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AppGameKit Classic Chat / AGK Version 2.0.10

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Paul Johnston
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Posted: 4th Dec 2014 22:47 Edited at: 16th Dec 2014 04:54
I've uploaded version 2.0.10 to the downloads area with the following changes



Please note that this version has updates to the AppGameKit player which mean it is not backwards compatible with old bytecode, and old players cannot run 2.0.10 bytecode, you will get a warning from the player if the bytecode is incompatible.

To make it easier to reply to bugs please consider creating a new thread instead of replying to this one, but I will attempt to reply to bugs in this thread as usual. In particular if you are reporting a bug please narrow it down to a small example if possible as it makes fixing the bug easier as well.

Edit:
Known Issues
Multicoder
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Posted: 4th Dec 2014 23:12
Great job!
But can you please explain the item "Added Steam overlay to Windows interpreter when run from the IDE" a little more?
I don't get what the change is and what it's used for.

Yes, I am aware that I sound like a caveman to native english speakers
Pong Clone 2k14 {Android}
Tone Dialer
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Posted: 4th Dec 2014 23:15 Edited at: 4th Dec 2014 23:20
Quote: "Fixed Blackberry lib missing SetSpriteAdditionalImage command"


Thank you Paul, downloading now.

Paul Johnston
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Posted: 4th Dec 2014 23:20
Quote: "can you please explain the item "Added Steam overlay to Windows interpreter when run from the IDE" a little more?"


If you have Steam open when testing an app then the Windows interpreter now connects with Steam so you can press Shift+Tab to get access to the community hub where you can upload screenshots of your current app, among other things.
Multicoder
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Posted: 4th Dec 2014 23:28
Great!
Now, I know Thank you very much!

Yes, I am aware that I sound like a caveman to native english speakers
Pong Clone 2k14 {Android}
xCept
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Posted: 4th Dec 2014 23:56 Edited at: 4th Dec 2014 23:56
I don't know much about the Steam SDK / overlay, but does this mean that apps developed with V2 will now incorporate the required Steam-related assets to be a valid Steam-ready game? Is there consideration for this in the future, such as Workshop integration etc in our apps themselves? Again I only play on Steam I have never looked into deploying to it but am interested.
Paul Johnston
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Posted: 5th Dec 2014 00:04
There is actually no requirement to have the Steam SDK built into your app for it to be a valid Steam game, you could take an EXE from AppGameKit V1 and if it got through Greenlight you could put it on Steam. But to answer your question, yes, you could use the same feature to make your app use the Steam overlay and access your own community hub. You will need the steam_api.dll file to be next to your exe and a steam_appid.txt containing your Steam App ID beside it. It isn't a full integration, there are no commands for achievements or stats, just access to the community hub. We might look at expanding this in future.
Alex_Peres
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Posted: 5th Dec 2014 20:02
Thank you Paul!
Can you please tell us, when do you plan to begin to make advanced 3d (animation)?
andrea314it
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Posted: 6th Dec 2014 11:02
Hi, sorry for my English.

I do not know if it's a bug, abnormal behavior of the find function:



in some cases random also returns -1 if the number exists.
MikeMax
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Posted: 6th Dec 2014 14:11
Quote: "Can you please tell us, when do you plan to begin to make advanced 3d (animation)?"


Yes that's the step i'm waiting for too ! (or vertices realtime manipulations to do it manually)

--------------
Arbrakan
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Posted: 6th Dec 2014 18:24
I'm waiting for this too, love 3D !

29 games
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Posted: 6th Dec 2014 20:22
@andrea314it

If I've understood this correctly, you need to sort your array before you can use the .find() command as the .find() command only works with arrays that are in ascending order. This is literally from the "Sorting and Searching" section of the help files.

So you need to change your code to this:



You also need to go from 0 to 10 in the at the lines indicated, otherwise they won't include the alpha[0] index of the array.

Hope this helps.

I wasn't aware this functionality was added to AppGameKit, AppGameKit really does keep getting better and better.

