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AppGameKit Classic Chat / App Game Kit 108 Beta 15

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Paul Johnston
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Posted: 6th Jul 2013 00:21 Edited at: 6th Jul 2013 17:31
Beta 15 is now available in the downloads section with the following changes



The online APK builder has also been updated to beta 15
Tone Dialer
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Posted: 6th Jul 2013 00:28
Thanks Paul, downloading now.

Matty H
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Posted: 6th Jul 2013 00:48
I'll test this out tomorrow afternoon, thanks Paul.

MikeMax
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Posted: 6th Jul 2013 02:23
Quote: "- Fixed built in point light shaders on Samsung Galaxy S3 and other Mali-400 devices"


Thanks Paul
haliop
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Posted: 6th Jul 2013 07:38
AGK Lite Runtime

We have this working on Android and iOS now. So its release is imminent... We'll update you all when it's ready for consumption.


is it out this update? what is it? can someone explain?

Paul Johnston
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Posted: 6th Jul 2013 17:30
I forgot about that bit, yes beta 15 includes lite versions of the Android and iOS players and the iOS lib. You can find them in AGK/IDE/apps/ and the iOS lib for tier 2 in platform/apple/Lib/ReleaseLite (Android libs are the same for both, only the project files are different)
Matty H
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Posted: 6th Jul 2013 18:52
Quote: "- Fixed possible crash when using CreateImageFromMemblock every frame.
- Set SetImageSavePixels to default to 0 as it reduced performance when doing
frequent image updates and performance gain in general was negligible
- Fixed GetMemblockPtr removing the memblock ID from the memblock
"


Just tested these, everything seems to be working good in my app. I tried SetImageSavePixels on and off and both worked fine.

haliop
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Posted: 6th Jul 2013 21:03
but paul i still need an explanation about Release Lite... what is that?

jlahtinen
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Posted: 6th Jul 2013 21:24
Quote: "but paul i still need an explanation about Release Lite... what is that?"


In essence, AppGameKit without most(?) 3rd party commands, like facebook/GameCenter and so on. Just the basics.

My simple, free AppGameKit app, made in under 60mins.
Download it from Google Play
basjak
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Posted: 6th Jul 2013 21:27
does lite version have effect on performance.

Paul Johnston
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Posted: 6th Jul 2013 21:31 Edited at: 6th Jul 2013 21:32
Quote: "In essence, AppGameKit without most(?) 3rd party commands"


Correct, it simplifies the built process since you don't have to include all the 3rd party libraries in your app like Facebook, Twitter, Push Notifications, and Game Center.

Quote: "does lite version have effect on performance."


No
haliop
User Banned
Posted: 6th Jul 2013 21:49
thanks paul.. that is actually kinda cool you made 2 with or without..
hmmm what about the filesize.. if lets say my app is 100 MB including everything..

normal Release vs Lite Release ?
what are we talking about a few KB or one or two MB which i doubt..

xGEKKOx
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Posted: 7th Jul 2013 18:24
LOOOOOOOOOL I love Paul!
No FB and twitter! Great!!!
I give it a look!!!

Long life to Steve!
unlikely
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Posted: 7th Jul 2013 18:48
Quick question,
Is there any way to get the beta files in a .zip format (for Mac users)? If not, I suppose I can find a Windows machine to install and copy the files over to my Mac.
MarcoBruti
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Posted: 7th Jul 2013 18:59
Quote: "Fixed SetMusicFileVolume not updating the volume whilst the file is playing"

Is player prevented from changing the volume from the buttons on the tablet too, or did it affect only changes of volume done programmatically with setMusicFileVolume? I suspect that with beta14, volume buttons do not work...
xGEKKOx
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Posted: 8th Jul 2013 04:01
Hi Paul, can be AdMob removed too in the LITE??
On iOS is useless as Apple launched the new way to do ADs that earn much more than AdMob.
I never used it on iOS.
Thx if you can remove it, and thx for the LITE version!!!!!

Long life to Steve!
Lost Dragon
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Posted: 8th Jul 2013 05:22
I still get a crash when I close my program under Win 8. If I compile with 107 (same code, same OS) it exits normally.

