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AppGameKit Classic Chat / Building an Android App with App Game Kit

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Daniel TGC
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Posted: 23rd Jun 2012 18:37 Edited at: 23rd Jun 2012 18:49


In response to our App Game Kit survey we've produced a detailed tutorial video showing you how to get your App Game Kit Tier 1 app from AppGameKit to Android 2.3 or higher.

For easier viewing, each module is organised into menus with full annotation. Simply click on the subject you want and the video will take you there. Please note this feature only works in Windows, Linux and Mac PC's.

Module 0 is an introductory module, it's not necessary to watch it but if you are a novice then it has useful information.
Trisect Development
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Posted: 23rd Jun 2012 21:33
Super nice!
Thanks

Check my games for iPad, Android Tablet and PlayBook.
www.ipad-apps.dk
Conjured Entertainment
AGK Developer
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Posted: 26th Jun 2012 20:01
This is great.
At 17+ minutes in I realized how long this thing is, so I'm waiting to watch the rest when I am ready to build my apk file.
Right now, I am still testing by broadcasting straight to the device via wifi and the player from the store.
Thanks a lot for this.


GasiusGames
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Posted: 27th Jun 2012 15:28
Daniel, can you make it available for download, then we can play it back and pause at will.

Good show, thanks man.
Rich Dersheimer
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Posted: 27th Jun 2012 17:03 Edited at: 27th Jun 2012 19:51
Spelling error - "where" sted "were".

You mention the user must have a windows phone or tablet, but obviously you should have said Android.

I get to the Eclipse download page, and Classic 3.7.2 is not available, only Classic 4.2 is available. I'll keep going with 4.2, perhaps it will work.

More as I continue.

EDIT 1: Okay, I sneakily found the 3.7.2 download, it's called Indigo - Eclipse

EDIT 2: I didn't see any links on the YouTube page, so I'll just include them as I go along. Some are very long and hard to remember.

Java JDK

Android SDK

and here's the location for the ADT Plugin
http://dl-ssl.google.com/android/eclipse/

Android NDK

Cygwin

HOT DANG! I just got the AppGameKit Player built and loaded on my Kindle Fire! Less than two hours! Now to put my current game project on it as well!

Thank you TGC and Daniel, excellent video!

FINAL EDIT: Ack. I loaded my game onto my Kindle Fire and it takes TWO MINUTES AND FORTY-THREE SECONDS to go from splash screen to the game menu. Running the game through the AppGameKit player is much quicker, about 12 seconds to load. Gotta be something I'm doing wrong, but I have no idea where to start troubleshooting. So maybe I'll just focus on iStore for now.

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Some days, you'll eat the bear.
Today, I'm eating the bear!
Ancient Lady
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Posted: 27th Jun 2012 17:14 Edited at: 27th Jun 2012 17:19
Yup, Indigo is the one I use.

Cheers,
Ancient Lady
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Posted: 27th Jun 2012 17:16 Edited at: 28th Jun 2012 21:02
Mod Edit - Daniel

Sorry, but downloading videos in this way from youtube is against their terms and conditions.

Please note I am currently working a youtube alternative for those who wish to view offline.
Ancient Lady
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Posted: 27th Jun 2012 17:31
I just verified something I was worried about in the video.

It says to put the bytecode file and all the media directly the 'assets' directory.

As of v1074 (or v1073), the bytecode and all media files go into a directory named 'media' under the 'assets' directory.

Cheers,
Ancient Lady
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Posted: 27th Jun 2012 17:38 Edited at: 28th Jun 2012 21:53
Mod Edit - Daniel

Please be aware that downloading from youtube is against their rules.

I am working on an offline version, it is rendering now.
kamac
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Posted: 29th Jun 2012 09:58
Quote: "Just as importantly, we have included much more non-technical advice and helpful tips:

How to make money from your app
Utilising different pricing models
The Dos and Don’ts of in-app advertising
Hooking your users
The competition
and more…"


Yay Thanks.

Follow me on twitter! @MotionStruct
Motion Struct blog
CyberGamer
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Posted: 29th Jun 2012 23:24 Edited at: 29th Jun 2012 23:27
Quote: "Mod Edit - Daniel

Sorry, but downloading videos in this way from youtube is against their terms and conditions.