Wilf
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Posted: 7th Dec 2014 16:59
I tried to add a splash screen as per the instructions here but the white AppGameKit default screen still shows on app-start instead.

Gamecenter connects correctly but doesn't show the achievement banner at the top of the screen when you successfully make an achievement. But going to gamecenter on the phone, the achievement and points are correctly registered (at least in sandbox).

Twitter: @itanican
IronGiant
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Posted: 7th Dec 2014 17:39
Yea Wilf, seems if you put the splash screen png file in the main project folder, not the projects media one, it works? should not, but does.

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Wilf
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Posted: 7th Dec 2014 18:05
'Fraid not, that was one of the many things I tried. Default AppGameKit screen all the way (and no AGKSplash in the Payload of the .ipa when I show package contents)

Twitter: @itanican
JLMoondog
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Posted: 7th Dec 2014 19:23
Quote: "We might look at expanding this in future."

Please please please consider this! I'm about to finish my Ludum Dare game and am thinking about going further with it after the compo with added content. I'd love to get it Greenlight on Steam and achievements would be amazing. One thing I always look for in buying a game is if it gives me achievements lol.

Anyway, loving the Steam version. The steam overlay makes taking/sharing screenshots super easy. Great work!

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Impetus73
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Posted: 7th Dec 2014 20:58
It's best to just load an image, create a sprite with depth 1 from it, and display that at the beginning of the program, then delete the sprite and image after everything is loaded and ready.

I think you should include a call to Sync() twice, to make sure it appears on all kinds of devices, as I have had problems with that.

----------------
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Did Amiga / AMOS programming in the 90's.
andrea314it
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Posted: 8th Dec 2014 01:09
Quote: " 29 games:
You also need to go from 0 to 10 in the at the lines indicated, otherwise they won't include the alpha[0] index of the array.

Hope this helps.

I wasn't aware this functionality was added to AppGameKit, AppGameKit really does keep getting better and better."


Thanks for the answer, but I need to find a value in a random array, basically find out which sprite I press the mouse, more than anything else for convenience , I solved with good old (for if next)
Markus
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Posted: 8th Dec 2014 13:16
@paul,
can u add ref for strings too? (because of speed in some situations.)

function Test(b ref as string)
main.agc:18: error: Cannot pass basic data types by reference, only arrays and types support the ref keyword

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Paul Johnston
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Posted: 8th Dec 2014 18:48
Quote: "when do you plan to begin to make advanced 3d (animation)?"


Some time next year

Quote: "I tried to add a splash screen as per the instructions here but the white AppGameKit default screen still shows on app-start instead."


The AppGameKit splash screen never really worked very well because by the time AppGameKit loads far enough to display it, it hands over to your code and disappears. I would recommend using the device splash screen by replacing Default.png for iOS, I'll see if I can add this to the IPA exporter at some point.

Quote: "can u add ref for strings too?"


Not in the foreseeable future, the interpreter wasn't designed with that in mind so bad things could happen.
Funnell7
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Posted: 8th Dec 2014 19:56 Edited at: 8th Dec 2014 20:03
Probably an issue on my part, but I'm receiving the following error message when exporting an ipa on my mac;

Failed to get username (error:5)

The 'App Settings' have all been filled out correctly as far as I can tell, including my provisioning profile...

Any ideas?

EDIT: Scrap that, just solved it. Un-selecting 'System Key Chain' resolved it.
aviles22
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Posted: 8th Dec 2014 23:18
Quote: "Can you please tell us, when do you plan to begin to make advanced 3d (animation)?"


To all waiting for Advanced 3D....

I loved AppGameKit and used it quite a bit creating and publishing my first games. About 2 months ago I stepped away from AppGameKit to learn Unity3D and was just so intimidated by its style as I am a programmer. Never thought I'd get used to it but with what I have learned in 2 months is the best experience I ever had with game programming. It's simply amazing and I suggest anyone who is intimidated by it to "simply learn it"! You will never come back to AppGameKit once your patience its conquered.