Something changed between versions that makes it do that. I haven't had time to make a sample program to demonstrate just the bug. I just keep using the old "official" version of the compiler.

It's a Tier 1 project.
JimHawkins
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Posted: 8th Jul 2013 07:48
W8 appears not to like memory leaks at shut-down. Make sure everything is being freed properly.

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
Funnell7
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Posted: 8th Jul 2013 13:01 Edited at: 8th Jul 2013 13:03
The new lite versions are excellent, thanks Paul! Personally I would like AdMob to remain in the lite versions (for Android at least)...

Also, Paul, having compiled my app in the new prebuilt lite Android version, my app has increased in size by about 1.5mb? Is this right?

Thank you!!!

EDIT: Just for clarity, I am using the old 'Eclipse' method for compiling. Prior to Beta 15 I was using Beta 12 and my app was around 8.7mb. With Beta 15 compiling with lite version, it is now 10.2mb.
Paul Johnston
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Posted: 8th Jul 2013 16:10
Quote: "can be AdMob removed too in the LITE??"


We have decided not to do this incase someone wants to use it for revenue generation (and doesn't have the ability to add iOS ads)

Quote: "I still get a crash when I close my program under Win 8."


I haven't been able to replicate this.

Quote: "my app has increased in size by about 1.5mb?"


That sounds like the addition of Intel support on Android, it has its own lib that adds about 1.7MB
The Zoq2
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Posted: 8th Jul 2013 19:05
Quote: " "I still get a crash when I close my program under Win 8.""


I think I have been having an issue like that on my ultrabook aswell
Ancient Lady
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Posted: 8th Jul 2013 19:22 Edited at: 8th Jul 2013 20:08
I just got v10815 working in Windows. Good so far.

I rebuilt my WIP, the level editor for it and my State Machine Tier 2 demo program (still working on the write up for it) and all worked just fine.

In, fact, in v10814 I was not able to compile/link in Release mode and run the State Machine demo program without it hanging. In v10815, it no longer hangs.

Now to test things in iOS/Mac.

EDIT: Basic and Light iOS Players working.

Cheers,
Ancient Lady
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Tone Dialer
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Posted: 8th Jul 2013 22:25
@ Paul

I am not sure if you have already answered this, but...
Is there any chance of getting GetDeviceName() to return 'android-OUYA' instead of just 'android' on this new platform, please.

It would allow users to add conditional statements for commands which are not suitable for the OUYA environment.

Paul Johnston
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Posted: 9th Jul 2013 00:07
Quote: "Is there any chance of getting GetDeviceName() to return 'android-OUYA'"


Unfortunately not as we have some code in our own apps that does something like this

which would no longer return true, so we'll have to add a new command or something. I'll see if I can get this in version 2.
Ancient Lady
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Posted: 9th Jul 2013 00:08 Edited at: 9th Jul 2013 00:11
And getting 'android-kindle' would be nice for the Kindle.

Continuing with testing v10815. The iOS and Mac templates (all flavors) are working (with my core template code).

My WIP is working in iOS okay. But the Mac version is not.

The same code (both the v10814 and v10815 projects use the same shared directories for my app specific code) is being built by both v10814 and v10815. But the v10815 version is unable to connect to the internet.

After much debugging, it came down the the GetHTTPResponseReady call (all this is in Tier 2). All the connection and sending commands returned the expected response. The first two calls to GetHTTPResponseReady returned zero. Then the 'All Output' Xcode log showed the message "Failed to connect to http://www.triassicgames.com" and the next call to GetHTTPResponseReady returned -1 (failure).

This does not happen in the v10814 version run before or after the v10815 version. And it is only happening on the Mac version.

The AppGameKit specific Mac code files have not changed between v10814 and v10815. And I know the projects are using the correct libraries for each version.

So, I do not know what the problem is. But it means I need to stick with v10814 for now.

And the iOS version of my State Machine example is still having the same hang issue. So, while v10815 fixed the Release configuration issue for that project, it did not fix it for the iOS case.

Another issue I noticed in v10814 is that on portable devices, I cannot move the insert cursor in an EditBox. No matter how or what I touch with in text already entered, the cursor and input point do not change. I will try to create a small test case to try to show this.

