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AppGameKit Classic Chat / Alpha 3 released

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Digital Awakening
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Posted: 21st Mar 2014 22:48 Edited at: 21st Mar 2014 22:49
Paul posted about this in the dev blog. So I started this thread to make it more visible.

He has uploaded Alpha 3 to the downloads section with the following changes:



Phaelax
DBPro Master
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Posted: 21st Mar 2014 23:16
Quote: "Fixed a bug where text greater than depth 0 would not display"

So basically, any text at all.

Digital Awakening
AGK Developer
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Posted: 21st Mar 2014 23:52
None of my text objects where visible on Alpha 2 PC.

xCept
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Posted: 22nd Mar 2014 00:03
DA, have you verified the RenderToImage is working better now? I've been waiting for that to get corrected since alpha 1 but don't have a chance at the moment to test.
Digital Awakening
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Posted: 22nd Mar 2014 07:42
xCept:
I'll give that a try today.

Digital Awakening
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Posted: 22nd Mar 2014 08:34
This code shows that render to image now works properly.



BitManip
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Posted: 22nd Mar 2014 10:11
The Alpha 3 is good news, especially the Android addition.

My only gripe is that TGC should be shouting this....once again it is left to the community!

Thanks Digital for the info!

I control all the juicy in here!
The Daddy
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Posted: 22nd Mar 2014 10:28
Thanks Digital!

www.bitmanip.com
All the juicy you could ever dream of!
MikeMax
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Posted: 22nd Mar 2014 11:30
Quote: "- Added all features from Alpha 2 to Android"


Someone has compiled the new APK and tested it ?

--------------
Digital Awakening
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Posted: 23rd Mar 2014 18:16
Quote: "Someone has compiled the new APK and tested it ?"


I did use the OUYA option and used the new SetScreenResolution command to restrict it to 720p. This makes RTA run at a constant 60 FPS on OUYA. Not tried it for my phone yet but should work.

shadey
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Posted: 24th Mar 2014 15:20
cool.. but where is my AppGameKit Backer title! lol .. but I want to ask how many alphas does one develop? Is it any amount or some standard number? Can't wait for the 'complete' AppGameKit V2!

Hail to the king, baby!

http://davidjohnwheeler.blogspot.co.uk
Digital Awakening
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Posted: 24th Mar 2014 17:08
Quote: "but where is my AppGameKit Backer title! lol"

As per this thread, those who use a different email on Kickstarter than what is tied to your TGC account you need to contact them directly.

Quote: "but I want to ask how many alphas does one develop"

As many as possible. The more alpha released the more chances users have to test new features. We also get access to new features faster, so we don't have to wait a long time. Releasing builds is usually extra work and so releasing them too often is usually also not a good idea. And since Paul is currently working alone on AppGameKit it directly affects dev time.

nz0
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Posted: 24th Mar 2014 19:36
We really need all of the PC keys addressable - not just the limited set in version 1.

I have a hard time explaining why this isn't the case and it damages the viability of using AppGameKit for PC games!

swissolo
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Posted: 25th Mar 2014 19:03 Edited at: 25th Mar 2014 19:12
I wrote new, fancy AGK2 code to deal with my rotating world issue I mentioned before but it acts very strangely. This isn't perfect code (I pulled pieces of it from various places) but I'm still getting some unusual results.
(Just a heads up you'll need a block.png and a ball.png. Or you can 0 those)

First of all I was a bit disappointed that I couldn't figure out a way to render a region larger than the screen (or of different aspect ratio) so I had to just enlarge the resultant image. It would be nice to have another set of parameters to define a world width and height to render. I've also noticed that if images with transparency don't start on the screen they render differently when entering the screen later on (they seem to be less opaque than normal)

SoftMotion3D
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Posted: 26th Mar 2014 01:59
anyone know if ouya iap is working in alpha 3 to test out?

Paul Johnston
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Posted: 26th Mar 2014 02:28
Quote: "anyone know if ouya iap is working in alpha 3 to test out?"