With that said I do thank and appreciate being part of the AppGameKit Community. I used The Game Creators software since the very beginning of DarkBasic. The only problem with AppGameKit is that it will NEVER BE COMPLETED! I got sick and tired of waiting for 3D animation stuff with and honestly glad I did to learn Unity. I am also an AppGameKit pledger so don't bash me.

Its just being developed backwards in my opinion. You complete the engine including 2D and 3D then you work on the things that are currently being developed (like ads and etc.) At this point I wish I could get a refund back on my pledge to buy some great Unity3D Assets.

Paul is doing the best he can and is very helpful but come on already TGC!
You can't build an engine like this with one person as a developer. Too much wasted time with FPS Creator. If they dumped that crap and all worked together on AppGameKit good things would happen.

JUST SO SICK OF ALL THESE UPDATES and never any 3D completion! IT'S BEING DEVELOPED BACKWARDS!
Markus
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Posted: 8th Dec 2014 23:56
@aviles22
about kickstarter, all promised thinks are pretty good solved and 3d is part of last goal.
staying up to date with third party modules take time, normal.
if lee get money input for his fps creator, why not. do not say crap about.

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Naphier
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Posted: 9th Dec 2014 00:04
Wow, that for-next thing almost broke my brain
Paul, can you please tell us what version of Chartboost you're using? There's no notes on it in the java files and there aren't any delegates for showing videos so I can't tell.

Thanks!

SoftMotion3D
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Posted: 9th Dec 2014 00:44
Quote: "JUST SO SICK OF ALL THESE UPDATES and never any 3D completion! IT'S BEING DEVELOPED BACKWARDS! "


no its not.... its being developed perfectly fine... have you even tried the new ide/compiler yet? its just amazing.

suck it up.... its all coming and thats all that matters.

@paul thanks for yet another excellent update.... no problems found yet ...

xGEKKOx
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Posted: 9th Dec 2014 01:05
Ehi Paul, i see in the C++ includes that is present a JSON.
Can i use it to have a cross platform Json decoder / encoder to use in iOS / Android?
If yes, the list of commands is the .h file or is there a part in the help dedicated to it?

unlikely
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Posted: 9th Dec 2014 04:52
Quote: "You complete the engine including 2D and 3D then you work on the things that are currently being developed (like ads and etc.)"

Oooor, you drop 3D completely (which, IMO, you are never going to truly compete with e.g. Unity on), and put the whooping on Unity in 2D...
Grook
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Posted: 9th Dec 2014 10:55
Quote: "Oooor, you drop 3D completely (which, IMO, you are never going to truly compete with e.g. Unity on), and put the whooping on Unity in 2D..."

Spot on unlikely.

If you want great 3D then go to Unity, it is very very good; but 2D has been shoe-horned in in Unity and consequently is very very messy. AGK2 is superb. It's not complete by any stretch but you can develop very quickly on it and you can certainly make decent games with it.

"It is said that your life flashes before your eyes just before you die. That is true, it's called Life.”
RickV
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Posted: 9th Dec 2014 11:23
Hi,

The path to developing middleware in the case of AppGameKit has been a winding one for sure. We've had some wrong turns and some humble pie to eat from time to time. V2 is now very solid and strong, we're still marching forward and you'll see that in 2015 the product will grow up significantly. Our aim is to take a good product and make it a great product, so watch this space!

Rick

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baxslash
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Posted: 9th Dec 2014 11:33
Don't worry Rick, I think the amount of activity on the AppGameKit forum speaks for itself. Most people are very happy with the steady acceleration over the last six months.

I'm loving AppGameKit V2 and don't much care about 3D except to add 'depth' to my 2D games. Might even finish one eventually
bjadams
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Posted: 9th Dec 2014 13:13
@aviles22 well done for learning Unity in 2 months. AppGameKit can never compete with Unity, with 1 developer, but AppGameKit is not targeting people who want to make AAA games, it's more targeted towards people with small budgets who want to make games for fun.

