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AppGameKit Classic Chat / Agk 1073 : What is new ? what is fixed ?

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MikeMax
AGK Academic Backer
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Location: Paris
Posted: 13th May 2012 11:53
What is new ? what is fixed ?
MrValentine
AGK Backer
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Playing: FFVII
Posted: 13th May 2012 12:04
Samo samo...

But I think there really needs to be a LOCKED changelog sticky that way we can all keep track in a non clogged up thread

AgentSam
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Posted: 13th May 2012 12:10
Hear hear.
bjadams
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Posted: 13th May 2012 12:49
GetSpriteHit & GetSpriteHitGroup seems to work 100% now.

What else was fixed?
XanthorXIII
AGK Gold Backer
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Posted: 13th May 2012 17:39
Yes please let us know what has changed. We could really use a map through the woods!
DennisW
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Location: Ohio
Posted: 13th May 2012 19:06
I don't know what is up with 1073 but I went ahead and uninstalled 1072. I felt like I was takeing a step backwards. 1065 may not have all the new commands but I could use it. I got cought up in all the hipe. So that brought me back to AGK. I am starting to think that TGC is the graveyard for softwear. I do back TGC in every thing they do. I don't thing there is anything I haven't bought. I thing they droped the ball on this one. Not to say I won't keep backing them. Just a obveration. I am sure some day it well all get back on track.

Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
bjadams
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Posted: 13th May 2012 22:37
Dennis what's wrong with 1073? All works fine here!
DVader
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Posted: 13th May 2012 23:29
I just noticed this thread, didn't even realize they had released 1073! I am also wondering what problems you had Dennis, before updating mine just yet.

Rich Dersheimer
AGK Developer
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Location: Inside the box
Posted: 14th May 2012 01:04
I've found a couple of things that are still broken, posted them on the google page.

GetCurrentTime() is still stuck in GMT. And the text input, including the new edit box, still has a problem with landscape mode and iOS.

But until the community tries to use ALL the new commands, we really don't know what's broken and what works.

So get busy!
DennisW
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Posted: 14th May 2012 02:31
@bjadams and @DVader

Ok Maybe just a little vent. Mostly because I don't know what I am doing. Specielly when trying to build my own player. I put it off for a long time because I knew it was over my head. But if I wanted a player I had to do it. at least it got me off my butt to give it a try. I know there are some post with the player. I just have to geter done!

Sorry for the Vent
Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
DVader
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Posted: 14th May 2012 02:56
Ah, yes the player is a thorny issue when it's not released with the update. I hate seting up a compile folder also. I am waiting till this release is solid before attempting compiles with it. Does this patch still work with the 1072 android player that was posted? If not I will hold back for now, as I test a fair bit on android, to try to keep any problems that pop up at bay.

DennisW
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Posted: 14th May 2012 03:05
I don't know I went back to 1065. I will wait until all is ok again. Get back to game making.I will let the Big boys tread into dark waters. I will just stay back until it is save again.

Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
polomint
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Location: Lancashire, United Kingdom
Posted: 14th May 2012 09:10 Edited at: 14th May 2012 09:11
Quote: "GetCurrentTime() is still stuck in GMT."


I used the standard C++ functions for getting the current time because I had the same problem with GetCurrentTime().

Tier2 code:



EDIT: Not sure if you use Tier 2 though,
AncientLady posted a workaround for Tier 1 here

Blackberry App Development & ZX Spectrum Game Development.
bjadams
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Posted: 14th May 2012 09:40 Edited at: 14th May 2012 09:41
Dennis, in few words you found nothing wrong with the actual commands in 1073.

There are people who use T2 and do not use the player at all.
Rich Dersheimer
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Posted: 14th May 2012 15:39
polomint, I use Tier 1 only, right now.

AFAIK, Ancient Lady's workaround only works for one pre-coded timezone, it has no way to tell what timezone the device is set to.
Ancient Lady
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Posted: 14th May 2012 16:46
There is a calling parameter to my function that lets you set the timezone.