Please note I am currently working on a youtube alternative for those who wish to view offline."


Thank you ,youre a star.
pamerco
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Posted: 4th Jul 2012 23:27 Edited at: 5th Jul 2012 15:05
Mod edit - DanielTGC

This is an English speaking service only.
pamerco
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Posted: 4th Jul 2012 23:28
hey ... excellent video .....
for IOS, or to OSX .....
There are also some video tutorial?
I have not managed to find it. thanks
CyberGamer
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Posted: 5th Jul 2012 12:03
Quote: ""Mod Edit - Daniel

Sorry, but downloading videos in this way from youtube is against their terms and conditions.

Please note I am currently working on a youtube alternative for those who wish to view offline.""


Hi Daniel,
Did I miss it?
Daniel TGC
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Posted: 6th Jul 2012 20:06 Edited at: 6th Jul 2012 20:07
I've only just uploaded it so you've not missed anything.

The original MP4 file was just over 3Gb in size, and it didn't maintain the menu structure so I re-edited the project as bluray instead which can be run through VLC 2.0.2

Download Bluray Zip Here

Instructions


Download VLC 2.0.2 or later by clicking HERE
Install VLC 2.0.2 or later
Extract the AGK2Android.zip file to the location of your choice
Open VLC media player
Click on the Media menu item
Click on Open Disc
Select BluRay
Remove tick from "No Disc Menus"
Click on Browse next to Disc Device
Select the folder of your extracted zip file
Click Select Folder
Press Play
enjoy!

In theory this Bluray can also be burned to a bluray disc and played using a bluray player, however this is untested because I don't own a bluray player! So if you do this its at your own risk, I recommend just using VLC Media Player in the mode I demonstrated.
Ancient Lady
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Posted: 6th Jul 2012 20:28
Daniel, has it been updated to make reference to needing the 'media' directory under the 'assets' one? This is not a trivial issue.

Cheers,
Ancient Lady
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fallen one
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Posted: 7th Jul 2012 04:50
If you follow the pdf or video you will get a problem
trying to upload to Google Play the apk and got this error.
Quote: "Google Play does not accept apks signed with the debug certificate. Create a new certificate that is valid for at least 50 years."

I think this may be the page that helps.
http://developer.android.com/tools/publishing/app-signing.html
Ill have to come back to this and try and work it out, go over the steps in the video and see where you add 'the missing bits', so you can 'sell' an app in a 'store'.


Daniel TGC
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Posted: 7th Jul 2012 06:41
Yes lady it was updated.

Regarding the debug issue see module 6 submitting to google play.
fallen one
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Posted: 7th Jul 2012 20:29
Yep, checked the video, its all there, nice and clear, followed it without problems, just submitted the app, I wonder how long it takes to go on the store and if they have a review like Apple does?


MarcoBruti
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Posted: 7th Jul 2012 21:43
Google approval process is nuts compared to Apple. My average time to have apps published and ready to be sold on store after committing the app on developer site, is 1 day. On the contrary maybe the average quality is worse, the earnings are lower, etc.
This is logic. Google should check your app on hundreds of terminal, Apple has got 10 or 20 different iStuff devices maximum, so they can afford to pay some "Apple Geniuses" to test your app and check if some bikini chick is hidden in your software, or there is a photo of you drinking a beer, so pushing people to alcoholism.
fallen one
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Posted: 7th Jul 2012 23:13 Edited at: 7th Jul 2012 23:15
It took 2 hours to publish in the store. I hope it works, I dont think Google test it, and Eclipse simulator does not work with AppGameKit apps. If it doesnt work, reviewers will go mad.
Bit worried about the price, tier 1 on iOS is 69 pence, I did the same for this app, but I dont know the Android market, Ive heard Android users dont like paying for apps.
I also see Google Play does not have a new releases category, that's not so good, your app has to rely on search for its initial sales, or marketing if you have done any.


leo877
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Posted: 11th Jul 2012 06:58
@ Daniel TGC or AppGameKit user:

I follow the instructions in the help menu from agk to download to builded for android app my question/ concern is do you download the new updates or use obslete files.


