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AppGameKit Classic Chat / App Game Kit 108.24

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Paul Johnston
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Posted: 14th Jul 2014 20:48 Edited at: 1st Aug 2014 19:35
I've uploaded version 108.24 to the downloads area with the following changes



This update is mainly to address the AdMob SDK on Android expiring on the 1st August and the Facebook SDK not having the new permission to get the friends list. For the new AdMob SDK you will need to delete the existing GoogleAdMobAdsSDK-6.1.0.jar file from your projects and import the new "google-play-services" project included in the download. You will then need to add it to the "Library" section of your project in the same way that the facebook project is added.

Edit: The download had a debug file left in it that caused a shader error message, 108.23b fixes this.

Edit: For some reason the tier 2 debug lib produced an error on Windows, 108.24 fixes this.
nickele upgraded
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Posted: 14th Jul 2014 20:58
Allow me to say a big thank you for your time and effort.

"For Those About to Program We Salute You"
bjadams
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Posted: 14th Jul 2014 21:00
Do you suggest one should release their app with 108.23 or wait for v2?

Do the ios & Android templates for T2 108.23 work out of the box?

thanks
Paul Johnston
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Posted: 15th Jul 2014 04:53
Quote: "Do you suggest one should release their app with 108.23 or wait for v2?"


If you don't need any of the features of v2 then the 108.23 core is more stable. The v2 compiler might be more stable than the old one (particularly when dealing with types and arrays) but if you do find a bug in v2 it will help make it better in the long run.

Quote: "Do the ios & Android templates for T2 108.23 work out of the box?"


The full templates that use the Facebook SDK were tested briefly to make sure they still ran. The lite templates I haven't tested.
easter bunny
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Posted: 15th Jul 2014 08:13
Cool, thanks for the quick update
Guess I'll have to update Automayte sometime


Audacia Games - Latest WIP - AUTOMAYTE 2.1, AppGameKit one click deploy to Android
"When you've finished 90% of your game, you only have 90% left"
Stan Andersen
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Posted: 15th Jul 2014 11:32
Error: Vertex shader failed to compile at line 0
Paul Johnston
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Posted: 15th Jul 2014 14:47
Quote: "Error: Vertex shader failed to compile at line 0"


What device produced this error?
Rickynzx
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Posted: 15th Jul 2014 15:00 Edited at: 15th Jan 2015 12:48
I get the "Error: Vertex failed to compile at line 0" as well

im trying to compile and run an app on pc when i get this.

Paul Johnston
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Posted: 15th Jul 2014 15:23
Still need more details, is this a new error or have you always had this, what was the specific device or PC specs that caused it?
Rickynzx
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Posted: 15th Jul 2014 15:30 Edited at: 15th Jan 2015 12:49
i was using AGK108.12 then upgraded this morning,

im using an hp laptop, AMD Athlon II Dual-core M320 2.10 GHz with 3.00 GB memory and windows 7

Paul Johnston
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Posted: 15th Jul 2014 17:14
I traced the error to a debug file that was left in the build folder and got included by mistake. I've uploaded 108.23b that fixes this.
CJB
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Posted: 15th Jul 2014 19:14
Thank you Paul! I'm SO pleased that V1 hasn't completely died what with all the V2 efforts.

Is there any news when the remaining unfinished commands in V1 will get completed? i.e. sensor (Gyroscope), GPS etc. It feels like I've been waiting for these for years... Oh wait. hehe.

Stan Andersen
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Posted: 15th Jul 2014 19:32
Thank you Paul!!!
Paul Johnston
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Posted: 16th Jul 2014 00:06
Quote: "Is there any news when the remaining unfinished commands in V1 will get completed? i.e. sensor (Gyroscope), GPS etc."


Unfortunately those were never intended to be V1 commands, they were part of an Intel Ultrabook update that got added to the core, so are now expected to work across platforms. There are a few that are common and well documented like GPS latitude/longitude and Gyro rotation but the sheer number of commands that would have to be researched and tested across all platforms and multiple devices has put it at the bottom of my pile. Once the V2 goals are out the way I'll see what I can do.
Blendman
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Posted: 16th Jul 2014 09:37
Thank you very much for this update !

http://www.dracaena-studio.com
Markus
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Posted: 16th Jul 2014 13:35
@Paul,
about GPS,
some source from web for android.


AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265
Rickynzx
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Posted: 16th Jul 2014 15:04
Ched80
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Posted: 18th Jul 2014 20:39
How did I miss this?!?!? Thanks Paul and TGC

Ched80
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Posted: 19th Jul 2014 20:36
Has anyone got Facebook to work? When I run the Facebook login it opens a window with a Facebook logo, but nothing seems to happen... The same code worked with 21 on another app.

Paul Johnston
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Posted: 20th Jul 2014 00:50
The following code was used to test the Facebook code and seems to work here

Ched80
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Posted: 20th Jul 2014 12:35
hmmm that's pretty similar to mine:

and this is the result on my Phone:





Paul Johnston
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Posted: 20th Jul 2014 18:50
If you are using the AppGameKit player it will only work with App ID 358083327620324. To make it work with your own app you will need to create a new app (either with eclipse or the online tool) with a package name that matches the one specified in your Facebook app settings and use that App ID.
Ched80
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Posted: 20th Jul 2014 21:38
I had done all that. I had the correct ID, the correct key hashes.

What I had also done was comment out the FacebookSetup command.

So sorry for the mistake.

xGEKKOx
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Posted: 22nd Jul 2014 19:42
Hey Paul, is HTTP timeout present in this update?

Long life to Steve!
Paul Johnston
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Posted: 25th Jul 2014 02:06
Quote: "is HTTP timeout present in this update?"


No, it will be in version 2.
xGEKKOx
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Posted: 25th Jul 2014 03:37
Ok thx.
Hey Paul don't forget that if you need something new that you don't wanna spend too time about (obj c code i mean) don't hesitate to ask.

Long life to Steve!
lilpissywilly
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Posted: 31st Jul 2014 21:49 Edited at: 1st Aug 2014 01:07
Been going a bit nuts trying to solve a PauseMusic() problem. It works in one place of the program and not in another, no matter how I switch the mp3's around either. The problem only shows up on android also, in windows PauseMusic() works every time.


Edit 57: Narrowed it down a bit; the PauseMusic() works every time on some android devices and some not. Doesn't work on Galaxy S3 and Galaxy Note 2 which of course are the ones I tried on, so I tried to find something else that was wrong, but when a friend tested it on his Galaxy S4 mini and the music pauses when it should - things just get.. gnarly.

My hovercraft is full of eels
Paul Johnston
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Posted: 1st Aug 2014 19:37
I've uploaded 108.24 that fixes a bug with the tier 2 debug lib on Windows, if you don't use tier 2 in debug mode then there is no need to update.
ThrOtherJoJo
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Posted: 1st Aug 2014 22:21
Thanks for the quick fix!

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lilpissywilly
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Posted: 3rd Aug 2014 17:55
Music is automatically resumed if paused when an app is resumed from idle on Android.

This may be related to the issues with music I've been having on some android devices. Not that anyone cares, just saying.

My hovercraft is full of eels
Ancient Lady
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Posted: 4th Aug 2014 02:42
lilpissywilly, there is a command that lets you know when you have returned from the background: GetResumed()

In the main loop of your app, check this first, before anything else when the app is in the main play. If GetResumed() returns 1, then you can do things like pause files that were supposed to be paused.

Cheers,
Ancient Lady
lilpissywilly
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Posted: 4th Aug 2014 13:38
Sure, but why would resuming an app change any state in that app, and is that not an issue even if I can work around it?

The fact is music seems fairly broken on android, pauseMusic() works sometimes and sometimes not, depending on model or probably more likely firmware. And this with very simple code that works flawlessly on windows.

It's all very weird, and very hard to debug and troubleshoot. It's not due to the file, even weirder is that pausing works in the main menu part of the app every time when I'm just adding it there for testing purposes but not the game, again, on some phones.

