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

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MikeMax
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Posted: 14th Jan 2013 00:59
reported to issues.
Paul Johnston
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Posted: 14th Jan 2013 01:35
Quote: "Maybe AppGameKit primitives don't have all the necessary datas to be cloned correctly."


You're right, objects that didn't have indices as well as vertices caused a crash, fixed.
MikeMax
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Posted: 14th Jan 2013 01:41 Edited at: 14th Jan 2013 01:51
Thanks Paul.. ok for primitives ... and what about random crashs for non-primitives ?
Paul Johnston
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Posted: 14th Jan 2013 02:04
If you can send me a model that crashes when cloned I'll test it with the fix and see if was caused by the same bug.
MikeMax
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Posted: 14th Jan 2013 16:33
Done we will see in the next beta if everything is ok Thanks Paul !
Brother
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Posted: 14th Jan 2013 17:02
Yes but a beta is a beta... testers should'nt expect
everything is ok in a beta...

AGK made a long road. They promise 3D at the end of 2012
and it's there. Ok there are some little adjusment to do
but essential is there.

Everybody can feel it.

And Bonus : Facebook interface is full of possibilities.

As could say Georges : "What else ?"

Good work AGK's team, good work.

Best Regards,
Brother

I am not english so xcuse my syntax, grammary or anything else wich could occure some ununderstanding
Matty H
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Posted: 14th Jan 2013 17:26
Hi, I'm trying to compile beta 8 and I am getting the following linker errors:



I am linking to the VS2010 debug lib.
I am using VS2010 express with my windows 8 ultrabook.
Any help would be most welcome

MikeMax
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Posted: 14th Jan 2013 17:59
Quote: "Good work AGK's team, good work."


Sure ! the major problems are quickly fixed and it's very appreciable
MikeMax
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Posted: 14th Jan 2013 18:12 Edited at: 14th Jan 2013 18:16
I have a small Request ... Could it be possible to have a GetCameraFOV command ? It's very important for camera particular functions (occlusion, visibility on screen etc..) and other things. Obviously it can be workarounded with a global variable but SetCameraFOV is a "system" command .. then ...

Another thing : GetObjectInScreen command doesn't work at all for me I know that the description of this command warns us about its approximation but...
That's why i need the GetObjectVisible to work for my custom "VisibleFromCamera" function (which use the Camera FOV, orientation and optionnaly the visibility of objects between the target object and camera).
Ancient Lady
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Posted: 14th Jan 2013 19:47
Do you get the same errors when you link in Release mode?

And are you using the AGK\IDE\platform\windows\Lib\VS2010\Debug directory and not the AGK\IDE\platform\windows\Lib\Debug directory?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Matty H
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Posted: 14th Jan 2013 20:12 Edited at: 14th Jan 2013 20:13
Thanks for your response Ancient Lady, I was secretly hoping you would be around

Same on release mode also, with a couple more I think:



I am linking to the vs2010 libs.

Not to worry too much, although I need 3D, what version would anyone recommend if I can't get this working?

Cliff Mellangard 3DEGS
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Posted: 14th Jan 2013 21:04
Quote: " GetObjectInScreen "

Does work! but not good at all as if you turn 180 degrees so does it register it to be infront of the camera also

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
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Posted: 14th Jan 2013 21:29
Yes and you have seen my current game ... 180 degrees is a minimum for my spacecrafts :p .. so... doesn't work for me :p
Cliff Mellangard 3DEGS
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Posted: 14th Jan 2013 22:14
Started to fool around with textures in my editor and added a function to turn on and off alpha transparency.

But now do i get weird results with the grid that is a simple plain mesh i rotate

Noting seams to fix it as it is the center position used to get if it should be drawn on top or not.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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Matty H
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Posted: 19th Jan 2013 21:39
I am getting an uncaught exception when using AddVirtualJoystick() using Tier 2 with latest beta.

Program is pretty simple, just that command Could someone just give this a quick test?

