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AppGameKit Classic Chat / App Game Kit V108 Beta 8 - Over 200 New Commands

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LeeBamber
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Posted: 6th Oct 2012 00:49 Edited at: 8th Jan 2013 00:21
App Game Kit V108 BETA 8

CURRENT STATUS REPORT

All four platforms (Windows, iOS, Android, Mac) are included in BETA6 and represents our complete command set for this version. Please thrash it about and let Paul know if it wobbles. You can find the installer in your TGC Product Files area, enjoy!

CHANGE NOTES

In Progress - Build 1088
------------------------

-Fixed DeleteAllSprites not clearing everything from memory
-Fixed SaveImage on iOS and Android not saving PNG images properly
-Fixed CopyImage and SetImageMask modifying the wrong image in some rare cases
-Changed the draw order to draw opaque objects in the order they were created, useful when using sky boxes with depth write off
-Added Delayed DLL Loading to Compiler for Windows XP compatibility

In Progress - Build 1087
------------------------

-Fixed VS2010 LIB issue causing VS2010 projects not to compile

In Progress - Build 1086
------------------------

-Added FACEBOOK app back in apps folder, need to include this when building Android T1/T2 apps in Eclipse
-Updated T1 and T2 guides for Android and iOS to reflect newer SDKs being used now
-Added a collection of memblock commands for direct memory access
-Added conversion between images and memblocks for direct pixel access
-Changed GetHTTPResponseReady to return -1 if the current task has finished but returned an error
-Fixed tranparent 3D objects sometimes appearing behind opaque objects
-Fixed video playback bug on Android where playing after stopping wouldn't work
-Fixed video playback bug on iOS and Android where GetVideoPlaying would not immediately return 1 after PlayVideo
-Fixed long load time when using large strings in CreateText
-Fixed crash when using CloneObject
-Fixed SetFolder("..") not working
-Fixed UDT assignment in functions
-Fixed global or literal strings returning from functions
-Fixed END now forces exit even if in subroutines or functions

In Progress - Build 1085
------------------------

-Added a few more dummy commands and tweaks to Facebook commands (should be command set complete now)
-Fixed issue with Mac not allowing choose image and capture image to work properly
-Ensured Android, Mac, iOS and Windows platforms all working together

In Progress - Build 1084
------------------------

-Added ability to save image in JPEG format on iOS
-Added CloneObject command to copy an object
-Added InstanceObject command to copy an object whilst sharing 3D data
-Fixed Android videos not starting from the beginning when stopped
-Added code for Android in-app purchase, although may be broken, sometimes returns errors from Google Play
-Added PushNotificationSetup to register for push notifcations on iOS
-Added GetPushNotificationToken to get push notification token for the device
-Improved image loading time on all platforms
-Improved performance of SetFolder and SetCurrentDir
-Added GetDeviceLanguage to return the ISO 639 language code of the device
-Fixed crash if ResumeSprite was called before PlaySprite
-Added code for Ultrabook Sensors and Multitouch
-Allowed VS2008 project to use above features (works from XP through to Windows 8)
-Replaced SensorsAPI with LocationAPI for GPS longitude and latitude (100% success)

In Progress - Build 1083
------------------------
New V108 Commands:

