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Socoder -> Monkey -> Learning with Monkey : WinMobile Edition

Sun, 24 Aug 2014, 03:33
Jayenkai
So, today I finally decided to possibly break everything, and try to get Window Mobile (or Windows Phone, or Windows Smartphone, or WinMob8.1, or WiMo8.1, or whatever it is they're calling it this week) to work..

So, first up, installing the devkit. I had to hunt, and found a few subtle mentions of "Visual Studio Express 2013" on the Monkey site, so that's what I installed.
The download was tiny, and then proceeded to download extra stuff for about an hour. GAH!!!

Once downloaded, it installed, meaning I got to watch a progress bar rush away, up to about 98%, and then sit for another bloody hour.
Damnit, Microsoft, WTF!?!

....
Anyhoo, I restarted the PC. It didn't say I had to, but I figured "Microsoft" and restarted anyway.
After rebooting and signing in, it asked me to sign up for a developer account, by means of the exact same signing in box.. *shrugs*
I typed in the exact same username and password (into the suitably Microsoft-esque "Not exactly aligned correctly" boxes) and it immediately gave me an amazing developer account.



Just look at how long that lasts!
Amazing!!!

Closed it all up, and headed back to Monkey. Selected "Windows Phone 8 Game", hit compile, and ... Job done!

.. Well, nearly..

Once done, I opened the VBProj file, and had to fuck about with the Microsoft end of things. (This is very much like doing an iOS compile, and having to open the project up in XCode to "fix" it before deployment.)

Things I had to do, included figuring out how to assign the phone to my Dev account, (Hidden under Tools) as well as switching the entire kit to ARM, and some other stuff.



Annoyingly I can't seem to lock the orientation, so that's a wee bit troublesome. Hopefully I can sort that out.
I'd also like to be able to auto-"deploy", direct from Monkey, but I doubt that'll happen any time soon!

Quite how I get from this position to actual in-store "deployment" is beyond me.
I've had enough for today, though!
I'll try that, next week, methinks..

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Sun, 24 Aug 2014, 04:41
cyangames
Nicely done, I've just got myself a Nokia phone for the same reason, to deploy stuff to the windows stores. Just need to bung windows 8 on a spare hard drive some time soon then I *should* be able to get started.

-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Sun, 07 Sep 2014, 06:42
Jayenkai
Attempt number two.
This week, I've been making a new edition of Munky Blocks and wanted to try it out on the phone, so I faffed about a bit and managed to get it on there.
Unfortunately, although I attempted to rejig the app's title and other stuff, none of my tweaks seemed to make the blindest bit of a difference, and the game ended up overwriting the Swamp Golf test, as well as sharing it's highscores.
Obviously, this is not a good thing!

I've spent about an hour fucking about with it, and have pretty much completely lost my rag, at this point.
Quite why Microsoft seem incapable of making a "This is your game's name!" box, anywhere in their IDE, is beyond me.

Oh, and I need more sodding icons, too, because WinPhone uses bloody panels.. GAH!!!

I made this post over on the Monkey site, and hopefully someone can fill me in on what I need to do, to get any further.
*gah*
Microsoft.. WHY!!!?

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Wed, 10 Sep 2014, 01:20
Afr0
Quite why Microsoft seem incapable of making a "This is your game's name!" box, anywhere in their IDE, is beyond me.


Not Microsoft's responsibility. This is actually Monkey's responsibility, since Microsoft assumes everyone using their IDE knows VB.NET (in your case)

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Afr0 Games

Project Dollhouse on Github - Please fork!
Wed, 10 Sep 2014, 03:08
Jayenkai
No, this is Microsoft's issue.
There should be a box up at the top, or at the very least one single "app description" file, or a setting panel, or fucking someone...
But there isn't..

I've been informed that to incorporate all the things I'd like, I need to tweak at least two different .xml files.
(One for description, one for orientation)

That's just WRONG!!!

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Wed, 10 Sep 2014, 03:22
Afr0
Sigh

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Afr0 Games

Project Dollhouse on Github - Please fork!
Wed, 10 Sep 2014, 03:46
Jayenkai
If I open up a "FULLY FEATURED IDE", which quite frankly takes up an alarming amount of space, as well as a good minute or so to load, and the "FULLY FEATURED IDE" has 1000 input boxes sprawled all over it, and 50,000 buttons and bells and whistles, and more.. I expect ONE OF THOSE BUTTONS to VERY SIMPLY change the name of my app.
I don't expect to have to dig deep, and code my way through it.
What the hell is the point of all that IDE if it doesn't actually do a smegging thing?!

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Wed, 10 Sep 2014, 04:21
Afr0
The IDE is there so you can color code your text editor, right click and "Go to definition", "Find in files...", "Find in file..." and do magical things like replace all occurences of a name if you change the name of a variable.
Not so that you can change the name of your app with a button.
Interestingly though, the My.Application.Title.Info property only allows you to retrieve the name, not set it (which is what I'd expect).
Seems Microsoft thinks like you, Jay:

You can change the title by changing the value for Title in the Assembly Information dialog box, accessible from the Application pane of the Project Designer.


-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Wed, 10 Sep 2014, 04:27
Jayenkai
In XCode, you open a project, and the very first screen it shows you allows you to change things like orientation, add icons, tweak availability and more. You need to click about 2 pages in, before you reach the "Name of your game" thing, but for the most part, the IDE does exactly what a GUI Based IDE oughta. It presents options, lets you choose, lets you click, and do everything in an instant.

By comparison, the Microsoft "Apparently VISUAL" Studio is an absolute bag of shite.

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