My hovercraft is full of eels
JimHawkins
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Posted: 4th Aug 2014 14:41
The problem is that there is no single thing that is Android. It's a beast with many heads. That which works on one device may well not work on another. For example, (not AGK) the recording subsystem on the Kindle Fire HD does not work correctly, despite perfectly legitimate calls to it.

-- Jim - When is there going to be a release?
lilpissywilly
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Posted: 4th Aug 2014 20:35
Right.

Well oddly enough most stuff seems to work like it should on this "beast". I've tested the music issue on two very common devices and had the same result.

I'll probably remove all traces of music pausing from the app.

My hovercraft is full of eels
PALMER
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Posted: 4th Aug 2014 22:19
APK-Android
I have tried it on hudle,galaxy tab 2.1 and samsung s2&3 all the same, No sound(sound&music),
I have only recently received the agk 1.824 update Is there anything;any1 can think of why I am having this issue and others are not.

I have compiled it on widows vista & win 7 086 & 64 bit.

The other issue is I managed to get 1 of the apps to work then changed loads of stuff when I re compiled an apk it now wont work, it installs but when it runs after 2 seconds it crashes/exits out?

I have a valid code for Google. I checked by compiling an other app that runs still.With NO SOUND.
I am getting frustrated now its rare I cant fix issues on my own I have been a member for years and never need help, But now I need it turns out my posts are not even showing.

Why AppGameKit 2.0 is being developed beats me AppGameKit has lots of problems still. I have always upto now been extremely happy with the products it seems that money is becoming more important than the product.

AGK 2.0 should be AGK

Mince

Mince
bjadams
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Posted: 5th Aug 2014 17:52
Palmer, with no funding AppGameKit could not continue to be developed, that's why AGK2 was done, for Kickstarter
janbo
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Posted: 10th Aug 2014 00:34 Edited at: 20th Aug 2014 19:46
I have now noticed this thread, after i posted [href]http://betaforum.thegamecreators.com/?m=forum_view&t=211810&b=41

By the way, what does
mean?

The "google-play-services" folder inside apps ?
And how i import it?
Can that be done without struggling with eclipse?
I think i really missed something..

gsdblack
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Posted: 19th Aug 2014 06:02
1. The AppGameKit version you are using
108.24

2. Are you working in Tier 1 or Tier 2
Tier 2

3. If in Tier 2, where did you get the template you are using
From the windows installer.

4. If in Tier 1 and the issue is with the Player, where did you get the Player?
Tier 2 N/A

5. Any code that might be relevant to the issue.
None

Quote: "
Do the ios & Android templates for T2 108.23 work out of the box?

The full templates that use the Facebook SDK were tested briefly to make sure they still ran. The lite templates I haven't tested.
"


I tried to run the iOS template but I got these errors. I thought there was a Readme that could fix this but I couldn't find it.

Undefined symbols for architecture armv7:
"_OBJC_CLASS_$_FBWebDialogs", referenced from:
objc-class-ref in libAGKiOS.a(SocialPlugins.o)
"_OBJC_CLASS_$_FBSession", referenced from:
objc-class-ref in libAGKiOS.a(SocialPlugins.o)
"_OBJC_CLASS_$_FBRequest", referenced from:
objc-class-ref in libAGKiOS.a(SocialPlugins.o)
Paul Johnston
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Posted: 19th Aug 2014 13:53
If you follow the instructions in "IDE\platform\apple\Source\Social Plugins\FacebookSDK\Urgent_ReadMe_Now.txt" does that fix the error?
gsdblack
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Posted: 20th Aug 2014 02:26
Thanks Paul! worked great.
kofeside
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Posted: 12th Dec 2014 21:59
thanks for all the information!!!
jlahtinen
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Posted: 25th Dec 2014 11:46
Any idea why the SetScreenResolution( 1024, 768, 0 ) results:

main.agc:6: error "setscreenresolution" does not accept the parameters (Integer, Integer, Integer)


Tried re-install, no effect.
Ched80
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Posted: 25th Dec 2014 12:35
Are you sure you're getting this error with v1? This command has changed in v2, you only define width and height now.

jlahtinen
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Posted: 25th Dec 2014 13:41
Oh... wrong thread, sorry. I use V2.

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