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AppGameKit Classic Chat / App Game Kit V108 Beta 8 - Over 200 New Commands

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xGEKKOx
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Posted: 8th Jan 2013 11:42
For iOS use the Facebook framework in the ZIP file as the fix suggested in previous posts.
All is working at the moment.

Long life to Steve!
JDforce
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Posted: 8th Jan 2013 16:48 Edited at: 10th Jan 2013 02:15
For IOS-MAC I think we all would be glad if the samples work the first time they run in xCode.
I mean, for every beta they never run, you always have to spend quite some time guessing why it does not work. After some tweaking they eventually do, but this only means that the xCode samples are not up to date with the release...

I suggest -again- to update all the samples included, being for visual studio, xcode or the Basic IDE.

In comparison, I just downloaded the cocos2D samples and APi, and everything runs on the very first time I ran them. Why AppGameKit can not be like that?


EDIT: I know is a beta, but it is nearing release. Any program that is not "approved" should be labeled so (in my opinion) or just removed from the pack. Beta does not mean "sample does not work". It means "Test this functionality".
So, my suggestion is to update all the samples upon final release, and label any program as "not up to date" so we know.

@JimHawkins: stable release 1076 also has the problem, I had to adapt the programs, make changes. Those Ios and Mac "release" programs were veeery outdated. The AncientLady´s templates did work, but they are not part of the official release 1076.

May the 3d force B with U
Ancient Lady
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Posted: 8th Jan 2013 17:10
Don't expect the Native samples to work for any platform. Unless they are brand new with the release, they have outdated AppGameKit core files and don't match up with the libraries.

For the iOS ones, the following fix, at a minimum, is needed: edit the Classes/UntitledViewController.m file and change line 58 to read: agk::InitGL( self );

I would expect the Basic ones to work, because they don't involve platform specific stuff and should not need to be updated with each release.

I think you need to keep in mind that there are only two (only one?) programmer actively working on the AppGameKit product. The focus is getting the new features in and/or getting things working properly across all of the supported platforms. Taking the time to update and test all the samples would make the more important work take longer.

Cheers,
Ancient Lady
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baxslash
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Posted: 8th Jan 2013 17:11
Would that be the version listed as "Stable version" (v2.0) or "Unstable version" (v2.1 Beta): http://www.cocos2d-iphone.org/download

This is a Beta version remember we are trying hard to stabilise the whole command set right now.


this.mess = abs(sin(times#))
JimHawkins
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Posted: 8th Jan 2013 17:48
I think in their excitement people forget what "beta" means. The last stable AppGameKit release was 1076.

The new stuff really should, IMHO, be labelled "Alpha" because you don't usually go to beta until you reckon it works and want people to test. I suspect that my entire output over decades has never actually got out of beta because those demonic creatures called Users find new, interesting, and creative ways to break things!

Reporting errors is exactly what programmers want from beta testers - but nobody should assume a total release package at this stage.

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
Brother
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Posted: 8th Jan 2013 20:52
@JimHawkins
+1

I am not english so xcuse my syntax, grammary or anything else wich could occure some ununderstanding
Cliff Mellangard 3DEGS
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Posted: 8th Jan 2013 21:57 Edited at: 8th Jan 2013 21:58
Thanks for the player mike

Idont know wath you guys did since beta 6?

But with no changes to the code so does my editor run at full 60 fps windowed and in fullscreen

I got some sluggish fps and unresponsiveness to the controls in beta 6 in fullscreen before.
My project also loads slightly faster.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Paul Johnston
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Posted: 8th Jan 2013 22:41 Edited at: 8th Jan 2013 22:42
I changed Sync to detect when there were no 3D or background sprites and take some shortcuts by not clearing the depth buffer

Quote: "Paul, here is the thread discussing the DeleteText issue"


I'm taking a look at this now. AppGameKit wasn't designed for so many text objects, but there is certainly room for improvement.
Cliff Mellangard 3DEGS
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Posted: 8th Jan 2013 23:49
Quote: "I changed Sync to detect when there were no 3D or background sprites and take some shortcuts by not clearing the depth buffer "

The fun part is that iam still syncing it like when we started discussing about the poor framerate and you showed how agk synced its apps
I never have sprites behinde 3d objects so i do it like this.

update(0)
Render3d()
Render2DFront()
swap()

Sync() is still a bit sluggish but not as bad as before i belive.
I think i will stop using sync and do it manually to get more control over the speed

One thing i still miss is an auto apk builder

Any date on the auto builder?
As the auto apk builder could be an standalone app where you simply direct it to your games folder and it does the rest

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Juande
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Posted: 9th Jan 2013 12:38 Edited at: 9th Jan 2013 12:39
Hi, I have noticed that the new beta versions is appearing. And I would like to ask a new command...

