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AppGameKit Classic Chat / [AppUp] Getting msi mini maker to work with agk.

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Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 14:17 Edited at: 13th Nov 2012 16:44
I will try to make this an agk specific guide on how i do it and wath you nead.
I thought it whas an good idea as i think its pretty complicated still after bax great tutorial.

------------------------------------------------------------------
This is the official and best guide out there but still a bit confusing
http://adg.devink.co.uk/index.php?option=com_k2&view=item&id=83:appup_dev_guide&Itemid=81
------------------------------------------------------------------
My steps so far!
------------------------------------------------------------------

I installed minimsi maker 1.2 and got no errors.

INFO UPDATE 14/11/2012: Uploaded a new version (v1.3) that fixes the problem reported of the build failing when a different project folder is selected immediately after a previous build has completed. Have also updated the installer to install any missing dependency files like comdlg32.ocx. Download new setup from first post of my WIP thread MR_D

http://forum.thegamecreators.com/?m=forum_view&t=185508&b=8&p=0
------------------------------------------------------------------

I have installed wix and let it install in to the directory it wanted.
I got a message that i dont have visual studio 2008-2010 installed but that shouldt matter.

http://wix.sourceforge.net/downloadv35.html
------------------------------------------------------------------
To sign your msi installer use intels own signing tool as its extremely easy to use.

http://software.intel.com/en-us/articles/app-signing-tool

------------------------------------------------------------------

Keep in mind that this guide skips the building of a new interpreter with the appup sdk.
That is a bit complicated and your game will be easier pirated without it.
You can read bax thread about it here.

http://forum.thegamecreators.com/?m=forum_view&t=193653&b=41

------------------------------------------------------------------

Now lets get started with mini msi maker.

------------------------------------------------------------------------------------------

Create an folder called Application inside the mini msi maker folder.
Copy all the content from your games folder in here.
Please note that you will nead an icon with the same name as the exe in the same folder or it could fail.

Run mini msi maker.
Dont forget to set the icon to run the minimsimaker as administrator.

1/Write your name for the folder where everything will be installed and this will also be the name for the one releasing the installer file.

2/Browse where the wix files are.

3/Browse where the exe file of your game are.

4/Dont select the merge module.

5/Build your installer.



6/Now simply sign the msi installer with the intel signing tool.



7/Your app should now be ready to be uploaded to appup.

------------------------------------------------------------------------------------------

So far have i created an silent installer that works.
I succesfully signed my installer with the intel tool.
The only thing i havent done is uploading it to appup.
So please if you follow my guide and find any errors post it here.
------------------------------------------------------------------
I will not upload my app untill later next week so its good if you find any errors that you report them here.

Anyone that have got any further in the process please let us know of any problems and wath more files are neaded?

Whas your upload to appup a succes.

------------------------------------------------------------------
Possible errors.
------------------------------------------------------------------
If you get this error when trying to run mini msi maker.

Go here and follow the steps.
http://devonenote.com/2010/02/register-comdlg32-ocx-on-x64-win7/
------------------------------------------------------------------

If you are unsure wath bit system your version of windows is running? (32-64 bit)
Click start button.
Type in system in the search window.
Click on system.
Now will it be stated in systemtype.
------------------------------------------------------------------

Place your comdlg32.ocx file here.
32 bit.
c:\Windows\system32
64 bit.
c:\Windows\SysWOW64

If you run vista,win 7 or higher make sure you have tagged the command prompt icon to run as administrator.
Now run the command prompt.
32 bit.
regsvr32 c:\Windows\system32\comdlg32.ocx
64 bit.
regsvr32 c:\Windows\SysWOW64\comdlg32.ocx

You should now get an message that the registering of the file whas an succes and mini msi maker will now work.

------------------------------------------------------------------
If you get these errors in the log file.
wix step 1.
candle.exe : error CNDL0103 : The system cannot find the file 'C:\Program Files (x86)\MiniMSIMaker\Crypt Runner\151109.wxs' with type 'Source'.
wix step 2.
light.exe : error LGHT0103 : The system cannot find the file 'C:\Program Files (x86)\MiniMSIMaker\Crypt Runner\151109.wxsobj' with type 'Source'.

Close mini msi maker.
Now set the launch icon to run the install maker as administrator.
Relaunch the minimsimaker.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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BatVink
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Posted: 4th Nov 2012 14:55
I'm not sure how to answer your questions, but I have started to do the same for a Tier 1 app.

I am using WarSetup and the template project for DBPro, along with Orca. I have hit a couple of issues...

1. The "icons" table is not created in the msi installer. I can add it manually but it points to something being wrong.

2. The desktop icon name is being named "[DesktopFolder]"

3. I'm not sure if this is normal, but when I test it doesn't do a silent install, I see the empty license which I must agree to.