Cheers,
Ancient Lady
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Digital Awakening
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Posted: 9th Jul 2013 00:11
Quote: "Unfortunately not as we have some code in our own apps that does something like this"


As I am sure you know, you can very easily change that to this in your apps:


Ancient Lady
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Posted: 9th Jul 2013 00:15
Is GetDeviceName() returning 'ouya' for the Ouya?

I would be happy with it returning 'kindle' or 'android-kindle', either one.

Cheers,
Ancient Lady
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lilpissywilly
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Posted: 9th Jul 2013 00:20 Edited at: 9th Jul 2013 00:21
Quote: "Is GetDeviceName() returning 'ouya' for the Ouya?

I would be happy with it returning 'kindle' or 'android-kindle', either one."


http://forum.thegamecreators.com/?m=forum_view&t=206544&b=41&msg=2469478#m2469478

My hovercraft is full of eels
Tone Dialer
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Posted: 9th Jul 2013 00:29
@Ancient Lady

Unfortunately DeviceName() just returns "android" on OUYA.

Is there some other way to tell if the device is an OUYA?

Lost Dragon
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Posted: 9th Jul 2013 03:06 Edited at: 9th Jul 2013 04:50
Quote: "Quote: " "I still get a crash when I close my program under Win 8.""

I think I have been having an issue like that on my ultrabook aswell "


I'm glad it isn't just me.

I have undim'd arrays, deletallsprites, deletesounds, and deleteallimages on exit but it doesn't help.

Here's my scenario:

Compile code with 107 under Windows 8 = everything works. No crash on exit.

Compile code with beta under Windows 8 = everything works. Crash on exit.

The OS and code were the same in both instances. The only thing different was AppGameKit versions.

I don't know how to troubleshoot that. The crash on exit does seem to happen far less with beta 8. Same code. Same OS. With beta 13 onward it happens every time. It may have started that with beta 9.

Will investigate further...
Lost Dragon
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Posted: 9th Jul 2013 05:08 Edited at: 9th Jul 2013 05:38
Ok I think I got it.

Two things were happening.

One) I was not cleaning up after my arrays and images and etc. My bad. The original AppGameKit release did something that made Windows 8 happy with this slovenly practice, but the new betas make Win8 mad when you don't clean up. That's fine. I should clean up anyway. I fixed that only to discover that...

Two) These two commands crash my app on exit when compiled under Windows 8 and several of the new betas:



Thankfully this code is ok. I can now use the beta and not crash under Win 8.



I don't know if you'll be able to replicate that in your lab but at least it gives you something to look at.

I've not been able to make a simple program to recreate the error yet. Maybe it's something I've done in combination with those commands or some obscure scenario that wasn't planned for. If I can make something simple that recreates it I'll post it to the bug area.
fog
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Posted: 9th Jul 2013 11:55
@Paul
Quote: "...so we'll have to add a new command or something. I'll see if I can get this in version 2."


Could we also have a GetControllerName() or equivalent like there was in DBPro? I used that to detect and set-up inputs for common controllers like the XBox360 one myself. Very useful on PC and also on Android now where the user can attach any number of different controllers.

Thanks

Digital Awakening
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Posted: 9th Jul 2013 14:56
GetDeviceName2() would be a logical command to detet subcategories.

RickV
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Posted: 9th Jul 2013 15:06
Or AndroidDeviceType() ?

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baxslash
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Posted: 9th Jul 2013 15:25
Or getDeviceType()?

getDeviceName() could remain the same and this could return further info about the device such as "ouya"...


this.mess = abs(sin(times#))
fog
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Posted: 9th Jul 2013 15:55
Quote: "Or getDeviceType()?

getDeviceName() could remain the same and this could return further info about the device such as "ouya"..."


If adding GetDeviceType() then for consistency it would make sense to clean up GetDeviceName() as that already provides "type" information for iOS (eg. "ios|iPod2,1" ) which should be moved to the new command.

Markus
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Posted: 9th Jul 2013 16:22
my suggestion:
GetDeviceModel()
GetDeviceOS()
Paul Johnston
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Posted: 9th Jul 2013 17:27 Edited at: 9th Jul 2013 17:28
Quote: "My WIP is working in iOS okay. But the Mac version is not."