In theory, you can have a setup option for the user that lets them set their timezone. Many applications I run across do that.

Deciding on daylight savings time is a bit different, since it depends very much on where you live.

I didn't say it was a perfect solution, just one that might help deal with the current problem.

Cheers,
Ancient Lady
AgentSam
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Posted: 14th May 2012 17:22
Rich,

Rich Dersheimer wrote:
Quote: "AFAIK, Ancient Lady's workaround only works for one pre-coded timezone, it has no way to tell what timezone the device is set to. "


I assume we're talking about these function here (the updated ones in the second post):
http://forum.thegamecreators.com/?m=forum_view&t=196655&b=41

Ancient Ladys time functions are quite general purpose.

They contain no hard-coded offsets. Although, the function does expect the local time offset as a parameter (you might say that is hard-coded, if you hard-code it in YOUR program as such.)

Since there is no Tier 1 basic command to GET the local time offset, you pretty much have to ask the user - or otherwise you ARE locking down the time offset as coded in your program; in which case the time will seem fine in ones own local time, but it'll be off everywhere else, obviously.

And that's not professional.

Most devices (when properly configured) do know what the user's local time offset is...

So, what we need, is a Tier1 command to get this offset.
Or a function that returns time/date already adjusted to local time. (Preferably both, though!)

AgentSam

PS. As a new user, my posts appear on the forums with a huge delay due to the "pending approval" thingy.. so someone might have already replied to this.
MrValentine
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Playing: FFVII
Posted: 14th May 2012 18:07
Eugh... Was in the middle of writing a wonderful reply then my phone went dead...

Basically you could perform a one time server linkup via php and determine the offset that way... And it is only required once...

Paul Johnston
TGC Developer
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Posted: 14th May 2012 18:10
Quote: "GetCurrentTime() is still stuck in GMT"


This will be fixed in the next version.
LeeBamber
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Posted: 14th May 2012 18:27
We've also added a change log to the help system too, in the next build 1074.

I drink tea, and in my spare time I write software.
Impetus73
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Location: Volda, Norway
Posted: 14th May 2012 18:27
Maybe a popup screen saying: "Uhh.. sorry, but what is the correct time now, dear user?" and wait for his/her input? hihihihi

----------------
AGK user - novice
Did Amiga / AMOS programming in the 90's, just started programming again with AGK.
3d point in space
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Posted: 14th May 2012 19:01
hum 1074 i guess they might have to go to count a different way because by the time they fix it it will be version 1100.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps.
Developed the tiled map engine seen on the showcase.
Veterian for the military.
bjadams
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Posted: 14th May 2012 19:17
Not really after 107.9 we will have 107.10 etc!
AgentSam
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Posted: 14th May 2012 19:25 Edited at: 14th May 2012 19:30
Quote: "Not really after 107.9 we will have 107.10 etc!"


Really. Is that how it works. True or disinformation?

I was under the impression it's just an incrementing build number.

But, now that you brought this up, I'd like to know what versioning system does AppGameKit really use?
Each company has their own software versioning scheme. So, what's the one used with AppGameKit, officially?
polomint
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Posted: 14th May 2012 19:34
It should be 107.0A lol

Blackberry App Development & ZX Spectrum Game Development.
KareDev
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Posted: 15th May 2012 20:34
Someone earlier mentioned something about GetSpriteHit - has the functionality changed? As I just upgraded to 1073 from 1065, and in one of the places I use it, it now no longer works.

Before I wade in to try and debug it, can anyone tell me if its arguments or something have changed?
Rich Dersheimer
AGK Developer
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Posted: 15th May 2012 21:00
Quote: "This will be fixed in the next version. "


Quote: "
We've also added a change log to the help system too, in the next build 1074."


Two outstanding bits of news!
Paul Johnston
TGC Developer
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Posted: 15th May 2012 23:20
Quote: "GetSpriteHit - has the functionality changed?"


In 1065 it didn't work with sprites fixed to the screen, it also had trouble with sprites at the same depth where it might not return the first visible sprite.

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