Daniel TGC
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Posted: 11th Jul 2012 17:13
This is covered in the documentation and in the video.
pamerco
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Posted: 11th Jul 2012 17:25
hello
I'm having problems with the installation of the android sdk, which had to be easy ....
when I run android SDK manager does not find me android 2.3.1 (Api 9)
I put a picture of what I have, tell me which is what I can I install or encontar the option that I have.

Thank you.
I followed the tutorial up here.
I created the directory in c :/ andriod
I downloaded eclipse
I downloaded the java sdk link that brought Rich Dersheimer
and I also downloaded the android sdk link manager Rich Dersheimer
but even here .....

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Cor
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Posted: 14th Jul 2012 00:59
Hey Pamerco,
I had the same problem as you, I fixed it by Installing the "Android SDK Tools" and "Android SDK Platform-tools" under the "Tools" folder at the top. Then check the obsolete box and it should appear
pamerco
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Posted: 15th Jul 2012 10:21
finally I could easily install from eclipse menu.
I have compiled the agkplayer.apk without problems ....

now for my game
Cliff Mellangard 3DEGS
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Posted: 15th Jul 2012 18:44 Edited at: 15th Jul 2012 18:53
Quote: " Classic 3.7.2 is not available, only Classic 4.2"


Do this only work with the old one?

I downloaded 4.2.

And i also got no android versions displayed?
I neaded to download the android sdk tools and then exit and restart to be able to download the api for 2.3 in the sdk manager.

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Rich Dersheimer
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Posted: 15th Jul 2012 19:22
3.7.2 is available, but a bit hard to find. Try the link in my post at the beginning of this thread.

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but now I can't really seem to care.
Cliff Mellangard 3DEGS
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Posted: 15th Jul 2012 19:47
Iam taking a break right now

Iam at the part where we use cygwin to remove the write read protection.

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Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Cliff Mellangard 3DEGS
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Posted: 15th Jul 2012 22:31 Edited at: 16th Jul 2012 12:46
Compiled my first player

I only have one question why does the tutorial modify the manifest files so complicated when it can be done so easy inside eclipse?

Edited...........
Does anyone know how i replace the splash image of my own compiled player?

Edited..............
There seams like tgc over complicate the build process?
Bjadams showed an auto build that takes away the nead for cygwin!

http://mobilepearls.com/labs/ndk-builder-in-eclipse/

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Cliff Mellangard 3DEGS
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Posted: 23rd Jul 2012 01:38 Edited at: 23rd Jul 2012 03:04
iam trying to build a standalone apk but it only builds the player wathever i do?

I follow the tutorial step by step but something must have changed?

Edited....................
Solved.
I must have missed a step as it works now.
copy project folder from my wizard.
Make sure the interpenter file have bin modified to run bytecode.
Copy the agk projects media folder in to assets folder.
Rename the project.byc file to bytecode.byc in the media folder.
run cygwin on the wizards project folder.
Run eclipse and import the project.
select android tools/fix project properties.
run as android.

A finished apk file is done

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
leo877
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Posted: 24th Jul 2012 10:15
can any agk members help me here with this problem. i post a pic. the first log is from the interpreter and second one is from the mini game app i use. it makes app but stops when trying to open on my tablet . i follow the video. i also have a question.

when i try to install java 1.6 it says i have high version install. does it matter or do i need to use 1.6.

how do i do a clean unstall. doing a regular unstall of agk doesnt work.


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Cliff Mellangard 3DEGS
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Posted: 24th Jul 2012 11:54
Quote: "can any agk members help me here with this problem. "

First have you used cygwin to make the files read and write able?
chmod 777 /cygdrive/c/Android/AGK/* -R
next command line is.
make -v
Now is the question have you changed the interpreter.cpp and un remed the line so it compiles the bytecode on your project?

now use .
cd /cygdrive/c/Android/AGK/IDE/apps/interpreter_android
and next.
/cygdrive/c/Android/android-ndk-r6b/ndk-build 2> log.txt

Now can you always simply cut and paste the player folders files and simply rename them for your project.

