AGK packages are signed with keystore files.
By default I believe AppGameKit IDE signs the exported APK file with the debug keystore. On Windows 7 it is found in the location:
C:\Users\<username>\.android\debug.keystore
However, this is where Eclipse / Android SDK creates it. I am not entirely sure that is where AGK's IDE looks. In fact there is one in this location:
C:\Program Files (x86)\The Game Creators\AGK_2.0.11\Tier 1\Editor\data\android\
Where "AGK_2.0.11" is your installation directory for AGK2, mine is custom.
I was only just brought aware of this.
For development/publishing you want to create your own keystore. It looks like that can be done through the IDE via the Tools/Android/Generate Keystore option.
You can use those keystores to sign your application via the IDE (which sort of builds your own player, but it doesn't have broadcast receiving ability - i think).
Usually you use a debug.keystore across many applications and then the generated keystore for a single application. It is VERY important that the production/generated keystore you use when signing the application and submitting to Google is kept safe and backed up. If you lose this keystore you cannot update your application. You cannot replace it. It is what verifies your identity as a developer with rights to that application. We lost the keystore for the original dFenz and had to create a new application with what we wanted to be an update. It lost us probably 500 active players.
Finally... for FB integration you'll almost always use two hash keys. One from the debug.keystore and one from your production keystore when you're ready. To generate the hash keys you need JDK. And then you need to manually do this command:
Quote: "keytool -exportcert -alias <yourAlias> -keystore <keystore path & file name> | openssl sha1 -binary | openssl base64
Keytool.exe is in your JDK/bin, you will need Java Development Kit (JDK) installed on your machine."
Many development environments do this for you and it would be SUPER handy if AppGameKit did it. If that solution doesn't work for you out of the box then there are lots of posts about it on places like Stack Exchange, because EVERYONE has problems with it. Thank Facebook, for such high and meaningless security
I hope this helps clear things up for some of you. Unfortunately I don't know 100% of what the new IDE is doing and I've had to do everything manually via Eclipse in the past. Lots and lots of Google searching to get it right. Fortunately, developers.facebook.com has been updated a lot in the past couple of years and has all of this information as well (well... not all of it but most and it's not necessarily new-developer-friendly).
EDIT:
I forgot to add: I removed my personal permissions for Wordspionage on my Facebook settings/apps page and then reauthorized. I no longer can see ALL of my friends, but only friends who have installed the app. This is a Facebook policy update and it stinks. You also can no longer post to a friends wall via Facebook SDK. I have provided Paul with code that will allow you to invite friends via an app request (we all love them! but hey, they work for many companies - so love or not, they do as intended). Hopefully Paul will be able to update the Android integration with that as well as iOS because I'm sure it also has issues. An alternative is to allow users to post to their own wall and tag friends. I do really wish that AppGameKit would simply use Facebook's default views to do all of this. They have an awesome friend picker with full UI that would save AppGameKit users a lot of hassle.