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AppGameKit Classic Chat / Build 107 Release Date

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LeeBamber
TGC Lead Developer
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Location: England
Posted: 1st May 2012 01:54
Hi Guys,

Paul and I worked our little socks off to get the release to you for the 30th April and although the language has been tested, examples created, help documentation implemented and a host of other wiggly tests performed, we still had some loose wires and decided the best course was to hold off and give ourselves Tuesday to get it right.

Thanks again for your patience! Be aware that this release will be Windows, Mac, iOS and Android initially followed by Samsung and MeeGo as a second release. You will eventually find the download in your Product Orders section of your TGC account, so watch that space.

I will tweet and announce the release here, and hopefully you will forgive us the delay and understand when you tap into the new commands. I know we said AppGameKit would be more about minor updates with major work being done in the background for a major update later in the year, but we could not resists giving them to you now

I drink tea, and in my spare time I write software.
Hodgey
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Posted: 1st May 2012 03:00
Thanks for the update (no pun intended) Lee! Good to hear that it's not long now.

kaband
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Location: Chicago
Posted: 1st May 2012 03:55 Edited at: 1st May 2012 03:56
So, when is 1.08 coming out then?

Great news! Thanks for the update.
Alien Menace
AGK Developer
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Location: Earth (just visiting)
Posted: 1st May 2012 04:30
Thanks for the hard work!

I didn't see it listed, is Playbook support in the first or second release?

Thanks.

Apps published: 3
Game Warden
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Posted: 1st May 2012 05:13
Awesome! I can't wait for the update Thank you guys

MrValentine
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Playing: FFVII
Posted: 1st May 2012 06:10
good timing as I can have a play with AppGameKit finally in the coming weeks and possibly release something soon... Thank You Lee you breathe new life into a weary soul...

Digital Awakening
AGK Developer
22
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Location: Sweden
Posted: 1st May 2012 07:21
Not that I need it for what I am working on right now. But it is great that it is finally coming out. Thanks for your hard work.

I hope that text input/editing will be fully working with this version. I will need that to complete the editor for my game.

polomint
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Posted: 1st May 2012 08:09
Excellent news, thank you

Blackberry App Development & ZX Spectrum Game Development.
baxslash
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Posted: 1st May 2012 08:28
Yes! Can't wait to see what people can do with the new command set!

Alien Menace
AGK Developer
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Posted: 1st May 2012 09:03
Any chance you guys can update the online docs or at least post a list of all the changes/commands in the update?

Apps published: 3
bjadams
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Posted: 1st May 2012 09:09
I think no one would mind waiting a few more days now.

I am very glad to see that you have decided to give priority to the most used platforms to accelerate releases. It's good that TGC listen to people.

In the future I think it would be a wise idea to issue releases more frequently with bug fixes, and throw in new commands 1 at a time every now and then! That way new customers can see that AppGameKit is supported like other sdks and decide to buy.
polomint
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Posted: 1st May 2012 09:17
A list of new commands would be great if possible so I can play around with some ideas on how to implement the couple of games I have ideas for.
Also, will all this be available to be used under Tier2 for Playbook? I've finally got Tier2 working, lol

Blackberry App Development & ZX Spectrum Game Development.
Tone Dialer
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Location: England, well a town in it !
Posted: 1st May 2012 09:28
I agree with bjadams, smaller more frequent updates would be better, but only if we can have a patch/update file (like DBPro) rather than having to uninstall and reinstall the whole product each time, always an un-nerving experience in Windows!

@ Lee, please confirm 1.07 update for BB Playbook.

The Zoq2
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Posted: 1st May 2012 09:47
As long as it get's released eventualy im good with it, just make sure not to do an "EA" and release it unfinished
baxslash
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Posted: 1st May 2012 10:58
Personally I prefer to have an occasional and stable release. I work with unfinished / untested builds of software all the time and it's a pain in the backside. I have to update the software I'm working on again today and dread it.

If they released one command everyone would be complaining that it was no use on its own or complaining that it didn't work the same way once the rest of the command set are added.

Patience is a virtue and I think the fact that everyone is so eager and constantly asking for the next update is testament to the fact that people are not put off by having it forced upon them.

I could wait another six weeks if it meant a stable version... but please, tomorrow or even today would be better

bjadams
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Posted: 1st May 2012 11:10
Baxslash, when you have your graphic artist threatening to quit if he does not see progress, try to explain to him that you depend on third parties because you have no commands to manipulate the graphics!!!
baxslash
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Posted: 1st May 2012 11:28 Edited at: 1st May 2012 11:48
It seems like having constant updates would suit your own case more but like I said, what if you started work using one command and that wasn't enough or a bug in another command that was released too early took precedence over the ones you were waiting for? What if had they waited and released a full set of commands got you what you wanted quicker?