Lee or Paul, would be possible and simple (for you) to create "Make memblock from file" command? I miss this command for fast loading (I remember my Darkbasic pro...)

Other thing... I think that this is very difficult and I will have to wait, but I ask you... would be possible to create vertexdata command?

Thanks for your attention... and sorry for my needs
Cliff Mellangard 3DEGS
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Posted: 9th Jan 2013 22:12
When you use drawsprite are they supposed to be behinde 3d objects?

I cant seam to be able to get them to draw in front of 3d objects?

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Juande
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Posted: 9th Jan 2013 23:07 Edited at: 9th Jan 2013 23:09
Cliff, I have not used that command, but I have seen that the sprites can be behind or front of 3d objects, if you use the setspritedepth command. The 3d Objects are in the middle of depth... (the depth values are from 0 to 10000) 3d objects are in 5000...

I mean,



greetings!
baxslash
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Posted: 9th Jan 2013 23:12 Edited at: 9th Jan 2013 23:13
Yes, but using drawSprite draws directly to the back buffer in the order the drawSprite commands are given despite the depth. You need to manually render any sprites you want to the backbuffer first either using drawSprite or by depth, then render 3D, then render the front sprites and or use drawSprite to draw sprites in front of what has already been rendered.

Re-reading my post I see it might be hard to understand, sorry. I'll try to make an example later if I get time.


this.mess = abs(sin(times#))
bjadams
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Posted: 10th Jan 2013 00:23
Seems like there are some gamecenter commands for ios in the latest beta.

are these just place holders or do they actually work?
AntonGame
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Posted: 10th Jan 2013 10:21
So when will you support acsii extended codes, like danish and swedish letters

Dload
baxslash
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Posted: 10th Jan 2013 10:25 Edited at: 10th Jan 2013 10:26
Quote: "So when will you support acsii extended codes, like danish and swedish letters"

http://www.appgamekit.com/documentation/Reference/Text/SetTextExtendedFontImage.htm

Edit: It's there already unless it isn't working? I haven't tried it.


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AntonGame
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Posted: 10th Jan 2013 10:51
Quote: "
Quote: "So when will you support acsii extended codes, like danish and swedish letters"

http://www.appgamekit.com/documentation/Reference/Text/SetTextExtendedFontImage.htm

Edit: It's there already unless it isn't working? I haven't tried it.
"


I am talking about default text not showing, and on android the virtual keyboard cant add danish letters when using danish keyboard!

Dload
baxslash
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Posted: 10th Jan 2013 11:01
Quote: "I am talking about default text not showing, and on android the virtual keyboard cant add danish letters when using danish keyboard!"

Default text for what (Editboxes?)? Sorry I'm just trying to understand what feature doesn't work.

Do you mean the wrong keyboard is displayed or just that the wrong text is appearing when you type?

Also has this been reported on the google issues board?


this.mess = abs(sin(times#))
AntonGame
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Posted: 10th Jan 2013 11:09
If i type in my code "æ" i sometimes work on windows but it dosent work on android, and if i use the editboxes in android, it brings op the keyboard, the keyboard are danish but when i click the danish letters "æ" "ø" and "å" they doesent show up or and are not in the string, i apolygise for my bad english and thank you for your time and help, and no i havent posted anithing to the google board

Dload
baxslash
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Posted: 10th Jan 2013 11:13
Your English is much better than my Danish or Swedish

Just post the bug here: http://code.google.com/p/agk/issues/list

I know you can't really post example code but just list what you are trying to do and we will fix it as soon as we can, it will certainly be evaluated and considered properly. We rarely use the forums to find bugs as there are too many posts to go through!


this.mess = abs(sin(times#))
Impetus73
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Posted: 10th Jan 2013 11:55
If you use Google Chrome, to read/post in this forum, you get automatic grammar spelling. Just a tip

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
xGEKKOx
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Posted: 10th Jan 2013 12:20
Facebook command not working.
When i do FacebookLogin() it crash.

