Posted: 3rd Nov 2011 22:18
I think it's a port issue. What ports are required for this to work?
Posted: 3rd Nov 2011 23:10
All the ports used by AppGameKit or the compiler

5690 TCP - iOS Viewer control
1025 TCP - iOS Viewer stream
5687 TCP - AppGameKit Player device discovery
5688 UDP - AppGameKit Player device discovery
5689 TCP - AppGameKit Player control
45633 TCP - AppGameKit Player app transfer
45631 UDP - Named network discovery
Posted: 4th Nov 2011 0:59
Thank you very much
Posted: 4th Nov 2011 16:59
I am keen to resolve all the AppGameKit Viewer issues sooner rather than later, so we are releasing a new 106 build shortly which improves the Compiler side of things, and a new AppGameKit Viewer update will go out shortly after that. If you can try the examples with the forthcoming 106 AppGameKit Viewer, and let us know if your issues are not resolved.

I am also acutely aware that many of you want the full experience of having the AppGameKit Player running on your iOS devices, and Apple's rules to deny any form of transmitted code means this situation might be the case for months if not years to come.

To that end, I am working on a way in which you can register your own iOS Developer Accounts and then TGC act as your 'associated developer' to compile the AppGameKit Player on your behalf. This means you'll have to give Apple $99 for the developer account, and pay someone here at TGC to do the manual work of preparing certificates, provisions, compiling and uploading the Player for your devices. We have the resources to do this, but we're stuck on whether enough users want this service and what price we should charge. We had a price of $49 in mind, which would pay for the initial set-up and getting the AppGameKit Player onto your devices. The service would also allow you to add more devices in the future (as you can access your Apple Developer Account at any time and add devices) for a further small fee to cover the labour involved ($10). It's all speculative at the moment, but it's a solution that means you don't need a Mac, or go through the hassle of creating certificates and provisions, you just register an Apple account then pay TGC to get the AppGameKit Player on your phone and tablet. Most of all, it's completely within Apple's rules as we're acting as your agents to compile the interpreter on your behalf.

I appreciate your thoughts on this, and if there is enough interest I can probably have the bare bones of the infrastructure set-up and running within two weeks. Sooner if you want to help trial the scheme prior to launch.
Posted: 4th Nov 2011 17:15
Thanks Lee, I'm sure this is as important to you as it is to us. I'll try the Viewer when the new version is available. The main reason I wanted to use the AppGameKit Player was so I could test Apps on an iPod / iPhone without paying $99 developer fees to Apple so I won't be going down that route personally. I don't like blind developing though and one of the main reasons I wanted AppGameKit was to develop for iPhone, it's a shame the 'promise' of being able to test our apps on our iPhones etc. is not being fulfilled... yet

I know it's not impossible but I was half expecting to be able to do so virtually from day one (from the YouTube videos posted).

I hope you guys can convince Apple the validity of the AppGameKit Player soon as I really don't want to jailbreak my iPod just yet...
Posted: 4th Nov 2011 17:33
I can`t really understand why anyone wouldn`t want to jailbreak their apple devices , its not all about ripping off apps it frees your device you can get loads of tweeks and themes and all sorts of free stuff and the jailbreaks available now do no harm whatsoever to your device and they are all reversible .

And the main thing is the player can be used without annoying apple restrictions and agk can be used as it was intended .

free your device !
Posted: 4th Nov 2011 17:42
Maybe I should look into it more but it shouldn't be a requirement. That's really my point.
Posted: 4th Nov 2011 17:52
I agree with baxslash.. But the problem starts from Apple..
Posted: 4th Nov 2011 18:21
yep its a pain in the butt , same thing with flash on apple devices .
I was just saying that it does no harm to your device some people think that it could do damage or void the warranty you can fully reverse a jb by re-installing the firmware and apple have no idea that its been jb, you are right we shouldn`t have to do it .

chunks
Posted: 4th Nov 2011 22:37
It's useless fighting Apple and keep hoping.
Just jb your device and its one problem less.
Posted: 21st Nov 2011 17:06
I am wondering something about the AppGameKit Player ( and sorry if this idea has already been brought up ). As the AppGameKit Player was rejected, and the AppGameKit Viewer was introduced I wondered if there was another way. And came up with this:
When user wants to broadcast/(let the iphone interpret their games) why not send the code to a database with a special id, and the agk player would get the code from the database and interpret it. It would run slower ofcourse but faster then the AppGameKit Viewer, and now it would really be a Player. And this is completly within the rules of Apple, because else they wouldn't allow Twitter Facebook and other stuff.

ust jb your device and its one problem less.