Ched80
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Posted: 20th Jan 2013 10:35
I'm getting tier 1 compiling errors when I have a colon within a string, such as:



MarcoBruti
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Posted: 20th Jan 2013 11:01
confirm that the same bug declared by @Ched80, is present in 1.076 version.
I think, anyway, that the construct "IF condition THEN command" on the same line should be avoided because it leads to messy code.
Santman
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Posted: 22nd Jan 2013 23:26
Hey all. Trying to build the beta 8 in eclipse and getting errors as soon as both projects are imported. Same errors as with beta 6. It's the billing service that seems to be the issue. I've installed the addons as instructed (there are no "market" billing services so I assumed "google play" billing services was the new version), but eclipse says:

Description Resource Path Location Type
The method asBinder() of type IMarketBillingService.Stub must override a superclass method IMarketBillingService.java /AGK Player/gen/com/android/vending/billing line 32 Java Problem

Description Resource Path Location Type
The method asBinder() of type IMarketBillingService.Stub.Proxy must override a superclass method IMarketBillingService.java /AGK Player/gen/com/android/vending/billing line 76 Java Problem

Description Resource Path Location Type
The method sendBillingRequest(Bundle) of type IMarketBillingService.Stub.Proxy must override a superclass method IMarketBillingService.java /AGK Player/gen/com/android/vending/billing line 85 Java Problem

Any thoughts anyone?
Ancient Lady
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Posted: 22nd Jan 2013 23:40
Did you try looking at the various bits of information on the AGK Wiki Templates page for Android projects?

Specifically the bits after "Android Project and Product Name:" discuss various edits that need to be done in a few files so that everything works correctly.

And, make sure the following line is at the end of your project.properties file:
android.library.reference=../../apps/facebook

This assumes that you have all the right stuff in <androiddir>/AGK/IDE/apps and that "../../apps/facebook" is correct for wherever you have your android project.

I have been able to get things to compile and link, and the apk created by Eclipse for v1088. But I cannot get my Tier 2 apps to actually run, it has an issue with the display somehow. I did get the Player to run (but haven't tried any Tier 1 v1088 yet).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Santman
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Posted: 23rd Jan 2013 00:01 Edited at: 23rd Jan 2013 00:01
Pretty sure I have all the right files etc, and maybe found what's wrong - when I tried changing something and cleaning the project, it came up saying the library for this wasn't accessible or deleted, but the folder it was looking for was called "AGK player" and not "interpreter_android". Is that the problem?
Santman
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Posted: 23rd Jan 2013 00:24
Ah, thanks ancient lady, got it compiled and running now, thanks for your help.
Santman
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Posted: 23rd Jan 2013 22:25
Not sure if it's new or old, but I've just compiled my app into beta 8....and getfileexists doesn't do anything on android. Works fine through the player when broadcast, but fails totally on the device. Is this an android system limitation or something you guys can get around?

One point: the file I'm checking for isn't in the media folder, but a sub folder of this. I can load it fine, just not tell if it;s present.
Ancient Lady
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Posted: 23rd Jan 2013 22:41
Can you show the code you are using?

And, are you sure that the name you are checking for (both the sub-folder and actual file name) are the exact same as they are in the assets/media folder in your Android project?

Android is case sensitive and this only manifests when running on the actual device.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Markus
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Posted: 24th Jan 2013 12:52 Edited at: 24th Jan 2013 12:53
i can't find a command (in the docu) to get the Host IP ?

i think something like GetHostIP() / GetNetworkIP() is useful for display in a host game
and the client can connect over WAN/Web
with this JoinNetwork( szIP, port, szMyName )
Ancient Lady
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Posted: 24th Jan 2013 16:35
You can get the IP address of a message sent using the GetNetworkMessageFromIP command.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
MikeMax
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Posted: 24th Jan 2013 16:38 Edited at: 24th Jan 2013 16:39
Quote: "i think something like GetHostIP() / GetNetworkIP() is useful for display in a host game"


For a Client to Client connection over the internet it could be very useful yes

You can use a workaround with an http connection on www.whatismyipaddress.com (or another one) and parsing the result but it's a dirty way :p
Markus
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Posted: 25th Jan 2013 10:12 Edited at: 25th Jan 2013 10:46
i have some trouble,crash with setmemblockbyte (beta8)

memID=CreateMemblockFromImage(img)
for offset=0 to getmemblocksize(memID)-1
v=255
setmemblockbyte(memID,offset,v)
next

