we've been working making our game to work in Windows 8.1 and Windows Phone 8.1
This is what we've achieved:
1.- We've created a Windows Universal App (Windows "any CPU" desktop/tablet, Windows Phone and "future" XBox One) .appx package
2.- We've successfully passed both Windows Store Certification Kit for Desktop as well as Windows Store Certification Kit for Windows Phone 8.1 (fun fact: we've pass 100% Direct3D tests ;-D both desktop and mobile)
In the case of Windows Phone 8.1, we've found a problem that has been several times reported both here and to Microsoft:https://github.com/libgdx/libgdx/issues/1138https://connect.microsoft.com/IE/feedba ... -argumentshttp://echelog.com/logs/browse/libgdx/1383433200
We are really close to bring a new full ecosystem (Windows Universal Apps) using pure libGDX, but seems that there is still a (small?) problem on Windows Phone 8.1
We are going to continue working hard on this and try to find a workaround for the problem as running libGDX apps natively in Windows Phone is a relevant for us from a business point of view.
I hope somebody else in the community will join us finding a way for this!
P.S.1: latest updates in IE11 has made everything working perfect in GWT-webGL, at least for Crazy Belts, our game that utilizes the most of the 2D and core features of the framework.
P.S.2: AFAIK (I'm not 100% sure on this), Packer generates windows exe (win32 API) but not Metro Apps (winRT API) The procedure we've done creates native winRT apps. Only winRT apps can be published in Windows Store. Regardless embedding the JVM into the win32 exe, Windows Store do not accept "classic" exe distribution: You only can publish a reference to the application, that will be downloaded and managed by external servers "under the end user risk"