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AppGameKit Classic Chat / Using SetSpriteActive

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Max Tillberg
18
Years of Service
User Offline
Joined: 16th Jul 2005
Location:
Posted: 4th Jul 2013 22:39
I am trying to use SetSpriteActive but get strange result in AppGameKit T1/107. I first set a sprite to active by the following code but when I use GetSpriteActive I get 0 as result. Any idea why this happens?



Sincerely,
Max Tillberg
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 4th Jul 2013 22:47 Edited at: 4th Jul 2013 22:47
you should download also the last 108 beta 14, you can see if it was a bug.
did u use a sync between?
print the content of this too and compare
Max Tillberg
18
Years of Service
User Offline
Joined: 16th Jul 2005
Location:
Posted: 4th Jul 2013 22:57
I had not used sync since this is inside my game setup but that seems to solve it. Thanks a lot, I never thought of that.

I don't have access to 108, I just ordered AKG V2 so it feels a bit stupid to buy V1 even if it is nice to support tgc.

Sincerely,
Max Tillberg
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 8th Jul 2013 00:23
Max Tillberg, if you have a full paid for AppGameKit v1076, then you have access to the current v108 beta (now up to v10815). It appears in the 'My Products' page as a download.

You don't have to wait for V2 to use v108beta if you have a paid for AppGameKit V1.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master

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