It should do, you will need this command that I've just discovered wasn't documented properly in Alpha 3

which takes your public signing key in base64 and your Ouya developer UUID. To get your public key download the signing key from the Ouya developer console for your game and use something like http://www.motobit.com/util/base64-decoder-encoder.asp to encode the key.der file to base64. Your developer UUID is available on the home page of the Ouya developer portal when you log in. After calling InAppPurchaseSetKeys with these values and adding your products with InAppPurchaseAddProductID, you can then call InAppPurchaseSetup to set everything up.
xCept
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Posted: 26th Mar 2014 03:23
Does InAppPurchaseSetKeys() also work to set the Base64 for general Android IAP? Previously we'd have to manually modify one of the core library files to set it accurately.
Paul Johnston
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Posted: 26th Mar 2014 03:44
Quote: "Does InAppPurchaseSetKeys() also work to set the Base64 for general Android IAP?"


Yes, but not tested.
SoftMotion3D
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Posted: 28th Mar 2014 18:50
ok paul...i'll be the guinea pig and test a submition to ouya with iap. i will let you know if it works.

SoftMotion3D
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Posted: 28th Mar 2014 22:05 Edited at: 28th Mar 2014 22:08
quick question paul...

My application is 100% setup on ouyas end and code wise...

Now the question...

so are the files updated with agk2 to create a new player for ouya? or do i need to use the online upload service?

would i be using interpreter_android_lite?
and will i need any additional files included for ouya.

i was disappointed to see there was not a special interpreter folder specific for ouya in the apps/ list.

Paul Johnston
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Posted: 29th Mar 2014 00:11
Quote: "i was disappointed to see there was not a special interpreter folder specific for ouya in the apps/ list"


I created one but forgot to include it in the release. I've attached it here instead. The online method should work as well.

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SoftMotion3D
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Posted: 29th Mar 2014 03:23
wow thanks!

i will get testing this and let you know if its working

SoftMotion3D
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Posted: 29th Mar 2014 04:43
ok so first problem...

Im getting a parsing error when trying to install my apk onto the ouya.

also i tried the online ouya2.0 1 click deploy

same error...

is it missing anything or am i?

Digital Awakening
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Posted: 29th Mar 2014 09:27
I have no problem with the online builder. Make sure you have repackaged the media folder. I sometimes forget to do that so whenever something isn't working as expected I do that.

SoftMotion3D
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Posted: 29th Mar 2014 15:25 Edited at: 29th Mar 2014 16:36
i had a problem with both so it may have to do with my keys. I changed over to a newer pc reciently so i will try to do the build on my other pc today.

Also paul... that folder you posted has it to set the keys within the file so im wondering if this needs to be done if it can also be set in with basic code?

edit: i found my other usb stick.... this one works.

I managed to get the agk player compiled and works.
now im just having troubles with renaming the package to my project but im sure i will figure it out.

SoftMotion3D
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Posted: 29th Mar 2014 17:37 Edited at: 31st Mar 2014 06:51
edit: iap works for ouya tested! yahoo!

Paul Johnston
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Posted: 31st Mar 2014 02:20
Quote: "error getting old purchases: Invalid game Uuid was provided"


Is the package name the same as the app you create in the Ouya console? If you are using the AppGameKit player (com.thegamecreators.agk_player) I don't think it will work.
SoftMotion3D
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Posted: 31st Mar 2014 03:25
ok ill check it out.

SoftMotion3D
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Posted: 31st Mar 2014 04:12
Your absolutily correct... IAP for ouya has been tested and works perfect!

Thanks paul!

Now we all need to start cracken out some games!

SoftMotion3D
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Posted: 2nd Apr 2014 03:00 Edited at: 2nd Apr 2014 03:03
hey paul....there may be one problem but i will just include a notice in my game.

the problem is if the user does not have an internet connection... when my code is in a state for waiting for ouya iap to respond.

it doesnt kick out ...just hangs there causing me to reset my game manually.




on tablet thats not connected to the internet it just kicks out of the mode not causing an infinite loop. which is good!

on ouya it stays in an infinite loop.

Should i code a button press to cancel the operation or is there another way to tell if the user is infact online?

third or... can the getinapppurchasestate() report something negative to kick me out of that loop if there is no online connection?

Digital Awakening
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Posted: 2nd Apr 2014 09:24
SMD_3D:
You could for example code in your own timer. Also, since this runs in the background you don't have to completely freeze the game with a loop like that.

fog
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Posted: 3rd Apr 2014 14:42
@SoftMotion3D

You should really be checking for an internet connection yourself before calling any IAP or similar code.

http://www.appgamekit.com/documentation/Reference/HTTP/GetInternetState.htm

If there is no connection then you might want to display an appropriate message to the user.

