Application deploys to Windows Phone 7 apps rather than xbox live - deployment

When I deploy my game (which uses XNA/C#) from Visual Studio to a windows phone 7 device it goes to the applications area rather than the xbox live sub directory (if I can call it that?). I know this isn't meant to be like this because sample XNA WP7 applications deploy to the xbox live sub directory.

Check your game's WMAppManifest.xml file. Make sure the Genre attribute under the App element says Apps.Games and not Apps.Normal.

Related

Unity Build targets Mixed Reality but does not appear in apps

I have created a project using the Windows XR Plugin and XR Plugin management. I am NOT using the XR interaction toolkit, I have created my own tools, including my own XRRig using the Tracked Pose Driver.
My project is NOT built with UWP since I need file access that UWP does not provide or is too tricky to provide (after many attempts and work with a senior developer here, I just gave up). So I'm using standard Unity and my build settings are "PC, MAC, Linux stand-alone". My Player settings in the XR Plug-in management are "Windows Mixed Reality". I am using a few UWP functions for file access within the app.
Now, once the build is built, I obviously don't see it within Steam, but it also does not appear in the Mixed Reality list of applications. I have to start it manually by clicking on the icon on the desktop. It works great, but wtf...?
I know for applications to appear in Mixed Reality they must be built with UWP, but then if this build is neither UWP nor Steam, what is it then? How do I add it (or sideload it) to the Mixed Reality applications that the Windows menu brings up within the cliff house for e.g.?
To answer first question on what type of application is being built if UWP and Steam are removed as target in Unity, this is being built as a PC desktop application.
To answer the second question on how to access this application inside the Mixed Reality Cliff House shell when the application is not a UWP application, this can be launched via the “Classic Apps” pin inside the mixed reality cliff house shell.
Here is more information on the "Classic Apps" pin:
https://learn.microsoft.com/en-us/windows/mixed-reality/whats-new/release-notes-may-2019#how-to-launch
That should answer the question asked on how to launch inside of VR experience itself.

Is it possible to run two apks simultaneously and make them communicate through a windows service?

I'm using xamarin.forms to create an equivalent of a windows forms app in mobile, the windows app runs two exe files at the same time and the exe files communicate with each other through a windows service, I want to know if the same thing is possible in xamarin.forms, I mean if it is possible to publish two apks under one app and how? and if so, how to communicate between the two apks? Is it possible to use the same windows service that we're using in our windows app?
EDIT
What I want to achieve by communicating is the exact same thing we have in windows, we're trying to use the same code we have used in our windows app, as much as possible, as I explained in my question, we're using a sevice to comminucate between two exe files, I know it's not possible to run an exe in Android OS, but I thought if I could use the code of the exe files in xamarin and create a UI for them and turn them to apk (but not seperate apks, if possible) and communicate between these two, then we will be able to achive the same functionality we have in Windows.Forms. I don't want to open another app in my main app, I just want to use the data of the second app in my main app.
I mean if it is possible to publish two apks under one app and how?
No, it is not possible to publish two apks under one app. An app only contains an apk, both iOS and Android will not allow you to do that.
Is it possible to use the same windows service that we're using in
our windows app?
No, windows service is not available on iOS and Android. They(iOS and Android) are independent mobile operating system developed by Apple and Google. Windows has nothing to do with iOS and Android.

Merging a game into WinRT app

I'm wondering what options do I have to merge a 2D game into WinRT app that's already developed. I've developed couple of games in Unity3D but not sure if they can be played as a part of WinRT app (launch on button click).
I've heard Microsoft provide XNA framework for game development. Would that be of any help in my case? The requirement is to launch game on button click and get back to app on back button click.
Please let me know if there's better approach/tool available.
Firstly you say you want to merge a game with a WinRT app - Do you mean you want to put a game inside another application, so perhaps have an app as a launch pad for you game? If you want to target WinRT with Unity I just looked at the platforms that Unity targets and Universal Windows Platform is listed there. You could write the application part in Unity couldn't you ? So that the app is just the first scene that you see. That might seem strange, but if you had to use unity and the app was just a small application with not too many requirements you could do it that way.
Xna has been discontinued. You should use other frameworks.
If you want to write it from scratch I would suggest that you write it as WinRT application (Universal Windows Platform) so that you can define the application UI in Xaml and write the game with a dedicated graphics/game api such as SharpDX http://sharpdx.org/ (which is a wrapper around DirectX) or perhaps even better, take a look at Win2D http://microsoft.github.io/Win2D/html/Introduction.htm which is a very impressive 2d graphics api.
In practice, both SharpDX and Win2D would target one of the Xaml controls that give you access to a swap-chain (eg SwapChainPanel, SwapChainBackgroundPanel, CanvasControl etc). These Xaml controls are integrated into the Xaml UI and can simply pop up when you need them and viola, your game is running.
Since it was a 2D game that I wanted to integrate with my WinRT app, I decided to go with Scirra Contstruct 2, designed specifically for 2D games. It exported the project as website which I hosted on my server and used a WebView within my app to load the game. Not only the performance is good, but, as a bi-product, it made the game cross platform.

