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AppGameKit Classic Chat / AGK Version 2.0.14 and 2.0.14b

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Paul Johnston
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Posted: 15th May 2015 16:24 Edited at: 18th May 2015 22:22
I've uploaded version 2.0.14 to the downloads area with the following changes



Mostly bug fixes but it also adds Spriter support, where its features overlap with Spine, so it doesn't support everything. It will handle bone animation, image switching, and image alpha but it doesn't support changing image positions/rotation/pivots per frame nor changing the number of images per bone per frame.

Hopefully this will be the last release before the 3D work, but we'll see if anything comes up that needs attention. As before please keep bug reports to separate threads so I can reply to them more easily.

Edit: Version 2.0.14b has now been uploaded to correct a few issues, see the change log above.
bjadams
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Posted: 15th May 2015 16:29
Nice work TGC!
Space Dream Studios
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Posted: 15th May 2015 16:37
Great, thanks Paul!!!

CJB
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Posted: 15th May 2015 16:45
Quote: "Hopefully this will be the last release before the 3D work"
Woopwoop!

We love you Paul! Have a

V2 T1 (Mostly)
Uzmadesign
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Posted: 15th May 2015 17:02
Sweet. Thanks!

Regards Sph!nx
Tone Dialer
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Posted: 15th May 2015 17:14
Thank you Paul, downloading now....

Paul Johnston
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Posted: 15th May 2015 21:33
I just noticed that exporting an Amazon APK still gave an icon error, and exporting for Google didn't set the high quality icon properly, so if you are affected by either of these please redownload 2.0.14 (on all platforms) as it now contains the correct fix for it.
x3meblue
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Posted: 16th May 2015 00:42
This was fixed on Steam, too? Because i didn't see it downloading again on Steam..

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Paul Johnston
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Posted: 16th May 2015 00:57
Quote: "This was fixed on Steam, too?"


Yes, but Steam didn't have to wait for a huge upload so it would have updated a while ago.
DennisW
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Posted: 16th May 2015 01:06
Nice work Paul I was hopeful and surprised to see the new release in My Products file. Installing it now.

Thanks for your hard work

Dennis_W

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xGEKKOx
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Posted: 16th May 2015 03:41
Thanks Paul, downloading it.
Ehi Paul have you ever noticed that the animations and FPS drop down when animated iAD are shown?

Can be done something about it?

Henry2
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Posted: 16th May 2015 16:14
There is a bug with regard to admob, which did not appear in the previous version. When I enter the following

SetAdMobDetails("ca-app-pub-XXXXXXXXXXX/XXXXXXXXXX")

"the xxx's being my particular details of my account"

The message "Error: in main.agc at line 11" appears on IOS
Santman
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Posted: 16th May 2015 16:39 Edited at: 16th May 2015 16:48
This one seems to have some major issues. Pressing F1 no longer brings up help files - the AppGameKit window looses focus but nothing happens. I use firefox.

Worse though, sprites now look horrible - they seem to have an odd red border around them? It's not even consistent with all sprites. I've attached a screen shot of before and after - these two screens have zero changes made to the code, and the before uses a backup that I just ran and captured so it's not my machine. It looks truly horrible now. The sprites are from an image with this set:



So not sure if that's the issue?

EDIT: I just turned it off, made no difference so for now I've just gone back to the previous version. And the help works ok if I make IE my default browser so I think that issue might be a Firefox one as even updating it didn't fix this.

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Jambo B
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Posted: 16th May 2015 17:58
Hi Santman,

Strange. F1 help works over here, and I'm using FireFox. Also can't see any changes to my sprites.

Computers are great, aren't they?

Cheers,

James
Santman
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Posted: 16th May 2015 20:09
Hey James.