Some tips or we need to wait the next release?
uff i wanna try it!

Long life to Steve!
baxslash
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Posted: 10th Jan 2013 12:26
xGEKKOx - Code example? Are you using "FacebookSetup ( szID )" first for example? It shouldn't crash the app no matter what but some code would help.

I know it works in Tier 1 because I'm using it now


this.mess = abs(sin(times#))
xGEKKOx
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Posted: 10th Jan 2013 12:32 Edited at: 10th Jan 2013 12:37
I just written :
agk::FacebookLogin();

cause i don't know what to add in the facebooksetup ??

As i wanna users post their score on their wall...

Long life to Steve!
JimHawkins
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Posted: 10th Jan 2013 12:51
Assuming these are ANSI characters returned from the Danish keyboard layout it will be important to know what CODEPAGE is default for that keyboard layout and font. It should be be Western Europe (SAP 6100).

As a developer of language lab software I know the problem. AppGameKit is pretty well useless at anything other than English or American when it comes to characters with diacritical marks.

All systems have a default codepage. The problem is that AppGameKit does not understand the character values returned, because (unless it's Unicode) they will be in the range 128-255. The default Print() commands do not know how to handle this, so it requires an appropriate upper range code page and the use of a text image to show this correctly.

OpenGL was designed as an entirely graphic system for rendering 2D and 3D images, and has NO sophisticated internal representation of fonts or text, so everything to do with this is a nasty kludge. To do real-time rendering of user input strings requires a conversion layer. I have people looking at this. Ideally, we want to be able to at least manage ANSI codepages by compressing the glyph data - but we also want to be able to handle Unicode in the not too distant future.

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
baxslash
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Posted: 10th Jan 2013 12:51
You need to add your ID for your iOS app in agk::facebookSetup(ID);

There are ways of using the browser to make facebook posts too I believe but I'm not sure if you can post on someone elses wall that way...


this.mess = abs(sin(times#))
xGEKKOx
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Posted: 10th Jan 2013 12:59
Well i want users when logged in to post on their walls.
But also adding the ID when i do the Facebook Login it crash....

I need to include or import something?
Or to add something in the plist info?

Long life to Steve!
baxslash
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Posted: 10th Jan 2013 13:04
Which ID are you adding? You need to get an ID from facebook for your app and use that.

Quote: "I need to include or import something?
Or to add something in the plist info?"

I don't think so. The facebookLogin command should work once you have used facebookSetup... Tier 1 and 2 should work the same in that respect. It won't work on windows, just on an iOS device.


this.mess = abs(sin(times#))
xGEKKOx
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Posted: 10th Jan 2013 13:46 Edited at: 10th Jan 2013 13:47
Thx baxslash,
Well i done a new app on facebook.
I done it as a iOS app and done some settings...
Now when i launch the game, it always open the safari page (even if i am already logged in in settings) and the application end.

????
What i can do to go on?

Long life to Steve!
baxslash
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Posted: 10th Jan 2013 13:48
Can you post an example of the code (without your ID of course)?


this.mess = abs(sin(times#))
xGEKKOx
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Posted: 10th Jan 2013 13:53
Yes of course:



That's all.

Long life to Steve!
baxslash
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Posted: 10th Jan 2013 13:57
Seems ok done like that. It should only launch safari the first time unless possibly if you fully kill the app after each use.

Can you post it as a bug on the google issues list?


this.mess = abs(sin(times#))
xGEKKOx
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Posted: 10th Jan 2013 13:57 Edited at: 10th Jan 2013 14:33
Ok i discovered that if you don't add:

- FacebookAppID in the Info.plist it crash
- #import <FacebookSDK/FacebookSDK.h>

Now, i wanna avoid the web opening, and do the login in silent mode.
Or my app will close.

if we solve this thing i make a post on how to use this Facebook Extras.