How can I make my own iPhone app for myself?

I don't have an Apple computer, I just have an iPhone and some knowledge about language development. I want to create my own app for my own use, just for fun! I don't want to pay Apple for a developer account. I just want to develop my app and put it on my iPhone. I can either develop on Linux or Windows. How can I do that?
If you want to develop on an actual iPhone, you'll need a developer licence. To developer apps natively you will need a Mac running XCode.
There's lots of HTML5 libraries for making apps using javascript though. Maybe try out Phonegap or GameSalad
At the minimum you'll need to have OSX (Mac Operating system) to run Xcode/iphone emulator, you wont be able to do this without OSX.
EDIT:
You may be able to develop it using phone gap: http://phonegap.com/
You'll have to do testing on an adriod emulator, but I believe phonegap builds the app in the cloud. Good luck.
You can develop an app using adobe AIR or adobe Flash. Check out FlashDevelop for a free solution for making flash and air apps for everything from windows to android to iOS.
For a somewhat detailed tutorial on how to actually export an AIR project from FlashDevelop so you can install it on an iOS device, see:
http://www.codeandvisual.com/2011/exporting-for-iphone-using-air-27-and-flashdevelop-part-one-installation/
and FYI, this is not JUST for jailbroken iOS devices! :D
Native iOS applications can only be built in Xcode (which can only run on a Mac), and you need a developer membership to deploy those on an actual device (which costs about $100 a year). So, that’s the caveat: You can’t make native apps.
However, native apps aren’t the only option! There are two other approaches.
One way is to make a web app. These days, web apps can do almost everything that a native app can do (even access the camera). Unless you’re building something specialized (like a video editor, for example, or a game that needs to work with Bluetooth game controllers), you can probably make something as a web app. Years ago, I wasn’t happy with the flashcard apps on the market and wanted something custom but super simple to help me study JLPT vocabulary. At the time, I also didn’t have the money for a developer membership. I made it as a web app, and it worked great!
If you’re making a web app, you’ll need someplace to host it. There are lots of options. For example, the free tier on Firebase is plenty for a personal-use web app. You also might want to consider building the app using client-side scripting (like Javascript) so that you can host it statically, which will allow you to tell iOS to cache it so you can utilize it offline (Google “HTML offline manifest” for details).
The other way, if you have a friend with a developer account, is to build your app using a cross-platform framework like Flutter, where you don’t need a Mac to develop and test it, then ask your friend to make it for you. You’ll need to rebuild periodically (I think once a year) because your provisioning profile will expire.
If you use a framework like Flutter that can build both native AND web apps, that gives you the ability to run natively (if you have access to a Mac) or host it statically on someplace like Firebase Hosting (if you don’t).

Can we Integrate flash in iPhone application?

I want to integrate flash in my iPhone application so is it possible to integrate?
You can write apps in Flash that will run on the iPhone by using the Packager for iPhone. It only works with Flash and not Flash Builder. Adobe just released a revision after Apple changed its SDK license again so that it can run. Note that to run on the iPhone your app has to be compiled by Flash to a native iPhone app. You can't run just any SWF.
Also yesterday Adobe announced AIR 2.5 which claims to let you program for one runtime (AIR) and target multiple platforms including iPhone and iPad. The release notes explain that they will be updating their Packager to work with AIR 2.5 for feature parity with AIR 2.5 for Android.
There is an application called Packager for iPhone from Adobe, which can be used to make iPhone app from Flash. I never used it though, but I think you should give it a try.
No.
Adobe Packager appears to only be able to create entire apps, not library code that will integrate inside a larger app. There also is no complete Flash interpreter in a form that you might be able to bundle with your app (although there appear to be a few open source projects that claim to run a limited subset of Flash). Thus there is no way to integrate Flash into a larger iPhone application that will run offline.
Online, you might be able to run a Flash application remotely on a server, and serve the graphic results to an iPhone app using something like the VNC protocol.
A new parser called hiramkei will soon be available for adding Flash animation SWF files into Xcode projects for iPhone. Here is the site http://www.flash-on-iphone.com/demo