-Added SetObjectScale command to scale an object in X, Y, or Z
-Added DrawLine command to draw 2D lines directly to the screen
-Added SetCameraRange command to set the near and far clip planes
-Added SetCameraFOV command to change the camera field of view angle
-Added Set3DGlobalDepth command to place all 3D objects at a specified sprite depth value
-Added LoadObject command that returns an ID
-Added LoadShader command that returns an ID
-Added WriteByte command to write single bytes to a file
-Added ReadByte command to read a single byte from a file
-Added RenderBack command to draw only the sprites behind 3D, Render() now only draws those in front of 3D
-Added SetObjectDepthReadMode to set the depth test function, if it passes the depth test the pixel is drawn, 0=never pass, 1=less than, 2=equal, 3=less than or equal, 4=greater than, 5=not equal, 6=greater than or equal, 7=equal, 8=always pass
-Added SetObjectDepthWrite to set whether a pixel that passes the depth test writes its depth value to the depth buffer
-Added SetObjectTransparency to set alpha transaprency on or off
-Added SetObjectCullMode to set the cull mode of the object 0=draw both front and back faces, 1=draw front faces, 2=draw back faces
-Added SetObjectVisible to set an object as visible or hidden
-Added GetObjectDepthReadMode returns the current depth func for this object
-Added GetObjectDepthWrite returns the current depth write mode for this object
-Added GetObjectTransparency returns the current transparency mode for this object
-Added GetObjectCullMode returns the current cull mode for this object
-Added GetObjectVisible returns the current visibility mode for this object
-Added GetObjectInScreen returns 1 if the object is in screen, 0 if not, this is only an estimate and may assume an object is on screen when it is actually not
-Added GetWorldXFromSprite converts sprite coordinates into world coordinates, for example the top of a sprite rotated by 90 would actually be to the right of the sprite in world coordinates
-Added GetWorldYFromSprite
-Added GetSpriteXFromWorld converts world coordinates into sprite coordinates
-Added GetSpriteYFromWorld
-Added GetScreenXFrom3D returns the screen coordinates of the given 3D point
-Added GetScreenYFrom3D
-Added Get3DVectorXFromScreen returns a vector pointing into the 3D world from the given screen coordinates
-Added Get3DVectorYFromScreen
-Added Get3DVectorZFromScreen
-Added DeleteAllImages deletes all images loaded with LoadImage or LoadSubImage
-Added DeleteAllSprites deletes all sprites created with CreateSprite, LoadSprite, or CloneSprite
-Added DeleteAllText deletes all text objects created with CreateText
-Added GetScreenBoundsLeft returns the edge of the screen in you chosen virtual resolution, this takes black borders into account to the left of the screen my be a negative value in your current virtual resolution
-Added GetScreenBoundsRight returns the edge of the screen taking black borders into account
-Added GetScreenBoundsTop returns the edge of the screen taking black borders into account
-Added GetScreenBoundsBottom returns the edge of the screen taking black borders into account
-Added GetReadPath to return the path of the current application exectuable
-Added GetLoadedImages returns the number of images loaded with LoadImage or LoadSubImage
-Added GetUnassignedImages returns the number of loaded images that are not currently assigned to a sprite or text object
-Added GetUnassignedImageFileName returns the file name of a specified unassigned image
All tier 2 Windows projects must add "Dwmapi.dll" the linker option "Delay Loaded DLLs" to maintain Windows XP support
Fixed edit boxes that are fixed to the screen not detecting mouse clicks properly
Fixed iOS video when changing orientation, fixed iOS GetVideoPosition command
Added Mac video playback suport
Added Windows video playback suport
Fixed a crash is DeleteImage was used on an image that had previously been used in SetTextDefaultFontImage
Fixed occasional stutter in frame rate on Windows Vista and Windows 7
Fixed mipmaps not working on some platforms and generating an error about glGenerateMipmap
Fixed particles so they can use images loaded from atlas textures
Returned default wrap mode to 0 (clamp) to solve some edge bleeding issues, use SetImageWrap to use mode 1 (repeat)
Fixed compiler issue with round brackets crashing compiler, now prompts square bracket error
Fixed bug with network integers causing a crash
Fixed text extending beyond the edge of the text input box
Added better network disconnetion detection, previously this would take up to 30 seconds to detect, now 5 seconds.
Due to this network change 1083 clients cannot connect to pre-1083 servers, however 1083 servers can accept pre-1083 clients.
For anyone implementing the AppGameKit network spec a server must now respond to message ID 7 with message ID 6.
Old Android Dev Kits need to download and install the latest Android SDK and select Tools & API 13 to install over any existing files you may have. Re-using the SDK folder location will help
If Eclipse gives you problems, go to Help > Check For Updates to install missing elements
In Android project fails to compile, enter project properties > Android and tick Android 3.2 then Apply

04/10/12 - Build 1081
---------------------
Added Social, 3D, Sensor and Misc. commands
Modified compiler to allow auto-conversion to JavaScript
HTML5 Platform added as part of the Freedom-Engine deployment system
Unified V108 command between AppGameKit and Freedom-Engine
Removed MeeGo and Bada from Platform Support (obsolete platforms)
Replaced template projects with template creation guide

Hogging the awesome since 1999
DVader
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Posted: 6th Oct 2012 01:16
Cool beans, downloading now..