That sounds like it might be a sandbox issue, Apple require Mac apps to have a network permission when sandboxed to allow them to access the internet

Quote: " These two commands crash my app on exit when compiled under Windows 8 and several of the new betas"


If you swap them around so you are deleting all the sprites first and then the images does it still crash?

Quote: "GetDeviceType()"


That sounds like a good name for the command, I shall make a note of it.

Quote: "Could we also have a GetControllerName()"


Possibly, I can get the name of the controllers but not easily, so if I still have some time in the Ouya stretch goal to do it I'll see what I can do.
Ancient Lady
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Posted: 9th Jul 2013 18:29
Quote: "That sounds like it might be a sandbox issue"

Hand Smack to Forehead (we really need that emoticon)!

I didn't even think to look there. Yup, that was it. And I am very relieved.

Cheers,
Ancient Lady
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fog
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Posted: 9th Jul 2013 20:56
Quote: "Possibly, I can get the name of the controllers but not easily, so if I still have some time in the Ouya stretch goal to do it I'll see what I can do."


Thanks. In Android it looks like InputDevice getName() should do it.

http://developer.android.com/reference/android/view/InputDevice.html#getName%28%29

jlahtinen
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Posted: 9th Jul 2013 21:28 Edited at: 9th Jul 2013 21:30
Why is it important to get device name if it's Ouya?

I mean, I would just make Ouya-only version and version for other devices. You have to (?) make new controls for Ouya version anyway...

Or am I missing something here?


-----

Paul, any possibility to add AIP-support (permission) for the one-click-deploy?

My simple, free AppGameKit app, made in under 60mins.
Download it from Google Play
Lost Dragon
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Posted: 10th Jul 2013 03:42
Quote: "Quote: " These two commands crash my app on exit when compiled under Windows 8 and several of the new betas"

If you swap them around so you are deleting all the sprites first and then the images does it still crash?"


Changing the order makes no difference, unfortunately.
Ancient Lady
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Posted: 11th Jul 2013 23:04 Edited at: 11th Jul 2013 23:08
Okay, so I finally got around to Android testing with v10815.

First off, I was able to get my WIP working (which was the most important to me) using the new libraries.

Next, create my own Player (so that I could change the name and package so that I can have multiple Players installed). That went pretty smoothly. But, while there is a a interpreter_android_prebuilt_lite, there is no interpreter_android_lite. No biggy and I won't sweat this one.

I installed the Player on all my Android devices (in order of Android version):
1. Philips GoGear Connect 3.2 - Android 2.3.3, screen res 480x320 (and the '3.2' is the screen size)
2. Amazon Kindle Fire HD 7" - Android 4.0.3 based, screen res 1280x800
3. Toshiba 7" Thrive - Android 4.0.4, screen res 1280x800
4. Samsung Galaxy S III (cell phone) - Android 4.1.1, screen res 1280x720
5. Nexus 7 - Android 4.2.2, screen res 1280x800

I was able to have all the Player running on all of the above at the same time and broadcast a simple test app. Pretty cool!

Then I tried getting the templates to work and ran into problems.

I started with the template_android_lite just to see. And I had to make the following changes before it would compile, link and build (in Eclipse):


This is the code I used for my template.h/.cpp files (for cross platform compatibility) for all my templates:
template.h -


template.cpp -


This compiled/linked/built just fine and was installed and tested on all of my devices. And worked just great with one exception.

On my Samsung Galaxy S III only, when tilted to landscape mode the Sync wasn't working correctly.

As the code shows, the clear color is a blue. So the background is supposed to stay blue. When turned to landscape orientation, the background went black and the old FPS values were never cleared. The new value was just displayed over the old one each sync cycle.

I had been also testing my Tier 2 State Machine Demo code (it now works in ALL platforms, and I hope to finish the writeup soon) in Android. The app is fixed to one landscape orientation from the start. It also was supposed to have a blue background. When this app runs, nothing got cleared when it should. The splash sprite stayed up in the background after it was deleted. And, when playing the 'game', each image for the moving ball stayed on the screen. It looked cool, but wasn't right. Fortunately this appears to be specific to one device (Android version?).