EDIT: Sorry, re-reading that last part it sounded a little harsh (I'm having a bad day). Removed.

bjadams
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Posted: 1st May 2012 13:25
Baxslash, other sdks i use work like that. they release 2-3 updates a month, with bug fixes as a priority and there are always a couple of new commands. i thought that maybe this system could work for agk too.

this was just a suggestion. its then up to tgc to see what fits best to their business & their users. they have already adopted the suggestion to split the supported os into classes.

there are other sdks who also release betas and you have the option to install them or skip them.

as you say some people don't like uninstalling & reinstalling new versions all the time. in that case they can just skip the updates and reinstall once a year
baxslash
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Posted: 1st May 2012 13:51
Quote: "there are other sdks who also release betas and you have the option to install them or skip them."

This would be a much better option than choosing one or the other. I would seriously back this as a "please everyone" way forward.

Perhaps TGC could consider this? I hope you're not to busy getting the release finished to notice this nugget of an idea from bjadams Lee?

bjadams
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Posted: 1st May 2012 14:41
Another option is doing nightly builds, but I think this is way too much!
Ancient Lady
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Posted: 1st May 2012 17:21 Edited at: 1st May 2012 17:24
Outstanding! I am excited.

Is it correct to assume that we will need to uninstall the older version and install the new one in Windows?

For working on a Mac, I suppose we delete the old files and copy over from the Windows install set (like the earlier version).

That's all easy.

Now the fun part is how to handle existing projects.

For Tier1 and Tier2 in Windows, it should be just recompiling. Right? Since the locations for the common stuff will be handled automagically with the reinstall.

For Tier1 on a Mac, using the interpreters, I suppose we copy the files from the new interpreter_<mac|ios>/Classes directory into existing <myproject>/Classes directory and edit as per the original Guide instructions.

For Mac/Ios Tier2, it would be copying/editing template_<ios|mac>_xcode<3|4>/Classes files and the CoreForApp.h file.

Is that more or less correct?

In the AGK->IOS forum, I had posted an edited version of part of the iOS publishing guide. I took the Xcode 3 stuff and tried to work it for Xcode 4, which is different. I started from a scratch and worked through each step. I had posted it in this forum as well, but it didn't get accepted.

It's not perfect and I've learned some new things, but it is a start:
http://forum.thegamecreators.com/?m=forum_view&t=196162&b=44

Maybe one of the TGC folk would like a stab at adding to the iOS guide to include the differences between Xcode3 and Xcode4.

And thank you to the TGC developers for all their great work! I know how hard it is to try to make so many different customers happy and you guys are doing great.

Cheers,
Ancient Lady
LeeBamber
TGC Lead Developer
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Posted: 1st May 2012 17:52
Hi Guys,

I've put a rush on the documentation and made it live, so you can browser the new commands and help text right now:

http://www.appgamekit.com/documentation/

Just finishing off the last of the tests and we should be good to go. Unfortunately although the advert commands will be in, they are left intentionally blank so we can give you the release today. We'll continue testing the advert code and have a 107.1 release very soon as we want it to be right if you are going to monetise off this feature.

I drink tea, and in my spare time I write software.
MrValentine
AGK Backer
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Playing: FFVII
Posted: 1st May 2012 18:01 Edited at: 1st May 2012 18:04
first thing I did was hunt those HTTP commands down

thanks Lee, but I think it would be best to make a full release with the ads or will it be another week?

EDIT

urm ok very confused now

what is iHTTP?

DVader
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Posted: 1st May 2012 18:16 Edited at: 1st May 2012 18:22
Looks like we need to stay patient for those ad commands then. I am curious as to how much control we will have in banner placement, size and such. Also for us new to this, what will we need to be ready for them?

Edit - I see looking at the commands list there is a little info there about it.

Ancient Lady
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Posted: 1st May 2012 18:20 Edited at: 1st May 2012 18:21
I just had a (not-so) amusing thought.

In addition to coding, I am the family genealogist (nearly 20,000 people in my database). All genealogists were anxiously waiting for the 1940 census to be released. And, apparently, there are a whole lot of us. When it was released and made available online, so many people tried to access it at the same time that it brought down the servers providing the data. (And the records aren't even complete, yet.)

I'm really hoping we don't see the same thing happen when 107 appears in our Products page.

Oh, and I'm drooling over the set of HTTP commands in the command list. Shouldn't they have separate link/heading in the Commands page that lists the groups (sprite, physics, input, etc.)?

Cheers,
Ancient Lady
The Zoq2
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Posted: 1st May 2012 18:20
Quote: "Just finishing off the last of the tests and we should be good to go. Unfortunately although the advert commands will be in, they are left intentionally blank so we can give you the release today. We'll continue testing the advert code and have a 107.1 release very soon as we want it to be right if you are going to monetise off this feature."