Rich Dersheimer
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Posted: 6th Oct 2012 02:16
Cor
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Posted: 6th Oct 2012 03:59
Awesome! Thank you!
Hodgey
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Posted: 6th Oct 2012 04:15
Hi Lee, thanks for releasing the beta however I've hit a snag. I downloaded the AppGameKit1081-files.zip to my mac and extracted the files. In the IDE/common/include folder, it looks like a few headers are missing, namely the new ones. I also can't find a Collision/CollisionIncludes.h file. Are they in a separate location?

I can find the old ones, agk.h, cSprite.h etc.

Here are some of the ones I can't find:
"3DMath.h"
"AGKShader.h"
"cObject3D.h"
"cCamera.h"
"AGKLights.h"
"../Collision/CollisionIncludes.h"

Could someone else please verify if it's just me (just see if the files are there)?

Cheers

xCept
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Posted: 6th Oct 2012 08:09
Yes, those files don't exist in the ZIP (I tried compiling for iOS).
Cliff Mellangard 3DEGS
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Posted: 6th Oct 2012 10:32 Edited at: 6th Oct 2012 10:32
I will wait for the android version
I simply dont have ios and dont aim at windows users.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
CodeGit
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Posted: 6th Oct 2012 12:33
WOW, this is so cool...thanks Lee.

------------------
Space Dream Studios
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Posted: 6th Oct 2012 15:44 Edited at: 6th Oct 2012 15:45
Hmm... can't get any project to run. Compiler log only says "broadcasting app...." !!!??? No player window is coming up.

Rich Dersheimer
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Posted: 6th Oct 2012 15:47
Space Dream, try Build, then Run.

Space Dream Studios
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Posted: 6th Oct 2012 16:08
Thanks Rich, I see... So no broadcasting at all in the beta!?

BatVink
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Posted: 6th Oct 2012 16:19
Quote: "So no broadcasting at all in the beta!?"


Yes, it's working fine here for me.

kamac
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Posted: 6th Oct 2012 17:03 Edited at: 6th Oct 2012 17:03
Woo hoo.
Hm. How about 3D animations?

Anyway. Yay! Thanks for the hard work guys.

Follow me on twitter! @MotionStruct
Motion Struct blog
DVader
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Posted: 6th Oct 2012 17:11 Edited at: 6th Oct 2012 17:18
Quote: ""So no broadcasting at all in the beta!?""


Works fine for me also. Perhaps it is the android OS you are using? I still have gingerbread (I think lol, it's 2.35 anyway)

Edit - Yeah, Rich Dersheimer is correct, use the compile run and broadcast option (F5). It may be you are just using the run button. I thought for a minute he meant in Eclipse

Rich Dersheimer
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Posted: 6th Oct 2012 17:28 Edited at: 6th Oct 2012 17:42
@DVader and BatVink - you can broadcast? I can broadcast a simple "hello world", but a spinning cube won't run, it returns Unknown Instruction 1073 on my iPad.

Did you compile a new player?

I wouldn't expect the 108 commands to work on the 107 player, and the 108 IDE files might not be complete in the beta. (see Hodgey's post above)

For example, this won't run on my iPad with Player 107:



And BTW, the F5 button (compile, run, broadcast) does not run the program locally for me, it just sits there broadcasting, with nothing being recieved by my iPad. I advised just using the compile button, then the run button. This does not broadcast, but you can still test locally. The compile and broadcast button works for me, but as I said, 108 commands don't work on the 107 player, for me.