@Ancient Lady
about GetIP i read that it can be used only with a Listener,
hmmm,i don't like this way but its a option.
edit: the Description of GetNetworkMessageFromIP tell me it don't
work with CreateNetworkMessage. i must know i get the message from local.
edit2: i try it with a test project but can't get my IP :-(


@MikeMax
i think AppGameKit can find a easy and clean way to get the local IP.
Markus
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Posted: 25th Jan 2013 19:33 Edited at: 25th Jan 2013 20:15
i missing SetTextDefaultBuildInFont
because what happens if i want delete the fontimage (to free memory)
that i used for SetTextDefaultFontImage ?
edit: see below
Ancient Lady
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Posted: 25th Jan 2013 19:57
You might try SetTextDefaultFontImage with zero before deleting the image. I don't know if that works or not. It's just a guess.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Markus
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Posted: 25th Jan 2013 20:13

here is a Dim but no UnDim in overview
Language
Covers the language elements provided by Tier 1.

@AGK,@Ancient Lady , ok it works,thanks, but nice to have this Func.
and this can call the other or a hint in Description.
SetTextDefaultBuildInFont()
SetTextDefaultFontImage(0)
SetTextDefaultExtendedFontImage(0)
Ancient Lady
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Posted: 25th Jan 2013 20:17
There is an undim command and it is described in the 'dim' help page (which is reached from the 'Language' help page).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Markus
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Posted: 25th Jan 2013 20:24

clearscreen() don't clear the screen if enableclearcolor(0) is used
clearscreen() should work but not in sync.
example:
Markus
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Posted: 25th Jan 2013 20:35
@Ancient Lady
i try undim by intuition
i looked at the docu page Language and don't see it there.
at dim i see a example but not with the use of undim
its useful for others generally.
Markus
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Posted: 25th Jan 2013 20:38

why did the F1 Help not work over type / dim / for etc. ?
Markus
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Posted: 25th Jan 2013 20:55

i think two function for the font is nonsense
because german umlauts or useful chars.
©ÄÖÜ
i use a generated bitmap font from 0-255 with subimages.txt
(the textfile for positions is very useful.)

SetTextDefaultFontImage(imgFont) //32-127
SetTextDefaultExtendedFontImage(imgFont) //128 to 255

if subimages.txt then SetTextDefaultFontImage(imgFont) //0-255 ???
Ancient Lady
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Posted: 25th Jan 2013 21:08
The Language document page list the 'dim' command. It is on the document page for 'dim' that 'undim' is mentioned. (Rephrasing what I said the first time.)

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
MikeMax
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Posted: 26th Jan 2013 03:04
The AppGameKit Player is not updated for beta8 and 3D Commands i guess... and i can't achieve to compile the new AppGameKit Player (beta 8) for mac with xCode .. few errors ! i will wait for the final release to try again
Ancient Lady
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Posted: 26th Jan 2013 04:40
If you go to this page, you can download the v1085 and v1088 Android Players (and they can exist side by side on your device if you need/want both).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Markus
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Posted: 26th Jan 2013 13:05 Edited at: 26th Jan 2013 15:29
@Ancient Lady
i am here, what document you mean?
file:///F:/AGK/IDE/Help/language.html
click dim
file:///F:/AGK/IDE/Help/language/5_dim.htm
there is no undim mentioned at this page.
maybe you have a different help.

edit:
i found this online web page, there is undim mentioned.
http://www.appgamekit.com/documentation/language/5_dim.htm
xCept
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Posted: 26th Jan 2013 19:29
As I recall, the undim command was an error--the help system was carried over from DBPro and that line about undim wasn't removed until one of the recent betas.
BatVink
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Posted: 26th Jan 2013 21:59
Undim command info here. Working from 107

http://code.google.com/p/agk/issues/detail?id=15&can=1&q=undim

Santman
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Posted: 26th Jan 2013 22:11
Right up front, please don't take this negatively.....but why is the undim such a big issue? I actually can't think of any examples ever where you'd be so desperate for memory that you'd feel the need to delete dimmed variables behind you. My project currently runs a single dim that is 101x200 in size, so that's more than 20'000 variables and it;s been beta tested on a wide range of phones/tablets and no memory issues ever presented (either AppGameKit or android itself seems to handle memory pretty well). Why do you need to undim???