That's better than delaying the whloe release IMO

Can't wait to try the drawing and HTTP commands...
bjadams
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Posted: 1st May 2012 18:44
Ancient Lady I don't think there are 20,000 AppGameKit users, so most probably the server will be able to handle many downloads at once. also because of different timezones people will download 107 during different times of the day
Ancient Lady
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Posted: 1st May 2012 18:49
The 20,000 is the number of people in my genealogy database (not all are direct relatives). I suspect there are millions of genealogists out there.

I hope that there are many thousands of AppGameKit users. I suspect someone at TGC could answer that question.

I was being optimistic about AGK's popularity. I love it, therefore, there should be thousands (millions) of programmers out there who do/will enjoy it.

Cheers,
Ancient Lady
bjadams
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Posted: 1st May 2012 18:50 Edited at: 1st May 2012 18:52
DVader it seems that we can only create a 320x50 banner.
However with the SetAdvertPosition command the ad can be positioned anywhere and even stretched!
baxslash
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Posted: 1st May 2012 18:56
I have put some example code into this thread for V107.
http://forum.thegamecreators.com/?m=forum_view&t=196437&b=41&p=0

bjadams
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Posted: 1st May 2012 19:02
There are even new ZIP commands!!!
Impetus73
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Posted: 1st May 2012 19:11
Does not seem like there are draw, circle, box, point commands? Does it mean, we need to use our own, and then copy and paste segments of the screen to sprites?

----------------
AGK user - novice
Did Amiga / AMOS programming in the 90's, just started programming again with AGK.
bjadams
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Posted: 1st May 2012 19:17 Edited at: 1st May 2012 19:17
you can already create a line, box, rectangle and point sprite even in 106
baxslash
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Posted: 1st May 2012 19:19 Edited at: 1st May 2012 19:22
Quote: "Does not seem like there are draw, circle, box, point commands? Does it mean, we need to use our own, and then copy and paste segments of the screen to sprites?"

That's right, I've done some examples in the link I posted.

Quote: "There are even new ZIP commands!!!"

So there are! Nice

EDIT: SetSpritePhysicsDelete!

Paul Johnston
TGC Developer
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Posted: 1st May 2012 19:54
circle, line, dot, etc are planned for the future.
LeeBamber
TGC Lead Developer
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Posted: 1st May 2012 20:40
Baring a few tweaks and advert commands which will come in a 1071 build later this week, check out the new build 107 for Windows, Mac, iOS and Android in your My Products section of your TGC account.

Be aware this will wipe out your MeeGo, Samsung and Playbook folders if you do a full uninstall and re-install, so only download and install this update if you are not actively developing for those platforms, or are happy to copy your old 106 version to one side before the uninstall and reinstall process.

Happy coding!

I drink tea, and in my spare time I write software.
bjadams
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Posted: 1st May 2012 20:59
Thanks a lot! Been literally counting the days for 107!
bjadams
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Posted: 1st May 2012 21:01
By the way, which type of Ad systems will the ad commands support? Will there be iAd in the future?
kamac
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Posted: 1st May 2012 21:01
Wow! I've just came back from holiday and see an update !

Thank you!

baxslash
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Posted: 1st May 2012 21:17
Woohoo!

Rich Dersheimer
AGK Developer
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Posted: 1st May 2012 21:20
re-installing now! YAY!
Spacebuddy
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Posted: 1st May 2012 21:31
I see Windows for latest version but no Mac
Alien Menace
AGK Developer
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Posted: 1st May 2012 21:34 Edited at: 1st May 2012 21:37
So far the installer has been "Computing space requirements" for like 10 minutes... turns out it is my idiotic crucial ssd drive going to sleep and not waking up. Groan.

Apps published: 3
MrValentine
AGK Backer
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Posted: 2nd May 2012 00:44
I had a clean uninstall - install... SSD's FOR THE WIN!!!

3d point in space
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Posted: 2nd May 2012 04:23
i wonder when the mac version will be released.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps.
Developed the tiled map engine seen on the showcase.
Veterian for the military.
LeeBamber
TGC Lead Developer
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Posted: 2nd May 2012 19:59
We have uploaded files for the Mac to your My Products section. We have dropped the Mac installer requirement to smooth releases, so you will just get a zip file now containing all the files. No installation is required, just place the extracted folder where you like

I drink tea, and in my spare time I write software.
kamac
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Posted: 2nd May 2012 20:43
Quote: "We have uploaded files for the Mac to your My Products section. We have dropped the Mac installer requirement to smooth releases, so you will just get a zip file now containing all the files. No installation is required, just place the extracted folder where you like
"


Wow. That was fast

Thank you.

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