They are great aren't they? Lol. No idea, went back to the previous version and everything was fine again. The view is zoomable and so controlled by AppGameKit, I assume it's something to do with that then. I guess only Paul would really know as only he will really know what he changed since the last version. Either way, this update renders my game useless - thank god steam and TGC let you use previous versions!
Santman
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Posted: 16th May 2015 20:11
@Spacedreamstudios

Out of curiosity - did you build and release all those games using AppGameKit?
Space Dream Studios
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Posted: 16th May 2015 20:17
@Santman: The simulations, you see in my signature, are all made with DarkBasicPro, but meanwhile I have more than 12 apps in the stores, made with AppGameKit, yes.

Zappo
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Posted: 16th May 2015 20:40
Paul,

I have updated to 2.0.14 on a Windows PC and am still having trouble with ShowChooseImageScreen() not working on an iPad with iOS 8.3

It works fine broadcasting to Android and even an iPod Touch with iOS 6.1.6 but the image chooser screen just doesn't appear on the iPad. The AGK2 Player definitely has permission to access photos according to Settings/Privacy/Photos.

If someone else who has updated their iOS device could test this out I would really appreciate it as I don't have another one handy at the moment to try. Thanks.


Chart data provided with kind permission from ELSPA
Paul Johnston
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Posted: 16th May 2015 20:40 Edited at: 16th May 2015 20:42
Quote: "have you ever noticed that the animations and FPS drop down when animated iAD are shown?"


I've not tried iAds, maybe it is something to do with multiple iOS views being layered on top of each other.

Quote: "There is a bug with regard to admob, which did not appear in the previous version."


I don't get any errors with AdMob on iOS, tested banner ads and full screen ads and both work here. When you updated your AppGameKit Player for iOS did you export it from the IDE with the advert check box ticked?

Quote: " Pressing F1 no longer brings up help files"


Works here (with Chrome) and no changes have been made to that part of the code, so I don't know what's going on there.

Quote: " sprites now look horrible - they seem to have an odd red border around them? It's not even consistent with all sprites."


Are you using SetSpriteSnap? It had a change to match the DrawBox command sometimes putting pixels on the wrong line, so I (it looks like wrongly) assumed that SetSpriteSnap would benefit from the same change. Out of interest are you using a texture atlas and/or the SetSpriteUVBorder command?
Henry2
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Posted: 16th May 2015 22:36
Yes I did check the advert check box ticked
Paul Johnston
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Posted: 16th May 2015 23:22
Quote: "Yes I did check the advert check box ticked"


Try unchecking it, it looks like the check may be inverted, which was hidden by the fact that it didn't function in 2.0.13 at all.
Santman
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Posted: 16th May 2015 23:34
@Paul

Yeah, help works fine with IE so I've just set that, seems to be some kind of Firefox issue on my machine.

However yes, I am using setspritesnap for the sprites else scaling was resulting in some minutes gaps appearing. The sprites are loading from a single large image and I use animation to set the image displayed, not touched the UV for them.
Henry2
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Posted: 16th May 2015 23:39
yes it works! Thanks
Paul Johnston
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Posted: 17th May 2015 02:34
Quote: "yes, I am using setspritesnap for the sprites else scaling was resulting in some minutes gaps appearing."


Ok, I'll fix it for the next version
Harlequin
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Posted: 17th May 2015 04:03
can confirm help via F1 works with Firefox for me

It's late, I'm tired, out of coffee and now I'm wet.
Santman
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Posted: 17th May 2015 04:08
Yeah, the help thing I think pretty much has to be my firefox, not sure why it's suddenly stopped liking it. I'm migrating to Chrome anyway....firefox has lost it's sheen for me these days.
Maindric
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Posted: 18th May 2015 12:34
Love this update, it is exactly what I am looking for in my next project!

Now, this leads me to a couple questions:

When will support for changing aspects of the spriter characters be enabled? Like, if I want to replace "weapon" with "weapon2.png".

As loading the .scon files is essentially .json file parsing, would we be able to load / save .json files with default commands in a short time? This is paramount for my end project. If not, I will just implement my own system.

