywhere without being connected to anything. (I got a great 'ooh! ahh! looks addicting!' reaction showing an early iPod version to someone that way.)
I am happy to report that the GetCurrentDate() and GetCurrentTime() functions are working perfectly on everything.
The ads also worked properly in landscape mode on all devices. Displaying the ad in the lower left and accepting the clicks there as well and going to a browser as appropriate.
Text input (using StartTextInput, GetTextInputCompleted and GetTextInput) worked fine in all orientations. Although, in the Android, when I hit a wrong button and ended up in another app, when I returned to the AppGameKit one, the keyboard was gone and tapping in the input area did not bring it back up. (Sounds like a case for checking for return to focus.) I did not test that on the iOS devices, yet. I'll try that later.
Sadly, trying to execute directly from the AppGameKit IDE still causes problems when you try to close the app.
A couple of things did not work as they had before or as expected.
The game I used for testing is designed to play in one orientation, landscape, and you may not flip it once the game starts. So, within the Tier1 code I execute the command 'SetOrientationAllowed(0,0,1,0)'. In Xcode, for both iPad and iPhone/iPod, I set the 'Supported Device Orientations' to only landscape right. On the Android, I tried both the default value 'fullSensor' and 'landscape' for android:screenOrientation in the AndroidManifest.xml file.
In version 1074, everything worked except the position for the click area on iOS and Android devices.
In version 1075, the results are mixed.
On all but the Android, once we got to the main menu, the game ran perfectly.
On the Android, the accelerometer commands 'GetDirectionX()' and 'GetDirectionY()' were reporting as if the tablet were being held in portait mode. Tilting away from me sent the player flying to the right instead of up. Tilting to the right, sent it going down instead of right.
On the Android, Windows and Mac, the default/splash screen displayed as though it thought it was in portrait mode, sort of. The images are both landscape oriented and they appeared squished in the middle of the display. On the iPad, the initial (default.png) image displayed correctly, but the AGKsplash.png squished up somewhat. On the iPod, it all went perfectly.
So, overall most of the issues I tested appear to be okay.
But there is a big problem with the accelerometer directions when not in normal portrait mode.
Not so good with the initial orientation thinking it is portrait, even when it isn't.
Cheers,
Ancient Lady