Long life to Steve!
xGEKKOx
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Posted: 10th Jan 2013 14:24
Nothing it don't work on iOS.

Long life to Steve!
xGEKKOx
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Posted: 10th Jan 2013 14:53 Edited at: 10th Jan 2013 14:57
i will never surrender till it work....
Now reading the complete guide on FB...
i will post again when all is ok.


Edit : Ok i think all is solved, i do a thread in the iOS forum.

Long life to Steve!
xGEKKOx
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Posted: 10th Jan 2013 15:39
Now the last problem is that the agk::GetFacebookLoggedIn() give always 0...
i'm investigating to see if i can post on my wall.

Long life to Steve!
Ancient Lady
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Posted: 10th Jan 2013 16:36
I just confirmed the issue.

Cheers,
Ancient Lady
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baxslash
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Posted: 10th Jan 2013 16:54
Thanks AL


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Ancient Lady
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Posted: 10th Jan 2013 17:02
The issue has been posted and confirmed.

Cheers,
Ancient Lady
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xGEKKOx
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Posted: 10th Jan 2013 17:09
Anyway, i studied all the afternoon the situation...
I think AppGameKit use the old way to login in facebook instead the new one with the integrated dialog.
There are some new changes to the FB SDK 3.1.


Long life to Steve!
Cliff Mellangard 3DEGS
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Posted: 10th Jan 2013 20:34
Quote: " then render the front sprites and or use drawSprite to draw sprites in front of what has already been rendered."

Thanks bax as it works but i changed my limb icons to sprites instead
I neaded something to tell the user wath object is a child limb and parent limb,as parent limb interactions changes also the child limb and not reversed.

Wath happened with the adg compo ?
Whas it cancelled because of to few entrys ?

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baxslash
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Posted: 10th Jan 2013 21:25
Quote: "Wath happened with the adg compo ?
Whas it cancelled because of to few entrys ?"

I am working on it. Been trying to finish a new TGC game off (should be finished over the next few days. I have been judging the entries but not quite finished a decision yet


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Cliff Mellangard 3DEGS
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Posted: 11th Jan 2013 23:16
MoveObjectLocalX( Dummy_Object, -50) does not work as both positiv and negativ numbers gets the same result.(moves positiv)
I belive you guys missed something in passing in the correct angle?
I havent tested y,z .

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MikeMax
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Posted: 11th Jan 2013 23:30 Edited at: 11th Jan 2013 23:35
Other problem ... In 108 beta 8 ... The CloneObject command randomly crashes ... on 10 attempts (restarting my project each time), it crashed 5 times when executing the command. (windows and android). (Unlike the InstanceObject command which works properly everytime so i use it instead of the CloneObject command for the moment (i can in my case) )

Strange !
Cliff Mellangard 3DEGS
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Posted: 11th Jan 2013 23:41
Seams that its not move local x that is the problem but an code error
Quote: "CloneObject"

I cant even get it to work in my project as it crashes everytime
But iam trying to clone the agk primitives and that could be the case?

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MikeMax
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Posted: 11th Jan 2013 23:53 Edited at: 11th Jan 2013 23:53
I am cloning (when it doesn't crash) OBJ objects (from the LoadObject command). Maybe AppGameKit primitives don't have all the necessary datas to be cloned correctly.

Paul ?
Cliff Mellangard 3DEGS
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Posted: 12th Jan 2013 00:12
Quote: "I am cloning (when it doesn't crash) OBJ objects (from the LoadObject command). Maybe AppGameKit primitives don't have all the necessary datas to be cloned correctly."

I belive we have an answer here mike
Its cloning agk primitives that they have missed

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MikeMax
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Posted: 12th Jan 2013 16:34
did you try with an obj file ?
Cliff Mellangard 3DEGS
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Posted: 13th Jan 2013 20:03
Quote: "did you try with an obj file ?"

No i havent !
But as my editor uses only primitives so far so did i skip there clone command and wrote my own

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MikeMax
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Posted: 14th Jan 2013 00:50
Another Bug : GetObjectVisible(ObjID) always return 0

Very Annoying ....

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