If I resolve these I'll post again.

Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 15:02 Edited at: 4th Nov 2012 17:34
Thanks batvink

Would be great with another agk specific guide

Yours seam to complicated for me and i try the shortcut with mr d program.

I feel extremely stupid when trying to get this right
But my english is a bit weak.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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bjadams
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Posted: 4th Nov 2012 15:33
installers are meant to make things simpler.

these guides seems way too complicated.

don't intel have an official installing package too?
Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 15:40
Bjadams i had the same thought and its a mess.

I cant get any further after these errors?
wix step 1.
candle.exe : error CNDL0103 : The system cannot find the file 'C:\Program Files (x86)\MiniMSIMaker\Crypt Runner\151109.wxs' with type 'Source'.
wix step 2.
light.exe : error LGHT0103 : The system cannot find the file 'C:\Program Files (x86)\MiniMSIMaker\Crypt Runner\151109.wxsobj' with type 'Source'.

I simply cant find waths wrong?

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
mr_d
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Posted: 4th Nov 2012 15:44 Edited at: 4th Nov 2012 15:48
Hi Cliff, looks like you are doing fine so far, and it's good that you you are updating this for AppGameKit, as when this was originally produced, it was targeted to DBP programs mainly.

After saying that though, I have used this myself to package up my AppGameKit app "Rogue Robot Rampage" for AppUp (I used the original v1.065 version).

I believe the problem you are running into at the moment has to do with the fact that you have installed either minimsi maker (MMM) or wix to the protected "program files (x86) folder" which is not allowing needed files to be created or modified in that location.

I suggest you uninstall and re-install to another area like "c:\users\<your name>\" or similar.

Please try that and let me know how it goes. Good work so far, this is very helpful for new developers wanting to get their apps packaged up properly.

EDIT: actually looking at your error message, it looks like you have placed your project under the MMM installed directory. You should move this to the unprotected area mentioned instead of MMM or Wix.

Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 16:17
Hi mr d

First off all

Iam so stupid stupid stupid

I didt tagg your prg to run as administrator

It have now made a silent installer that works !

I clicked my file and it installed the files and works.

The things i did .

It failed the build if i didt have any icon in the game exe folder.

Tagg the mini msi maker to run as administrator.

Now do i only have all the other steps left.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
mr_d
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Posted: 4th Nov 2012 16:27
Cliff, that's good news glad you got it working.
just to repeat though that you don't have to tag my prog to run as admin if your own project folder is in a general access area - i know some people don't like to grant programs the elevated permissions of admin

Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 16:41
in mr d we trust

I will try the signing later on

The app code you get at appup or gibb code.

Do we nead to write it anywhere??

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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mr_d
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Posted: 4th Nov 2012 16:57
for appup, this isn't mandatory anymore if your app is free.
if it isn't free then you may have to still have this as the validation mechanism so that you app gets validated by their appup Store. i'm not too sure of this myself as i haven't created an app for a while now. please check the appup site for info on the actual requirements, and the help files for the latest agk on this area for up to date information.

Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 17:08 Edited at: 4th Nov 2012 17:10
Intel have a brand new signing tool it seams
You dont nead any windows sdk

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Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 17:40
I would love to get some feedback on if this guide whas to any help to anyone and that it works as it should?

So if anyone used the guide and got an agk app succesfully on appup thanks to the guide let me know.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
bjadams
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Posted: 4th Nov 2012 20:00
i will check a bit around to see if all these steps are really necessary. personally i think it's way too complicated as it is now
Cliff Mellangard 3DEGS
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Posted: 4th Nov 2012 23:22 Edited at: 4th Nov 2012 23:48
Quote: "i will check a bit around to see if all these steps are really necessary. personally i think it's way too complicated as it is now "

Sounds great

But i belive i have managed to crunch it down alot by finding the intel tool

Let us know if you discover anything about the guid code that are supposed to be somewhere inside the code of the app?

Iam completely baffled about it and dont know if its neaded or intel adds it by them self when you upload your app?

Have you checked my first post that i have edited alot and found that many steps and programs in the old guides are not neaded?

But i must say that i got alot of errors and had to discover alot with the old guides

Edited..........
I found that you nead to rebuild the interpreter with the appup sdk to use the guid code.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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bjadams
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Posted: 5th Nov 2012 16:23
why do you need the guid code if your app is going to be free?
Cliff Mellangard 3DEGS
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Posted: 5th Nov 2012 19:12
Quote: "why do you need the guid code if your app is going to be free? "


The guide is intended for others that want to publish on appup also

I dont care that much even if i charge a few bucks for a game later on.

But i belive it would be easy for tgc to make an small app that writes it in to an existing player also.

Iam a to bad coder to do it.

Would make agk even greater for more users.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Cliff Mellangard 3DEGS
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Posted: 7th Nov 2012 19:02
Anyone tested my guide if it works ok ?