I use other game dev systems, also done by 1 person, and the amount of updates and improvements is incredible. But they work on their product all the time, not on a part time basis
Hockeykid
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Posted: 9th Dec 2014 15:38
@Paul I think I've found a Gamecenter bug that's affecting one of my games that's currently on the iOS store. GameCenterSubmitAchievement() Is now setting the achievement's overall percentage rather than incrementing the current percentage.

For example, if I get 30% of an achievement and call GameCenterSubmitAchievement("myAch", 30) and then later I get 50% more and call GameCenterSubmitAchievement("myAch", 50) Gamecenter is only reporting that I've completed 50% of the achievement rather than 80%.


Sean

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Posted: 9th Dec 2014 16:43
AGK can compete with Unity imo.

You can't render to texture in Unity without paying 1500$ or whatever, then you have to pay that again for ios, again for android and so on. Same goes for other features which agk already has.

So pound for pound, agk can more than compete

Sorry for being off topic

Alex_Peres
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Posted: 9th Dec 2014 16:56 Edited at: 9th Dec 2014 16:59
The point is that AGK's 2d engine could be better. And if I developed this engine I would do the next few things that should be in every good engine, which AppGameKit doesn't have:
1. Good and detailed video-tutorial with translated subtitles on some popular languages (german, french, italian, spanish, portuguese, russian, chinese).
2. At least one good game with beautiful graphics and effects to prove its potential.
3. More advanced commands to have better control on sprites, for example - Sprite's vertex control, Canvas and some more.

And Paul must have some help to make major updates faster. I know that two good programmers could work at three times faster than one! And you guys will finish all your promises and even more in next 6 month for sure!

After that I would just add some visual features to extend the Placement Editor and add into it some animations control, maybe 3d placement etc..
Dreams, dreams...
Paul Johnston
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Posted: 9th Dec 2014 17:24
Quote: "can you please tell us what version of Chartboost you're using?"


5.0.3

Quote: " i see in the C++ includes that is present a JSON.
Can i use it to have a cross platform Json decoder / encoder to use in iOS / Android?"


Yes, it was developed as part of the Spine loader so it is untested on general purpose JSON, but should work. At some point I will probably expose it to tier 1. The .h file is the only command list at the moment.

Quote: "GameCenterSubmitAchievement() Is now setting the achievement's overall percentage rather than incrementing the current percentage."


The GameCenter code hasn't changed so if the functionality is different then it is iOS that has changed.
Naphier
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Posted: 9th Dec 2014 17:59
Excellent. That means I can do rewarded video if I want to update your code a little. Thanks!

bjadams
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Posted: 9th Dec 2014 18:50
Does AppGameKit v2 Tier2 work with the new Android Studio or are we still stuck with the clunky Eclipse?
MikeHart
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Posted: 9th Dec 2014 20:11
Quote: " At some point I will probably expose it to tier 1"


A good JSON and XML toolset is essential for reading files from 3rd party tools easily.
paulrobson
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Posted: 9th Dec 2014 20:33
As far as I can tell Android Studio imports Eclipse files, and it would be pretty odd if it did not. Google are not developing the ADT tool further, so I would guess that eventually there will be an Android build using Gradle (maybe ?).
Naphier
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Posted: 9th Dec 2014 20:53
Trying to work a little with Android Studio today... so far it is prettier, but has all the same setup issues...

janbo
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Posted: 12th Dec 2014 17:56 Edited at: 12th Dec 2014 18:21
Is it just me or does the FullscreenAdvert show up at start immediately even if I hide it with
?
Dont realy know if it's since 2.0.10

And accordingly to my tests it dont show up again if i try

To get it to work I create it again if I want it to show up.