As for screen fonts - it'd take about 2 hours to code your own screen font system and maybe about the same for a basic keyboard, and then you could put in any characters you wanted - have you thought about this? It'd also give you total control over everything in it. It's an idea. I for one do EVERYTHING using custom on-screen controls like this. Yes, it's a bit slower, but absolute compatibility should be ensured.

I'd like to finish with a heart felt thank you to Paul for his hard work...and especially the simplified time/date commands that I just fell upon this weekend. I'd had a pop at the complexity of getting the time in the past, and I was genuinely surprised that the comment was taken on board (although I'm confident I wasn't the reason they appeared). So...thanks Paul. Now then....any chance of FTP support anytime soon???

P.S. @ancientlady - I'm still messing with the fileexist commands, though I may have found the root problem that is something else entirely - the code was checking for certain sequential sound files and doing other things based on their presence or not - I took out the check and it still failed. Some testing I found the sound files (mp3) that worked perfectly when broadcast were loading, but apparently failing to play. I recoded them to the exact same settings and replaced the files and .... it's working again. I haven;t put back the iffileexsits commands yet, but I intent to try tonight. Odd that they played when broadcast and not when stored (other mp3's made to the exact same format, at the exact same time for the title music played fine). Anyway, not ignoring you, I will double, tripple check and come back (with apology if needed).
Santman
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Posted: 26th Jan 2013 23:08
Anyone else having issues with drawline? On android beta 8 (not tested anything before this) setting any value at all for any of the RGB color settings appears to do nothing. Irrespective of what I put, I seem to get a grey line?
Markus
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Posted: 26th Jan 2013 23:27
@Santman
i worked at my project and free all i used and
then i see my arry and ask me how can i free it.
i wrote undim in code and see it is a used word,
i use undim and it work, but i can't find a docu, thats all.
consequent.
a sloved problem today can't come tomorrow again for one of all users.
the screenfont is ok, only the split in two files are
nonsense and i told why.
look at SetEditBoxFontImage , it use one fontimage only for chars 0-255!
programming with AppGameKit is Fun...
baxslash
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Posted: 26th Jan 2013 23:30
I'm using beta 8 and have been getting black, white and red lines without any problems. What code/gfx card/os are you using for drawLine?


this.mess = abs(sin(times#))
Santman
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Posted: 26th Jan 2013 23:49
@baxslash

I'm just putting
for a black line, though I have tried 0,0,255 as the RGB for blue, and 255,0,0 for red - in all cases I get grey. I'm on Win 7 and my graphics card is a geforce 670gtx.

Although, I've tried out of interest on the android device, and it did come up blue ok (didn't try the other colors), so clearly a windows problem???
baxslash
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Posted: 27th Jan 2013 13:19
It works fine on Windows for me. It might be a gfx card problem. You could always use a sprite instead?


this.mess = abs(sin(times#))
MikeMax
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Posted: 27th Jan 2013 17:26
Arg I've not seen that Passing UDT variable through a second function still doesnt work ...

Reported in google code :

http://code.google.com/p/agk/issues/detail?id=449#c3

Very annoying when working with Memory Blocks
=PRoF=
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Posted: 27th Jan 2013 21:07 Edited at: 27th Jan 2013 21:21
I have 3 Android devices which I am testing projects with. A Galaxy Note, a Galaxy Tab 2 7.0 and a Galaxy Y.

Even though all 3 of them ran the test 3D AppGameKit app that went round before the 1.8 beta introduced the 3d; when I went to test the current round of projects, only the Note managed to run all of them. The other 2 are fine with 2D, but as soon as a 3D scene is initialised the player closes with no error or anything.

I'm using 1.8 beta 8, and the beta 8 player linked by Ancient Lady a few posts up this thread.

Is anyone else having the same issues? or got 3D things working on the devices I have?

Markus
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Posted: 28th Jan 2013 00:36 Edited at: 3rd Feb 2013 14:42
please add the windows flag sizeable.
i can maximize the window but i can't resize.

edit:
i helped me with the setup.agc that the exe read and used.

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