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mr_d
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Posted: 13th Nov 2012 15:32
INFO UPDATE 14/11/2012: Uploaded a new version (v1.3) that fixes the problem reported of the build failing when a different project folder is selected immediately after a previous build has completed. Have also updated the installer to install any missing dependency files like comdlg32.ocx. Download new setup from first post of my WIP thread: http://forum.thegamecreators.com/?m=forum_view&t=185508&b=8&p=0 Enjoy!

Cliff Mellangard 3DEGS
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Posted: 13th Nov 2012 16:34
Great mr d

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Cliff Mellangard 3DEGS
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Posted: 17th Nov 2012 09:28
This process works 100 % as my game got thru the validation the first try

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The Zoq2
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Posted: 17th Nov 2012 10:42 Edited at: 17th Nov 2012 11:21
Congrattulations!

Edit:
I just used your guide to create an MSI installer and it seems to work perfectly. Thanks for posting your steps for us to see! Hopefully It will be as easy to add the code signging certificate once I get that.
Cliff Mellangard 3DEGS
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Posted: 17th Nov 2012 10:45
Thanks

The only coment whas about misspelled words lmao.

I wrote scoore and they thought it whas score etc.

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JimHawkins
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Posted: 17th Nov 2012 12:41
Cliff - I'd be happy to check the English for anyone in the forum. I do actually have a degree in English...

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
Cliff Mellangard 3DEGS
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Posted: 17th Nov 2012 12:43
iam currently waiting for it to show up on the store?
Takes ages!

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bjadams
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Posted: 17th Nov 2012 19:24
Cliff how many days did it take from submission to approval?
Cliff Mellangard 3DEGS
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Posted: 17th Nov 2012 19:55
Quote: "Cliff how many days did it take from submission to approval? "

4-5 days.

then to publish do i belive 3-5 days as i dont know yet

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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bjadams
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Posted: 17th Nov 2012 23:26
once it's approved, why cannot you just publish it there and then?
Cliff Mellangard 3DEGS
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Posted: 18th Nov 2012 01:11
Quote: "once it's approved, why cannot you just publish it there and then? "

Once its approved so is it published by them.
And this take another couple of days baxslash told me

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mr_d
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Posted: 18th Nov 2012 02:15
as it was explained to me before (don't know how accurate this is), the reason is that they only publish approved apps either once or twice a week, e.g. say Tuesday and Friday (exact days unknown), so if your app gets approved say on a Wednesday, then you have to wait until Friday (or whatever day it really is) until it gets published.
Don't know why they couldn't have made it automatic and straight away, but that's what I was told...

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Posted: 18th Nov 2012 03:08
I'm still uneasy about there only being a single week between when the submission deadline is and when the app must be approved and on the app store to count. It'll be a few days before I can get mine submitted (I've also been waiting for Lee to release Beta 4) so I hope there's enough time for it to still get approved. I think a 2-3 week buffer period between submission deadline and review would've been more helpful to resolve any hiccups.

Congratulations to those who already got it submitted and approved (even if it's not yet on the store), that must be a great feeling!
bjadams
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Posted: 18th Nov 2012 14:24
Xcept i am in the same situation.

i have my contribution ready but i am waiting for an AppGameKit T2 version that supports the sensors + one touch tap. if this is not going to come out then i am in deep trouble and i will be letting down my friends who are part of this project
BatVink
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Posted: 18th Nov 2012 20:40
Quote: "I think a 2-3 week buffer period between submission deadline and review would've been more helpful to resolve any hiccups."


It may still happen. I am currently in the judging period for another Intel competition. It was due 6 November, then moved to the 13th, now it is the 22nd.


I had my app rejected first time. I didn't quite make it idiot-proof, and they (rightly) tried to put it into Host mode and Client mode at the same time. It let them, and consequently died a slow lingering death. It's now fixed and resubmitted.

Congratulations to Cliff and Lavaflyer for getting approved

The Zoq2
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Posted: 19th Nov 2012 19:26
So if your app crashes, they will reject it... Guess I have to fix one more thing before release...
Cliff Mellangard 3DEGS
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Posted: 19th Nov 2012 22:47
Quote: "So if your app crashes, they will reject it... Guess I have to fix one more thing before release..."

Any app can crash.
My app crashed 3 times while beta testing on the ultrabook and it got thru.

There is some issues with win 8 also that we cant do anything about.

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bjadams
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Posted: 19th Nov 2012 23:20
Cliff I had problems with minimize fullscreen agk, with windows 8 & the agk ogl window.

on win7 all works, on win8 it crashes!
Matty H
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Posted: 20th Nov 2012 01:31
I'm going to try this out tomorrow, thanks for posting it, much appreciated I will let you know how I get on.

