Posted: 9th Sep 2011 4:45
As I understand it, 3.0 allows backwards compatibility to 2.3 (so the back catalogue of games work on the new platform). Given this, your 2.3 binaries should fire up and run on 3.0 devices no problem. If not, we'll make sure you 3.0 users have an AppGameKit Player right after the 2.3 as been approved.
Posted: 12th Sep 2011 0:29
I drink tea, and in my spare time I write software.


Only a British guy would say that

Clonkex
Posted: 12th Sep 2011 0:43
As I understand it, 3.0 allows backwards compatibility to 2.3 (so the back catalogue of games work on the new platform). Given this, your 2.3 binaries should fire up and run on 3.0 devices no problem. If not, we'll make sure you 3.0 users have an AppGameKit Player right after the 2.3 as been approved.

Sounds good Lee.

@Clonkex: now the question of what kind of tea he drinks arises and what is the desired ratio of cups of tea to hours of coding? 3:1?
Posted: 12th Sep 2011 0:55
now the question of what kind of tea he drinks arises and what is the desired ratio of cups of tea to hours of coding? 3:1?


lol

Clonkex
Posted: 13th Sep 2011 12:33
now the question of what kind of tea he drinks arises

Tea? Earl Grey, hot!
Posted: 13th Sep 2011 13:46
I'm not too Android savvy so sorry if some of these questions are quite...basic. When developing for Android 3.x what resolutions do we set it to (ignoring AGK's scaling for now)? Is it like PC where you have a ton of options which will work on the same device (e.g 640x480, 800x600, 1024x600 all work on a netbook) or are there set resolutions for different devices like with iOS?

Tea? Earl Grey, hot!

I'm more of an English breakfast man myself... And on the offtopic subject of signatures I remember the incident with yours Mobiius. It was around when I just joined these forums and it gave me a bit of a laugh. I see you've still kept the same one since then but I think your avatar has been sped up.
Posted: 13th Sep 2011 14:27
When developing for Android 3.x what resolutions do we set it to

Typically, it's not that straightforward... Android has its own scaling solution for display http://developer.android.com/guide/practices/screens_support.html Not sure how that's going to deal with AppGameKit, as there is a good chance that depending on your exact resolution and virtual resolution settings, AppGameKit will scale your game, and then Android will rescale it.

However, it seems that most current Android phones run at 480x800, with some newer models supporting 480x854.

Tablet devices can go way higher such as the RIM PlayBook which operates at 1024x600.

I suspect we'll need some clarification from TGC as to how the player app detects the resolution (as defined by in the link above).
Posted: 13th Sep 2011 14:42
So it's probably best to let AppGameKit scale it anyway and just develop to 1 or 2 aspect ratios. Thanks Bursar.
Posted: 13th Sep 2011 17:10
I see you've still kept the same one since then but I think your avatar has been sped up.

The avatar is still the same speed. Only my sig text was changed. (Over and over again!)
Posted: 26th Sep 2011 12:33
As I understand it, 3.0 allows backwards compatibility to 2.3 (so the back catalogue of games work on the new platform). Given this, your 2.3 binaries should fire up and run on 3.0 devices no problem. If not, we'll make sure you 3.0 users have an AppGameKit Player right after the 2.3 as been approved.


Sounds very good. Thank you!
Posted: 4th Oct 2011 11:40
I am happy to announce that I just purchased my copy of AGK. You gotta love TGC! For The Win!
Posted: 14th Oct 2011 8:28
I am happy to announce that I just purchased my copy of AGK




I don't have any money, otherwise I would have bought it ages ago...

Clonkex
Posted: 30th Dec 2011 11:16
My XOOM 2 MEDIA tablet (Honeycomb 3,2) doesn't react to the AppGameKit broadcasting...

And I still not succeeded in compiling my project...

So the mystery of the compatibility with honeycomb stay complete...
Posted: 30th Dec 2011 15:06
Agk works perfectly fine on my new Acer a200 running android 3.2.1
Westa