SoftMotion3D
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Posted: 3rd Apr 2014 15:23
thanks.... again another command I did not know of


it looks like ouya accepted it in that current code state.

but I better fix it asap

Yaro
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Posted: 4th Apr 2014 08:52
Are there any tier 1 commands for minimum or maximum? I can't find any, and that's something I've seen in most libraries I've used before, am I missing them?
BatVink
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Posted: 4th Apr 2014 10:49
There aren't, but it's easy enough to create a standard function for yourself. It's a good idea to maintain a library of standard functions like this that you include in every project.

You'll find dozens of useful functions here.

SoftMotion3D
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Posted: 5th Apr 2014 06:57
for the iap on google play using setkeys...

do i leave the second portion blank where uuid would go for ouya or is there a code somewhere to use for that on google play?

The Zoq2
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Posted: 5th Apr 2014 18:53
I moved to this version from 10819 (or something like that) and it seems like my app crashes ocationally after deleting a sprite. They also seem to leave a black box underneath them when being deleted, it also seems to happen one frame after deleting the sprite because of it. When it crashes it leaves this

in logcat. I have only tested it on android

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
xGEKKOx
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Posted: 6th Apr 2014 20:07
The same error V1 gave to me on Android crash.

Long life to Steve!
monotonic
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Posted: 7th Apr 2014 13:20
Thanks for the update

01100001 01101110 01101111 01110100 01101000 01100101 01110010
01110000 01101111 01101001 01101110 01110100 01101100 01100101 01110011
01110011 01110011 01101001 01100111
xGEKKOx
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Posted: 7th Apr 2014 19:54
Ok now i have V2 too.
Let's do some test!

Long life to Steve!
xGEKKOx
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Posted: 8th Apr 2014 17:56
Where we can send bugs?

Long life to Steve!
monotonic
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Posted: 8th Apr 2014 22:30
I seem to get a crash when I run with physics debug disabled, however turning debug back on and it works fine!

All programmers are playwrights and all computers are lousy actors.
monotonic
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Posted: 9th Apr 2014 13:17
It seems that when I use a virtual joystick in Windows 7 it causes a crash, removing the virtual joystick makes it work fine.

All programmers are playwrights and all computers are lousy actors.
md10bldr2
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Posted: 12th Apr 2014 09:51
Hello!

Windows 7 Dell XPS
Smackit compiles to a white screen with the background music playing.
SantasBadElf compiles to title screen with music playing. Clicking Start or Instructions produces no result.

Both apps compile and run properly under V108_21.

Thanks!
DARKHALO2K
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Posted: 12th Apr 2014 19:40
Is there a more recent version of the OUYA Player than the one that is included with Alpha 3?

The Android Player included with Alpha 3 gives me crashes and errors on OUYA like those mentioned previously.

Great to see updates to AGK. Thanks for all your efforts, Paul.
SoftMotion3D
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Posted: 13th Apr 2014 00:17 Edited at: 13th Apr 2014 00:33
i can make a new ouya player for you.


here is the new ouya player that should work with alpha 3 and back.

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DARKHALO2K
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Posted: 13th Apr 2014 12:00
Thank you so much, SoftMotion 3D!

The player runs fine on both my Ouya and phone.

Thanks again your help.
DARKHALO2K
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Posted: 13th Apr 2014 14:34 Edited at: 13th Apr 2014 14:40
I now get the following error when trying to run AppGameKit :



EDIT : Deleting the CodeBlocks folder and then re-installing AppGameKit has fixed the error, but I'll leave the image here in case it helps with bug fixing AGK.
SoftMotion3D
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Posted: 13th Apr 2014 17:14
yeah that bug sounds like it was the ide that crashed on ya.
cool to here it runs on your phone too.

DavidAGK
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Posted: 14th Apr 2014 17:44
Does AppGameKit V2 have a new IDE yet? Just thinking of jumping on board too. Right now I don't need anything from V2 (unless it's faster?) but a newer IDE would be nice.

Oh, maybe the additive sprites - love the idea of different blend modes for sprites. Darkest and lightest and some other Photoshop style blend modes would be neat....or is it just additive that's being implemented? Also shaders like motion blur, that'd be cool....so perhaps there are some other things!

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