Cliff Mellangard 3DEGS
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Posted: 20th Nov 2012 16:54
Quote: "Cliff I had problems with minimize fullscreen agk, with windows 8 & the agk ogl window.

on win7 all works, on win8 it crashes! "

I run my game with fullscreen on in the setup file.

But it dont crash on me when hitting the windows key to switch betwen game and win 8.

Is it this you mean?

Or you are using an actual window with top bar?

Quote: " thanks for posting it, much appreciated "

We are here to help each other

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Posted: 20th Nov 2012 17:04
Cliff, I just tried this out on a 'dry run' and it works a charm! Thank you so much for putting this together... Quick question, have you done anything to protect your media? I really don't want users to have access to my media/text files, is there anything which can be done to protect these? Many thanks!
Cliff Mellangard 3DEGS
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Posted: 20th Nov 2012 18:42 Edited at: 20th Nov 2012 18:46
Quote: "Cliff, I just tried this out on a 'dry run' and it works a charm! Thank you so much for putting this together... Quick question, have you done anything to protect your media? I really don't want users to have access to my media/text files, is there anything which can be done to protect these? Many thanks! "

Thanks

I didt protect anything

But one thing could be to put all the media files in to an zip file and the decompress everything at runtime.
when the app exits delete the entire media folder.

if you rename the zip ending to dat or something so do the comon user dont understand that it is a zip file.

but dont know if agk can decompress an zip file with another file ending?

I really dont know how to protect them well with agk .
sorry.

Edited..............

Its pretty much thanks to mr d

He made mini msi maker even better with the last update

So thanks mr d .
and thanks bax also for his guide my basic guide is based on.

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xCept
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Posted: 20th Nov 2012 18:58
I have the same crashing issue when running my app fullscreen (fullscreen=1 in config) and then tabbing out of it on my ultrabook (or hitting the Windows key).
Cliff Mellangard 3DEGS
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Posted: 20th Nov 2012 19:04
Quote: "I have the same crashing issue when running my app fullscreen (fullscreen=1 in config) and then tabbing out of it on my ultrabook (or hitting the Windows key). "

The crashes seam very random?

I have some ideas that it is win 8 as after some win 8 updates so does my game almost never crash?
But iam not sure !!!!

But my crashes are very rare now.

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xCept
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Posted: 20th Nov 2012 19:19
The crash when I tab out of the fullscreen game happens every time. I did apply all of the latest Windows updates too. However, if I create a blank project in AppGameKit and set it to fullscreen I can tab out of it just fine. So, there must be something in our code that doesn't like to run when the app loses focus.
xCept
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Posted: 20th Nov 2012 20:26 Edited at: 20th Nov 2012 20:27
Well at least one cause of my crashing seems to be an issue with sprite depth and Windows 8 (while in fullscreen mode). I gave some sprites a very high depth number (9000+) to ensure they are always in back of everything else. According to the documentation that should be fine and anything above 10,000 would be clipped from view (I also used this technique) but such high values crash when tabbing out of fullscreen. Bringing them down to 500 or so seems to work.

I still haven't determined if that is all that is causing the crashing as now I have to translate the depth of many sprites into lower values.
bjadams
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Posted: 20th Nov 2012 21:12
same crashing problem here when app runs in fullscreen
bjadams
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Posted: 20th Nov 2012 21:14
i only have sprites at depth 50 and still have the tab crashing problem
xCept
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Posted: 20th Nov 2012 21:34
Hmm, I changed my sprite depth to around 100 or less and it resolved that crashing issue for me. However, tabbing out messes with the timer-based movement I implemented so when you return it's chaos for awhile and causes you to lose immediately, but this could possibly be fixed programatically when I have the chance.

@bjadams, what happens if you create a brand new project with a simple Hello World looping? Make that fullscreen and see if you can tab out. If that works, what I did was track it down manually in my game by placing loops at various points and seeing if I could still tab out upon reaching those points. That led me to the sprite depth problem.
bjadams
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Posted: 20th Nov 2012 23:33
i will check just in case i have something set at depth 999
Auger
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Posted: 21st Nov 2012 00:40
@ xCept

Are you using version 103? I had that exact same problem in V102 but since I've installed V103 I haven't encountered it.


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apocolyp4
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Posted: 21st Nov 2012 01:51
Question about the signing keys. Where can I find it and whats it called? I found one using mmc.exe called Comodo certification authority. Is that it?
Matty H
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Posted: 21st Nov 2012 01:54
Quote: "Question about the signing keys. Where can I find it and whats it called? I found one using mmc.exe called Comodo certification authority. Is that it?"


If you have jumped through all the hoops for comodo(phone calls etc) then your key should be installed in your web browser(firefox).

Your question suggests that you may not have done this process yet?

The key will be in your own name if you have one.

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