Space Dream Studios
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Posted: 6th Oct 2012 17:59
@Rich: Get the same error "Unknown Instruction 1073" on my iPad3 too. Use the 107 player. Yes the compile, run, broadcast button, confused me too, that's why I was thinking that the broadcast is not working Also some of my sprites are not vissible anymore, in my old projects, because of changed sprite depth functionality

xCept
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Posted: 6th Oct 2012 18:30
I hope an updated ZIP gets posted with the missing files so we can compile the player in iOS.
bjadams
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Posted: 6th Oct 2012 18:41
Question for LEE

Can i still use the VS and Xcode T2 templates from the last release or does 108 come with new updated templates?
Ancient Lady
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Posted: 6th Oct 2012 18:42
I download v108 beta and discovered that new Tier 2 template guide and was not particularly impressed with it.

But I can see that it would work. But it only mentions Windows, Android, Mac and iOS. It begins to feel like the other platforms promoted on the AppGameKit site are being abandoned.

When I opened the project for interpreter_ios, it complained about missing two base SDKs: libGoogleAdMobAds.a and libOAuth.a.

I haven't looked at the projects for the Windows version yet. Before I do, I have a question.

Since I don't want to discard v1076 (which works fine for me), is it possible to install the v108 beta without uninstalling v1076 so that I can test them side by side?

Cheers,
Ancient Lady
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Rich Dersheimer
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Posted: 6th Oct 2012 18:52 Edited at: 6th Oct 2012 18:57
@AL - that's exactly what I did. I just dropped the 108 beta folder into my The Game Creators folder, and I'm going back and forth between 107 and 108, no problem.

EDIT: and the notes for 108 indicate that Meego and Bada have been dropped... that just leaves Blackberry, and of course the HTML through FE.

Pieter11
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Posted: 6th Oct 2012 18:56
Hi Thank you for your update!


-Feature request:


-Can you add a commandline parameter to build a source from e.g. agk.exe -projectsourse -platform?

In this way we can create our own IDE environment which can be very cool to create tools for AGK.

AGK Developer
Rich Dersheimer
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Posted: 6th Oct 2012 19:08
Quote: "my sprites are not vissible anymore, in my old projects, because of changed sprite depth functionality"


Space Dream, the change log for 1077/1081 does not mention any change to sprite depth functionality. What happened? Did they change it again?

Paul Johnston
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Posted: 6th Oct 2012 19:19
The engine has been upgraded from OpenGL 1.4 to OpenGL 2.0 with shaders now running everything instead of the fixed function, so there may be some unexpected changes in there. I checked the depth range 0 to 10000 but unfortunately didn't test negative numbers, since they are technically not supported.
Space Dream Studios
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Posted: 6th Oct 2012 20:25
Yes, that's the point now, negative depth numbers make sprites dissapear. And I have many of them in my current project

Rich Dersheimer
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Posted: 6th Oct 2012 20:38
Quote: "And I have many of them in my current project "


Sorry to hear that. Hey, but you can do a "find and replace" to change them all to something else in one step!

Rich Dersheimer
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Posted: 6th Oct 2012 21:32 Edited at: 6th Oct 2012 21:34
Slight problem with unpacking 108 on an old WinXP machine.

While attempting to unpack, several files seem to be password protected, including these three. I didn't write down the others, but they seemed to have similar filenames.

michaeljohnson.xcuserdatad

userinterfacestate.xcuserstate

workspacesettings.xcsettings

after skipping these files and attempting to run the 3D example, I receive this error...



No problems with the download unzip on my Vista machine.

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Kevin Cross
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Posted: 6th Oct 2012 21:58 Edited at: 6th Oct 2012 21:58
I have the same problem as Rich. I'm using XP and no projects are running. I get the same error message.

the12thplaya
Paul Johnston
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Posted: 6th Oct 2012 22:16
It looks like condition variables are not compatible with Windows XP, I'll see if we can use something else in the next update.
bjadams
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Posted: 6th Oct 2012 23:03
Paul are the NFC, Geolocation, Compass, Gyrometer, Inclinometer, Light Sensor and Orientation Sensor commands active on Windows, or are they just place holders and do nothing for now?
BatVink
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Posted: 6th Oct 2012 23:25
Quote: "@DVader and BatVink - you can broadcast? "


Well, I am not broadcasting the application, but within my code I am broadcasting to other Windows machines, and they are talking happily to each other.