Once again, keep up the good work!
Paul Johnston
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Posted: 18th May 2015 22:24
I've uploaded version 2.0.14b to fix the following issues



If you are not affected by any of these then there is no need to update

Quote: "would we be able to load / save .json files with default commands in a short time?"


At some point I want to do this, but not soon.
Muckypaws
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Posted: 19th May 2015 00:30
Great stuff @Paul

Just downloading now and testing if this fixes my alignment woes

Thank you

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Santman
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Posted: 19th May 2015 02:38
Hi Paul.

Not tested it yet, however I've just tried adding music for the first time and I'm getting nothing. I've tried as an MP3 at 128kb, a WMA at 128, changed the sound device on my pc....nothing. If I load the track and then use getmusicexists() it says the music is there, howevr getmusicduration() just returns 0:00. I;ve tried setting file and system volumes to 100, still nothing.

Anyone else having music issues???
Santman
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Posted: 19th May 2015 02:39 Edited at: 19th May 2015 03:03
Hi Paul.

Not tested it yet, however I\'ve just tried adding music for the first time and I\'m getting nothing. I\'ve tried as an MP3 at 128kb, a WMA at 128, changed the sound device on my pc....nothing. If I load the track and then use getmusicexists() it says the music is there, however getmusicduration() just returns 0:00. I've tried setting file and system volumes to 100, still nothing.

Anyone else having music issues???

P.S. sound effects work fine.

EDIT: actually I just tried typing rubbish into the load music command and it still isn't registering that there's no music loaded. if you do:



it doesn't say anything. It's almost as if the music part is disabled???

EDIT2: Ok, seem to have found the problem. I was loading the music from within a function, so I assume that the music id assigned to it isn't global? If I sync and play the track right away, it then works and seems to be available outside the function. Or, if I move the code to load the music to the main loop then it seems fine there too. Anyway, seems to work now, not sure if that's qualifies as a bug or not.
Paul Johnston
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Posted: 19th May 2015 03:36
Quote: "I assume that the music id assigned to it isn't global?"


Music IDs are global, can you post some sample code?
Scraggle
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Posted: 19th May 2015 09:35
I was under the impression that AppGameKit only support WAV files.
Perhaps that is the problem?

AGK V2 user - Tier 1 (mostly)
Zappo
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Posted: 19th May 2015 13:04 Edited at: 19th May 2015 13:06
ShowChooseImageScreen() still does not work for me on iOS 8.3. I have put 2.0.14 on a Mac now and pushed out the newest AGK2 Player to an iPad with iOS 8.3 and it just doesn't display the photo selection screen.

Can somebody... anybody... please confirm if this is a bug? Everything else appears to work fine and the command works on Windows, Mac, Android, and older versions of iOS - just not 8.3

A very simple test which thinks the dialog is open but it isn't:


Thanks.

EDIT: Sorry - Just saw your comment about putting bug reports to a separate thread. I will create a new thread now so this can be disregarded.


Chart data provided with kind permission from ELSPA
BatVink
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Posted: 19th May 2015 13:52
Quote: "I was under the impression that AppGameKit only support WAV files."


LoadMusic() allows MP3.

MuckyPaws, are you using an ID <= 50? It has a limited ID range.
(although if you haven't changed anything, the background music works fine for me in your .07 release)

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Muckypaws
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Posted: 19th May 2015 14:46
Hi @Batvink

I'm using the following to load an MP3



In fact I only load in two MP3 letting AppGameKit assign the Music ID and storing the value in a global variable.

The first MP3 loaded gets an ID of 1, the second oddly get an ID of 2

For Sounds I am using WAV files.

I Hope that helps?

Kind Regards

[href]https://www.facebook.com/WonkyPix
http://www.wonkypix.com
http://www.appstore.com/jsecconsultancyltd[/href]
Muckypaws
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Posted: 19th May 2015 14:49
Just for reference though the full code I use (and I've not optimised this yet)...