Next step when you have made an copy is!
Copy the entire media folder from the project you want to compile in to the assets folder of your new project.
Find the byc file and rename it bytecode.byc.

Now do you simply run eclipse and import project in to work space.
Android tools fix project properties.

Run as android.

Apk file done.


It sounds like you have made something wrong with the files in the agk folders inside the android folders?
So i recomend you to delete all the files inside AGK/IDE/apps
And copy fresh new ones from the agk install folder.
They are in the same named folders as daniel showed in the video.
Iam trying to write a wizard for this and encountered these errors alot

But now does the wizard compile them completely without the nead for cygwin


Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
leo877
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Posted: 25th Jul 2012 06:41
@ cliff thanks for answering me.

i watch this video so mny time and redo overs and overs.

what i did was uninstall my agk folder, redownload v.1.065 msi and install it. (i was also having problems with agk) and gave it a test run. test:okay. so then i did the chmod 777, the make -v.. ever thing came out okay. i did the
Quote: "/cygdrive/c/Android/android-ndk-r6b/ndk-build 2> log.txt"
it compile or what ever is surrpose todo with no errors or stopping like my last post were it stop. i stop there.

i open ecplise and the other agkplayer was there with errors. i try to run the fix error but no good. i am figuring sine i unstall agk and reinstall a new agk, the file is missing. so i am gonna take a break for a day and finish the rest of the video.

i post with my final reults later.

what do mean by this
Quote: "Now is the question have you changed the interpreter.cpp and un remed the line so it compiles the bytecode on your project?
"

what line are you talking about. the only one i remember to unrem one line were you do ifdef...

Okay i got another question for cliff, tgc daniel or any agk user if i do wat the vid say in v.1065, then up great to v1.75...would i still have do all the recomply again. or does it saty comply after i upgrade to the latest version


Cliff Mellangard 3DEGS
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Posted: 25th Jul 2012 09:29
Quote: "what line are you talking about. the only one i remember to unrem one line were you do ifdef..."

You must also rename the bytecode file in you agk games media folder you copied
It have the name of your game and ends with .byc.

This is case sensetive= bytecode.byc

The ifdef you are talking about only enables the interpreter files to read the byte code

If you still have problems so could you check my wizard?
It creates all the neaded files in an apps folder you simply copies over to the android working folders.

Its alot easier for a beginner to use.
Its all explanied in the showcase folder i have my thread.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
JimHawkins
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Posted: 25th Jul 2012 11:50
I don't quite see why cygwin is needed. It isn't needed for AppGameKit Pascal.

-- Jim
leo877
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Posted: 25th Jul 2012 12:40
@ cliff
Quote: "This is case sensetive= bytecode.byc"
yes i have done that. i follow every step in the video.

if i use your wizard what and were
Quote: "files in an apps folder you simply copies over to the android working folders"
are you talking about.

thanks for your help so far.


Cliff Mellangard 3DEGS
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Posted: 25th Jul 2012 14:21 Edited at: 25th Jul 2012 14:22
Quote: "if i use your wizard what and were Quote: "files in an apps folder you simply copies over to the android working folders" are you talking about."


I hope this helps?



Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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Ancient Lady
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Posted: 25th Jul 2012 17:36
Quote: "I don't quite see why cygwin is needed. It isn't needed for AppGameKit Pascal."

Cygwin is used for doing the compile bits to create the stuff that Eclipse uses. Simple steps.

leo877, if you upgrade your AppGameKit (I would recommend 1076), you need to update a bunch of stuff in your android setup. And starting with 1071, the byte code and media files go in a directory named 'media' under the 'assets' directory in your android project.

These are commands I execute every time I update/change my AppGameKit version. I have my Windows AppGameKit installed in C:\TGC\AGK (I never use the Program Files directories if given the choice, I hate spaces in paths/file names). And I used simply 'android-ndk' for the Android NDK path (I used the most recent version). And I just created from IDE down in the android set, since I didn't need anything else in the AppGameKit tree.