Stating that is useless. You better of thinking about an idea how to prevent them to use their rules against you.
Posted: 21st Nov 2011 20:07
I just stated the ONLY viable solution there is right now. Other ideas will be generally rejected by Apple. Have them reject you more than 5 times and they will blacklist you, as you are wasting their time.
Posted: 21st Nov 2011 22:37
I'm not going to push this too hard. I'm just going to do it the old fashion way of building and deploying to test my game on the iPod Touch I have.
Lee, I'll be honest, I'd rather have you working on AppGameKit then trying to find solutions for people that just don't want to do this stuff the right way.
Posted: 22nd Nov 2011 9:40
I'd rather have you working on AppGameKit then trying to find solutions for people that just don't want to do this stuff the right way.

Not everyone has the hardware to do things the 'right way' and some of us bought AppGameKit on the assumption (based on numerous YouTube videos) that we could test our games on AppGameKit Players without buying a Mac or paying $99 a year to Apple for a developer license.

Don't get me wrong I understand this is out of TGC hands to some extent but don't assume that because it's not your problem it's not a valid one.
Posted: 22nd Nov 2011 9:55
I agree with baxslash !!! Agk, now, was the first solution to test app on iphone and ipad from windows. If I must pay a developper license, I prefer to use an other way and I pay agk and waste time to learn it for nothing ! Please find a solution and a good one.
Posted: 22nd Nov 2011 15:21
I'm getting a bit cross, here. TGC are undertaking something extremely complex and brave. It was never going to be easy, and never will be. This multi-platform stuff is seriously difficult, and if they can cut even 90% out of the development cycle, that's a great achievement.

You want the world for $119? Get real.

You are always going to have to apply a platform-specific stage to this process. If Apple won't let you deploy or test without a developer licence, that's because Apple are masters at over-charging and over-hyping. Don't blame AGC.

If you're serious, develop your game until it's truly wonderful. When you reach that point, decide whether you are serious or not, and then look at builds for other platforms.
Posted: 22nd Nov 2011 15:43
No need to get cross Jim, people are entitled to expect a certain amount of what was promised when they've paid their cash and what a lot of developers saw was an opportunity to develop games and try them out on their mobile device before deciding whether or not to get a developers license on the App Store (for example)

This is what we were shown by TGC.

I am not having a go at TGC in fact I have an enormous amount of respect for what they have achieved here, nor am I blaming them.

I understand this is out of TGC hands

All I'm saying is that if people are saying it doesn't need sorting out because "Proper" developers would find a way around this issue I disagree.

I am also very aware that TGC are doing everything in their power to fulfil our wants and needs, something that many software companies don't care about once they have your money.
Posted: 22nd Nov 2011 16:56
@baxslash - I understand all that. The problem is that it can't be sorted out if Apple decide that that they won't let it. TGC/AGC can't afford to rock the boat too much. I suspect this situation has arisen since AGC made their announcement and original videos.

Very recently Apple decided that developers could no longer use a call in their own SDK to do a screen grab. All apps using it have to be recompiled or will not be approved. This is outrageous behaviour!

I think we have to let TGC get on with whatever quiet negotiations they're probably having with Klingons at Apple for Tier-1 testing and otherwise give in if we're desperate enough to want to get onto the crappy iPad and sign up and use Tier-2.
Posted: 22nd Nov 2011 17:09
I suspect this situation has arisen since AGC made their announcement and original videos.

I'm sure you're right.

I think we have to let TGC get on with whatever quiet negotiations they're probably having with Klingons at Apple for Tier-1 testing and otherwise give in if we're desperate enough to want to get onto the crappy iPad and sign up and use Tier-2.

I agree. I was just pointing out that it wasn't an unreasonable thing for people to want a working AppGameKit Player to test their games since that's what we were shown. The implication by @XanthorXIII was that people who wanted a working AppGameKit Player without having to compile it themselves (which is not possible for many users) were not wanting to do things the "right way" which is a little unfair.
Posted: 22nd Nov 2011 17:58
The procedure to make an .APK android file for a tier1 program, is beyond the capabilities of 99,9% of the people in the world, I'm almost there, but not quite. So I look forward to TGC offering an "U do the game - we do the lame (making it appear in stores)" services.