Anyway, going on to the regular android_template. I used the same code as for the lite version and made sure that the package and app names were different from the lite version (so that I could have both on my device at the same time). The compile/link/build process went smoothly, as did installing on all the devices.

And that's where the good stuff ended. When run on all of my devices, after about 3 seconds, it crashed and closed. 100% of the time on all devices.

Three of them were 'visible' to Eclipse and I was able to capture and save the LogCat output for them.

The crash may or may not be related be related to this, these lines appeared in all the logs:


The same lines appear in other logs for apps that don't crash. So it may not be a root cause. But I bet it is an issue when apps are submitted to Google (or Amazon).

So, all is great for Windows, Mac and iOS. And the Android lite version appears to be okay (once you fix up some bits). But the Android full version appears to have a problem.

Here are the the logCat for the Nexus 7 (I will supply the ones for the Samsung and Kindle if asked, this post was too long with all three included):


Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
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Posted: 12th Jul 2013 16:18
I know this won't get addressed for a bit, but I wanted to let others know in case they make this mistake.
If you declare an array like this:
dim myArray[1] = 1
You're gonna have a bad time.
It caused me to have 2 erroneous errors reported by AGk and the compiler that had absolutely nothing to do with the array or any code even close to it. So apparently it really messes with the compiler/parser.
Woot!

Paul Johnston
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Posted: 12th Jul 2013 18:09
Quote: "Changing the order makes no difference, unfortunately."


Would you be willing to email me the project to see if I can replicate the error?

Quote: "I started with the template_android_lite just to see. And I had to make the following changes before it would compile, link and build"


Looks like I forgot to copy the changes from the prebuilt project. Steps 2 and 3 should not be necessary as the facebookmain.xml is just a layout file that, as you discovered, is shared with the MyJavaActivity.java file. I've fixed this for the next version.

Quote: "On my Samsung Galaxy S III only, when tilted to landscape mode the Sync wasn't working correctly."


That is a strange one, I'd be interested if anyone else has had this problem on the S3. Does it only happen if you start in portrait and then rotate into landscape or even if you start in landscape?

Quote: "When run on all of my devices, after about 3 seconds, it crashed and closed. 100% of the time on all devices."


The LogCat output suggests the function UpdateInputDevices() is missing from AGKHelper.java, this was added in beta 15, can you confirm it is in your copy?

Thanks for doing such a thorough test, I feel bad every time I release a new beta!
Ancient Lady
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Posted: 12th Jul 2013 19:11
Quote: "Does it only happen if you start in portrait and then rotate into landscape or even if you start in landscape?"

Nope, it happens if starting in landscape and then looks 'correct' when rotated to portrait.

Quote: "The LogCat output suggests the function UpdateInputDevices() is missing from AGKHelper.java, this was added in beta 15, can you confirm it is in your copy?"

Does not exist in the AGKHelper.java file in the template_android tree. But I just compared the one in my Android setup with the one in the installed Windows tree. And is the incorrect version. So, even though I thought I was being very careful, I must not have updated my Android environment correctly. I will double-check everything and report back.

I don't mind doing the tests. I want things to work correctly for when I need them and am happy to share what I learn.

Cheers,
Ancient Lady
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Ancient Lady
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Posted: 12th Jul 2013 23:40
I just rebuilt the template_android (using the correct file from the Windows install) and it worked just fine on everything (except for the landscape mode issue on my Samsung).

We're golden!

Cheers,
Ancient Lady
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The Zoq2
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Posted: 13th Jul 2013 00:46
I have had someissues with landscape mode on my galaxy note, but I don't realy recall the issues right now. It dosn't sound like what AL is experiencing but I will take a look tomorrow
Ancient Lady
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Posted: 13th Jul 2013 03:42
The Zoq2, I am willing to post the apk files that I test with to see if you see the same issues.

It is not impossible that this is a Samgsung implementation of Android that is the issue.

Cheers,
Ancient Lady
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The Zoq2
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Posted: 13th Jul 2013 12:52
It could be, allthough im running a custom rom based on AOPK (googles android version) which means that software wise it's a lot more similar to a nexus device than a samsung device

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