[href]https://www.facebook.com/WonkyPix
http://www.wonkypix.com
http://www.appstore.com/jsecconsultancyltd[/href]
BatVink
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Posted: 19th May 2015 16:24
The only possible error I can see is if g_iPlayMusic is not 1:

if(g_iPlayMusic) then PlayMusic(g_iDanubeMusic)

But as this worked previously, I would concur it must be a bug.

You could (just for the sake of completeness) change that line to:

PlayMusic(g_iDanubeMusic)

and confirm it plays.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Muckypaws
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Posted: 19th May 2015 16:49
Hello,

I'm not sure if somethings gotten lost in translation

I'm not experiencing any issues with sound or Music in 2.0.14b,

But I can confirm that it does work with the If statement removed as well.

This code has not been optimised, I'm migrating it to a sound manager set of functions, that was a wrapper before I added an extra layer of checks.

MP3's no problem, WAV's no problem.

Sandman could add some additional checks before loading the mp3 file.

i.e.




Or create a set of functions for handling and error handling music file loads (but that would be overkill)



[href]https://www.facebook.com/WonkyPix
http://www.wonkypix.com
http://www.appstore.com/jsecconsultancyltd[/href]
BatVink
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Posted: 19th May 2015 18:12
Quote: "I'm not sure if somethings gotten lost in translation "


Yep...you have the same avatar as Santman, and I'm confusing your messages
Sorry

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TutCity is being rebuilt
DennisW
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Posted: 19th May 2015 19:45
Thanks Paul got it.

Dennis_W

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Santman
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Posted: 19th May 2015 20:40
@ Paul, everyone

That took some testing but I've isolated the problem and I think it's because music streams(?). So if you load a music track not in the default location, then change the directory using setfolder, it wont play or return a length, but still says it's loaded.

I actually recall now finding it before a long time ago - I figured it out that you just have to precede playing any music with setting the folder back to wherever it was loaded from for it to work.

I've attached a example here, maybe everyone else can see if they get the same?

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Santman
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Posted: 20th May 2015 00:07 Edited at: 20th May 2015 00:08
@ Paul.

Just out of curiosity, I've noticed something odd with the getimage command. If you grab something against a transparent background, then any area around the edge of it with transparency goes NEON coloured. I noticed this as photoshop just loves to antialias everything and it creates a ghost outline. Is this avoidable?

For example, watch the outside of the ship after the first explosion

https://www.youtube.com/watch?v=CoFqDHCb8ik&hd=1

It loses the alpha and turns it solid.
Maindric
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Posted: 20th May 2015 05:37
BTW, I can confirm that the sprite batching of 12000+ sprites is fixed now. Thanks for that.
Snader
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Posted: 20th May 2015 12:17
I have updated AGK2 and deleted the broadcast app and reinstalled it, but broadcast won't work anymore.
Snader
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Posted: 20th May 2015 14:13
I have updated and updated the app on my Android device, but broadcasting doesn't work anymore..
CJB
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Posted: 20th May 2015 17:00
Did you update the player on your device using the player bundled with agk2.0.14b or from the Google Play?

V2 T1 (Mostly)
Uzmadesign
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Posted: 25th May 2015 01:14
3d,
Ahhhh!

in the end
Harlequin
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Posted: 25th May 2015 02:12
do we have any details on what 3D features are going to be added/expanded?

It's late, I'm tired, out of coffee and now I'm wet.
xGEKKOx
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Posted: 26th May 2015 13:52 Edited at: 26th May 2015 13:58
Ehi Paul, i'm testing Windows 10 and the Universal feature to release apps on all devices from Microsoft...
Is there a possibility you will add the compatibility to release in the App Store by Microsoft?
They soon will unify the stores of Windows, Phone and Xbox, and for AppGameKit could be a great step forward.



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