I have other issues with advertising too: Forum Link

Funnell7
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Posted: 12th Dec 2014 19:54
@janbo, I believe SetAdvertVisible() is for banner adverts only. To my knowledge, there is no way of changing the visibility on Full Screen Ads, you simply load the ad when you want it with CreateFullScreenAdvert(). Which is a shame as these ads tend to take a few seconds to load, I'd love to be able to cache/pre-load full screen adverts...
janbo
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Posted: 12th Dec 2014 20:08 Edited at: 12th Dec 2014 20:09
Okay Thank you

Then Im doing it right.

For me the Chartboost Ad's are faster than the AdMob Ad's,
but pre-loading would be usefull...

Naphier
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Posted: 12th Dec 2014 20:21
A quick note about android studio:
It's no better than eclipse. I spent a long time trying to set it up and it was all the same issues all over again, but everything was harder to find. On top of that it wants to use 64-bit java and caused a whole bunch of issues with my existing java setups. So if you're going to try it out you might want to do it without java or eclipse already installed. Furthermore it really messed up my Unity setup too...

@jambo & Paul -
Chartboost allows for caching of the ads with a very simple command.
Chartboost.cacheInterstitial(CBLocation.LOCATION_DEFAULT);
In my integration I call this right after Chartboost.onStart() and also whenever an ad is dismissed. There are a variety of Chartboost delegates that are called when the ad is dismissed. Paul should really consider making this standard as well as allowing us to pass the location variable to Chartboost, call rewarded video and get the callback from rewarded video plays. It's all pretty easy to do, the callback would need a new AppGameKit t1 function, but can't be more than a few lines of code. Right now the CB integration is very bare bones.

mindsclay
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Posted: 13th Dec 2014 10:30 Edited at: 13th Dec 2014 10:58
Where can I get more information on shaders? Searching the net provides nothing concerning AGK2.

Apparently, a point light still does not create shadow. I can get shadow only when using a directional light.

Also, do the lights use inverse square law? Or would that be set up in a shader?



home.wavecable.com/~mindsclay
Paul Johnston
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Posted: 15th Dec 2014 15:33
Quote: "Chartboost allows for caching of the ads with a very simple command.
Chartboost.cacheInterstitial(CBLocation.LOCATION_DEFAULT);"


Unfortunately our Chartboost ads are served by a separate activity since our NDK activity doesn't have a layout, so when you display the ad it starts the ad activity and doesn't have time to cache, then when the ad is closed the ad activity ends and returns to the NDK activity. AdMob ads should be cached successfully, and both are cached on iOS.

Quote: "Apparently, a point light still does not create shadow. I can get shadow only when using a directional light."


AGK does not support shadows directly, you might be able to hack them in though.

Quote: "do the lights use inverse square law? Or would that be set up in a shader?"


That is determined by the shader, the default shaders use the inverse square law for point lights.
Naphier
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Posted: 15th Dec 2014 19:41
@Paul - Please consider changing that. If you're creating a new activity every single time then it is going to falsely report bootups to Chartboost. Not to mention you won't be able to cache ads, which is a fairly standard and important feature. And I imagine it will always be slower than accessing a running thread. I'm sure their's a whole slew of other problems it might cause.
Why didn't you just run it on a UI thread like the example I gave you?

Paul Johnston
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Posted: 16th Dec 2014 00:04
I don't recall receiving an example from you, if you email it to me I'll take a look and see if we can improve it. In my tests a separate activity was the only way I could get it to run.
Naphier
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Posted: 16th Dec 2014 00:17
Email sent. It's been a while since I spoke with you and Rick about it and I'm not sure if I ever sent the actual example, but I'm pretty sure I told you I'd make it available. At any rate it was a long time ago. I hope you can change this because I don't want to have to mod your code all the time and I'd love to use AGK2

MikeHart
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Posted: 16th Dec 2014 12:10
@Paul: When using a custom font export from Glyphdesigner or a similar tool, the characters on the atlas have different heights and widths. AGK2 scales them at least on the Y axis so non-capital characters are displayed at the same height as capital characters.

Is there a way around it?

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