Regarding the Compile, Run and Broadcast. I have been working with Paul on some Touch fixes for Windows and he sent me a couple of new executables. These have the same problem that you have, even though the 108 base is fine for me. I have noticed something with the compiled exe, it always gets the Windows warning window before you run it, perhaps this is stopping it from running via the IDE. Paul may be looking at it further now he has a good/bad example to compare.

Quote: "negative depth numbers make sprites dissapear. And I have many of them in my current project"


Agreed, I have the same experience. I have increased my sprite depth values, luckily I don't have too many. I'm posting any useful information and workarounds (but not bugs!) here, I included the negative sprite depth to save people some pain

Quote: "Since I don't want to discard v1076 (which works fine for me), is it possible to install the v108 beta without uninstalling v1076"


Rename "AGK" to "AGK 1076"
Install
Rename both folders as necessary. I'm doing this regularly to iron out issues that have cropped up, and finding workarounds very quickly. You don't even have to close the IDE (in Tier 1).

Paul Johnston
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Posted: 7th Oct 2012 01:50
The condition variable error is now fixed for the next version.

Quote: " returns Unknown Instruction 1073 on my iPad"


Unknown instruction errors are mostly likely due to an incompatible compiler and player version. You will need a 108 player for the iPad, which unfortunately we can't compile for end users.

Quote: "are the NFC, Geolocation, Compass, Gyrometer, Inclinometer, Light Sensor and Orientation Sensor commands active on Windows, or are they just place holders and do nothing for now?"


In Win32 they are just place holders for now. The are active in WinRT which is the new Windows 8 ARM version, which we haven't released yet.
BatVink
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Posted: 7th Oct 2012 02:36
Quote: "Compiler log only says "broadcasting app...." !!!??? No player window is coming up."


Go to AGK\IDE\Compiler\interpreters
Right-click Windows.exe and go into properties.
Click the Unblock button.

Paul worked it out

Pawprints
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Posted: 7th Oct 2012 02:40
It's all sounding very cool although I'm a little confused at the moment. I see someone else had a problem building an iOs player so I guess that'll be fixed soon or does someone else have the missing files or a solution to this. I've been unsure about the facebook commands and wonder if these are for iOs only or should they work in windows too as I've not had much luck. I've not played with the 3D commands yet but I will do soon. I'm wondering as obj is supported does this include mtl support for textures or do you have to load those all in by hand ?

I'm very much looking forward to the video commands too as it'll be really nice to be able to play FMV sequences but I guess these won't be interactive in the way they are in say microcosm, megarace.

Can't wait to get a fully working 108 and I do feel more confident and positive about AppGameKit now

Oh and dare I mention HTML 5?

If it's not broken don't keep trying to fix it.
Paul Johnston
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Posted: 7th Oct 2012 02:54
Quote: "I've been unsure about the facebook commands and wonder if these are for iOs only or should they work in windows too"


Currently they are iOS only, Windows doesn't have a Facebook SDK and Android has raised some issues when using it with NDK.

Quote: "I'm wondering as obj is supported does this include mtl support for textures "


No mtl support, you will need to load the images into an ID and assign them to the object.

Quote: " it'll be really nice to be able to play FMV sequences but I guess these won't be interactive"


You have the ability to play/pause/stop the video in response to user touch events, tapping on the video will produce a pointer pressed event as normal.

Quote: "Oh and dare I mention HTML 5?"


Freedom Engine is an HTML 5 version of AppGameKit byte code from one will work in the other so there will probably be tighter integration between the two in the future.
Rich Dersheimer
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Posted: 7th Oct 2012 03:05
Quote: "You will need a 108 player for the iPad, which unfortunately we can't compile for end users."


Does that mean we can compile a 108 player from the xcode project in the 108 beta package? Or are some files still missing that will be required to compile a new 108 player?

Paul Johnston
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Posted: 7th Oct 2012 03:15
It sounds like some files may be missing, in which case they should hopefully be in the next update to be released soon
Hockeykid
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Posted: 7th Oct 2012 03:43
Quote: "in which case they should hopefully be in the next update to be released soon"


Is the next beta update being held off until Android support is finished?

