Porting our projects to Windows 8.1 Desktop/Tablet and Phone

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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby imagnity » Mon Jun 16, 2014 9:46 am

I was trying to test a sample app that I have and runs without any problem -

http://oktumboktum.imagnity.com

I tried running it on both Simulator for 8.1 and Device (Nokia 920) with 8.1. It fails. Looked for hours and couldn't resolve. Will try again this week. It's very much possible that I did something wrong. Also I should mention that our index.html don't look the same. You have sound scripts there. Mine are in hosted.html.
Check out my games - http://www.imagnity.com/games/
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby hackformore » Sat Aug 30, 2014 4:36 am

@3DRoberto please tell me about your project,

What libgdx version you use, GWT version?
I try your method with libgdx 1.3.0 without success, html run fine on browser like firefox, ie 11(on windows desktop).
Test was passed on VS 2013 but it can not run on Windows phone emulator

Update: After some research i can go far by replace document.write(var) with
Code: Select all
MSApp.execUnsafeLocalFunction(function () {
          document.write(var);
      });


But still not make app work on windows phone 8 because this bug: https://github.com/libgdx/libgdx/issues/1138
We must wait microsoft fix it :(
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby Nilesh Shripal » Mon Sep 15, 2014 9:56 am

Thanks for the tutorial.
I,m getting the folloing error

•Error Found: The crashes and hangs test detected the following errors:◦Application f19f0913-4c25-46ba-a4cc-f98f1548f671_1.0.0.16_neutral__f12zy82e73ege was detected by Windows Error Reporting and experienced a crash or hang.


And in Error view log

App <App> crashed with an unhandled Javascript exception. App details are as follows: Display Name:<BlankSharedApp1.Windows>, AppUserModelId: <f19f0913-4c25-46ba-a4cc-f98f1548f671_f12zy82e73ege!App> Package Identity:<f19f0913-4c25-46ba-a4cc-f98f1548f671_1.0.0.16_neutral__f12zy82e73ege> PID:<1240>. The details of the JavaScript exception are as follows Exception Name:<Custom error>, Description:<java.lang.RuntimeException: java.lang.IllegalArgumentException: Error compiling shader: Shader compilation errors
(5, 9): Macro already defined
(5, 14): syntax error, unexpected NEWLINE_TOK, expecting IDENT_TOK or MACRO_DEFINITION
>, HTML Document Path:</index.html>, Source File Name:<ms-appx://f19f0913-4c25-46ba-a4cc-f98f1548f671/index.html>, Source Line Number:<58>, Source Column Number:<417>, and Stack Trace: ms-appx://f19f0913-4c25-46ba-a4cc-f98f1548f671/index.html:58:417 wd(object)
ms-appx://f19f0913-4c25-46ba-a4cc-f98f1548f671/index.html:66:139 Pd(object)
ms-appx://f19f0913-4c25-46ba-a4cc-f98f1548f671/index.html:67:415 Ck(object)
ms-appx://f19f0913-4c25-46ba-a4cc-f98f1548f671/index.html:38:65 Cj(object)
ms-appx://f19f0913-4c25-46ba-a4cc-f98f1548f671/index.html:24:53 Anonymous function(object)


Please help me.
.
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby 3DRoberto » Wed Sep 17, 2014 4:01 am

Sorry I had not seen the posts :?
My GWT is 2.6.1.

We can't run yet on windows Phone. I modify some #define in the method in com.badlogic.gdx.graphics.g2d.SpriteBatch.createDefaultShader(), I forgot where exactly (137-142), but the problem was fixed but i got more errors about UNPACK_ALIGNMENT y UNSIGNED_BYTE so I think that it is a IE problem on phones and will be fixed in next releases when adding more WebGL support improvements.

I take a snapshot some a time
errorwuaphone.jpg
screenshot of error in windows phone
errorwuaphone.jpg (258.13 KiB) Viewed 13545 times
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby Nilesh Shripal » Wed Sep 17, 2014 6:27 am

3DRoberto wrote:Sorry I had not seen the posts :?
My GWT is 2.6.1.

We can't run yet on windows Phone. I modify some #define in the method in com.badlogic.gdx.graphics.g2d.SpriteBatch.createDefaultShader(), I forgot where exactly (137-142), but the problem was fixed but i got more errors about UNPACK_ALIGNMENT y UNSIGNED_BYTE so I think that it is a IE problem on phones and will be fixed in next releases when adding more WebGL support improvements.

I take a snapshot some a time
errorwuaphone.jpg



Means now we can't port our game to Windows Phone 8.1 using your tutorial ?

Is your game "Crazy Belts" which is now available on Windows Store is ported from libgdx or not ?
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby 3DRoberto » Wed Sep 17, 2014 8:41 am

Around of the step 20 we comment that also got this problem.

This thread also was intended initially to see if will find solution for this problem.
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby 3DRoberto » Wed Sep 17, 2014 8:56 am

Someone can confirm that these errors should be more by lack of basic support for WebGL in Windows Phone that by LibGDX?
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby Jemchicomac » Fri Sep 19, 2014 9:24 am

Just to clarify,

this procedure allows you to put any libGDX game in Windows Store, that only accepts metro-like applications. To our knowledge, there is no other method to pack a Windows Store executable (appx) because packing JVM alongside libGDX code and generate a classic .exe is not allowed in Windows Store.

However, only INTEL based hardware running Windows 8.1 are compatible with this procedure. Hence, any desktop PC and Surface PRO running Windows 8.1 and latest version of IE11 works.

Any other platform running ARM, IE11 and Windows 8.1 (i.e. Surface NOT PRO and Windows Phone) has not the very same architecture and despite Microsoft claims IE11 WebGL is EXACTLY the same in both INTEL and ARM versions, this seems not to be true from the bug described in this thread.

What is unclear for us is that if the small difference between ARM's IE11 implementation and INTEL's IE11 implementation is something that Microsoft might solve OR is something that can be solved via libGDX.

We've deciced waiting for Microsoft to update ARM's IE11 implementation instead of finding a workaround at libGDX level. However, if we as a community are able to find a solution at libGDX level the prize will be high enabling libGDX games on SURFACE (not Pro) and ANY WINDOWS PHONE running Windows Phone 8.1
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby megasoft78 » Wed Oct 29, 2014 10:19 pm

Hi everyone,
I actually spent some time on irc with <@Xoppa>, <maximtwo> and <@Tomski> to try make my simple game working on Windows Phone 8.1.
Thank to <@Xoppa> I was able to run the default project on Windows Phone 8.1.
I had to change SpriteBatch and include into my project.
I tried to run my game but it's partially working.
Images are working but text not. It's strange because actually I'm using BitmapFont.
Anyway if anyone want to look at the changes I attached the modified version of SpriteBatch.
I'm using latest version of libgdx (1.4.1).

I hope we'll get to the point to make this perfectly working on Windows Phone 8.1. :)
Attachments
SpriteBatch.zip
(4.98 KiB) Downloaded 452 times
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Re: Porting our projects to Windows 8.1 Desktop/Tablet and P

Postby Spoofon » Mon Nov 03, 2014 6:42 pm

Very cool, let's us known how you get on.

I'd love to port to windows phone.
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