A good command to use before anything else, to make sure directory/file permissions are set well:


To update the core AppGameKit stuff:


To update my own projects after updating core AppGameKit (this is important to make sure that your project uses any new stuff):


After doing the above to make sure the permissions are correct and that Eclipse will be able to run the app on the Android device:


Now, just so you have a working player, build the player:


Edit /cygdrive/c/Android/IDE/apps/interpreter/interpreter.cpp to uncomment the correct line so that your app will run instead of the player. In v1075 and v1076 it is at line #255:


Copy from your AppGameKit Tier1 directory, clean and compile your app:


Good luck!

Cheers,
Ancient Lady
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leo877
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Posted: 26th Jul 2012 11:09
@ cliff

i will try out your wizard. i was reading the post that you need beta tester, so i will be happy to beta it. if i have question or if i get stuck i will post on the WIP board. i hope you can get it working. i can make video and youtube vids of my progress but i have no mic as of the moment but i can put text on the vids.

@ancient lady


i will follow your steps you post here. after i finish these steps.. i will post the results.


Cliff Mellangard 3DEGS
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Posted: 26th Jul 2012 19:03
Quote: " i was reading the post that you need beta tester, so i will be happy to beta it."

Thanks as i didt get much response?

I belive most people are more intrested in ios

I nead people to test so it is not only working on my computer but everyones.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
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leo877
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Posted: 27th Jul 2012 10:27
well i refollow the video.. and i got the result i need. i was able to make 2 playable file to install on my tablet. i did 2 files compile...one was a tgc game example spaceshooter and my short file.. both came out perfect with no errors. i was able to play the apk file on my tablet perfect. now time to get on my games i got in my head. thanks @ acientlady and @cliff[/b} for help and advice. [b] cliff now i am gonna start messing around with your wizard by beta testing it.


Auger
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Posted: 5th Aug 2012 00:06
Great video ... managed to follow it step by step and have my App working on my Android phone I just got. Only problem I had was when I first ran the app it had missing graphics, music, and sound.

I found out that all the AppGameKit filenames you load are case sensitive when you compile to android. Renamed everything in AppGameKit and compliled again and everything works now.
Digital Awakening
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Posted: 12th Aug 2012 15:04 Edited at: 12th Aug 2012 15:38
I ran into a bit of a problem. Please help me!

When restarting Eclipse I never got the dialog "Welcome to Android development".

First I had the same problem as Pamerco in the SDK Manager but then installed the tools. Then when installing the 2.3.1 SDK I had 4 packages to install, not 5 as in the video.

When installing the ADT Plugin I had an extra option for NDK Plugins. Not just Developer Tools as in the video. I have tried installing the NDK Plugins as well but that altered the look of the Welcome screen in Eclipse without giving me the dialog.


Edit:
When I continue with the installation process the icon before C/C++ Tools is grayed out. Apparently that has already been installed.

leo877
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Posted: 12th Aug 2012 21:36
@ digital awaken


I have had problems but I re-watch it and unistall then reinstall. Did you click on the links post by Rich Dersheimer i think it the fifth post in this forum. Every link should be waht you need.

what is
Quote: "Pamerco in the SDK Manager"



Digital Awakening
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Posted: 12th Aug 2012 23:34
Leo:
I followed the instructions very carefully. I used the links provided by Rich and double checked them with the movie. Pamerco posted about a problem with the SDK Manager earlier in the thread.

Due to limited time it would be very helpful if anyone can tell me how to launch that Android configuration dialog manually.

Ancient Lady
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Posted: 13th Aug 2012 00:50
1. Open Eclipse
2. Click on the 'Window' menu item in the main menu bar
3. Click on 'Android SDK Manager'

Hopefully that is what you are looking for.

Cheers,
Ancient Lady
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Digital Awakening
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Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 13th Aug 2012 07:40
Lady:
No, I'm not looking for the SDK Manager. In the video, after installing the ADT Plugin, Eclipse is restarted. This pops up a dialog window called "Wellcome to Android Development" "Configure SDK". That one never popped up for me.

JimHawkins
15
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 13th Aug 2012 10:49
It never ever popped up for me - but all works fine!

-- Jim
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 13th Aug 2012 12:35
Thanks Jim. I was considering just continuing with the process this evening and see what happens. Knowing that someone else have done the same thing is encouraging.

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