Also, any idea if this iOS bug was fixed?
http://forum.thegamecreators.com/?m=forum_view&t=199968&b=41


Sean

bjadams
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Posted: 7th Oct 2012 12:51
Quote: "Freedom Engine is an HTML 5 version of AppGameKit byte code from one will work in the other so there will probably be tighter integration between the two in the future."


Will there ever be an offline HTML5 version for AppGameKit or will export be solely reserved to FE users?
Space Dream Studios
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Posted: 7th Oct 2012 14:48 Edited at: 7th Oct 2012 14:50
Another problem: If you use the wrong brackets like "()" instead of "[]" within a dim command like "global dim a(100) as..." it let crash the compiler without a real error message! In 107 the correct error message came up, in 108 beta not.

Ranietz
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Posted: 7th Oct 2012 16:28
What other new commands are there beside the 3d commands? Are there a list of the commands somewhere?
BatVink
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Posted: 7th Oct 2012 16:44
There is a "What's new in V108" section in the help files. It starts witth:

Quote: "191 new commands for logging, video, ratings, facebook, twitter, in-app purcashing, notification, zip, sensors, NFC, geolocation, compass, gyro, light sensor, orientation and 3D"


Rich Dersheimer
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Posted: 7th Oct 2012 16:49 Edited at: 7th Oct 2012 16:50
Quote: "It sounds like some files may be missing, in which case they should hopefully be in the next update to be released soon "


As Hodgey says, these are missing from the agkinterpreter.xcodeproj

2DMath.h
AGKLights.h
AGKShader.h
cCamera.h
cObject3D.h
sha1.h

libGoogleAdMobAds.a
libOAuth.a

Also, I don't see
../Collision/CollisionIncludes.h
but I might be looking in the wrong place?

MarcoBruti
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Posted: 7th Oct 2012 16:52
pls some tester alert me as soon as 1.08 will work on Windows XP...I cannot give up 1.076 if this and all other issue will not be cleared...
Rich Dersheimer
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Posted: 7th Oct 2012 16:55
Ranietz, bj listed them in this thread.

Ranietz
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Posted: 7th Oct 2012 17:17
Thanks Rich. I didn't see that thread.

So still no basic 2d commands?
Pawprints
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Posted: 7th Oct 2012 17:53 Edited at: 7th Oct 2012 17:55
Ok forget that.. didn't see the page 2!

In the help text there's a what's new in v108.

That lists all the new commands although some aren't implemented yet as far as I understand it.

If it's not broken don't keep trying to fix it.
bjadams
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Posted: 7th Oct 2012 20:24
ranietz look at the docs there is a list
DazzyF
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Posted: 7th Oct 2012 20:29
Been playing with the beta and not hit any probs yet (using win vista (i know lol) home edition.
Although I am just going through the hands on AppGameKit book, the stuff I am doing is pretty simple.

www.dazzyscds.co.uk
Ranietz
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Location: Norway
Posted: 7th Oct 2012 23:44
Thanks for the replys about where to find the new commands everyone, but I was looking for a list of commands with out the need of downloading the beta since I don't have access to my computer at the moment. I assume the list Rich posted a link to is pretty acurate? What I'm most interested in is the basic 2d commands but it doesn't seem like they are included yet.
Lucas Tiridath
AGK Developer
16
Years of Service
User Offline
Joined: 28th Sep 2008
Location: Kings Langley, UK
Posted: 8th Oct 2012 16:08 Edited at: 8th Oct 2012 16:09
Quote: "are the NFC, Geolocation, Compass, Gyrometer, Inclinometer, Light Sensor and Orientation Sensor commands active on Windows, or are they just place holders and do nothing for now?"
Quote: "In Win32 they are just place holders for now. The are active in WinRT which is the new Windows 8 ARM version, which we haven't released yet."

Quick question on this.. Does this mean that these commands will only work for Windows 8 Apps or will they also work for desktop apps that run on Windows 8? Also will we have to develop (for tier 2) using VS2012 and is that available for Windows 7? Just wondering whether I'm going to try an enter this competition or not so any advise of these would be greatly appreciated.

Also I have the problem with the missing headers too. Hopefully that will be fixed soon in case I need to start work on something for Intel.

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