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AppGameKit Classic Chat / App Game Kit 108 Beta 19

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baxslash
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Posted: 31st Oct 2013 15:04
I do miss killing bots...

oct(31) = dec(25)
nz0
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Posted: 5th Nov 2013 18:20
I have a big issue with what the current "stable" version of 1.08 is.

I only updated from 108.14 because DeleteAllSprites() was crashing some PCs to desktop.
Since recompiling the same code in 108.19, I re-issued the same beta and it's crashing and freezing all over the place - no tangible error messages and no repeatability. There seems to be issues with Keyboard input buffering as well causing fatal crashes..

I need to revert to a previous stable version, so what build did DeleteAllSprites() get fixed in post 108.14 and is there any movement on fixing the random crashing for 108.19 ?

thanks

Ancient Lady
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Posted: 5th Nov 2013 18:38
I see your discussion of the issue from v10814 in this thread.

The only mention of DeleteAllSprites() being fixed is in v1088. But it looks like the previous issue with the command had to do with it leaving sprites about and not actually deleting them.

So it is hard to tell when DeleteAllSprites() started crashing some desktops. Your other thread doesn't identify the configurations of the desk tops that crashed. I know that there have been some issues with some Windows 8.1 installations crashing with AppGameKit (where they worked fine when they were Windows 8).

So, having it crash some desktops is new (at least not officially reported as a bug and explored) and needs to be dealt with.

I just browsed through the AGK.txt file and it seems that lots of fixes have been made that were important (I know I had issues with EditBox that now work fine as of v10818.

Can you start a fresh thread on this topic? Others might be able to help and might be looking in this thread for new issues.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
nz0
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Posted: 5th Nov 2013 21:53
I was going to try the prior couple of builds to see if this makes a difference.
No beta testers are using 8.1 (or even 8). This is Win7 64bit.

The crash dump is the same every time - I'll put the info here, but without a memory map to refer to, I can't do much more. Same exception code and offset each time (although occurs at different times in the game).

I have never had this crash though - vista 64bit.



Ancient Lady
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Posted: 5th Nov 2013 22:06
That crash dump is pretty useless. But, then, it is a Microsoft thing.

It sounds suspiciously like a memory issue.

Please open a fresh thread if you want to keep talking about this.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
nz0
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Posted: 6th Nov 2013 00:06
The exception code could reveal something (haven't looked it up) and the offset would be useful with the corresponding memory map.

I'm not sure posting this as a separate issue would help, as I don't expect to see another version 108 of AppGameKit now that 2 is underway.

nz0
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Posted: 6th Nov 2013 00:08 Edited at: 6th Nov 2013 00:09
Posted in error - *deleted*

nz0
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Posted: 6th Nov 2013 00:14
Um, how do I get betas 15 thru 18 ?

Ancient Lady
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Posted: 6th Nov 2013 04:42
Quote: "I'm not sure posting this as a separate issue would help, as I don't expect to see another version 108 of AppGameKit now that 2 is underway."

If a bug is serious enough and it can be reproduced reliably, then TGC might be willing to fix it. But, it has to be something that has some sort of code that can demonstrate the issue consistently.

Quote: "Um, how do I get betas 15 thru 18?"

Well, if you didn't download them when they were available, you might find someone who did who will post them here. Except, the files, even zipped up, are too big to attach here.

I don't know if TGC would appreciate me making them available elsewhere.

So, I think you are down to asking TGC if they can make the downloads available again.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Markus
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Posted: 10th Nov 2013 10:30 Edited at: 12th Nov 2013 11:55
got one error message from store for this device
HP Slate 7 (pine)

maybe can agk validate if android_player lib exist.

Quote: "java.lang.RuntimeException: Unable to start activity ComponentInfo{com.rauch.muehle/android.app.NativeActivity}: java.lang.IllegalArgumentException: Unable to find native library: android_player
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2059)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2084)
at android.app.ActivityThread.access$600(ActivityThread.java:130)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1195)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:137)
at android.app.ActivityThread.main(ActivityThread.java:4745)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:511)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553)
at dalvik.system.NativeStart.main(Native Method)
Caused by: java.lang.IllegalArgumentException: Unable to find native library: android_player
at android.app.NativeActivity.onCreate(NativeActivity.java:195)
at android.app.Activity.performCreate(Activity.java:5008)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1079)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2023)
... 11 more"


AGK 108 B19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Paul Johnston
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Posted: 12th Nov 2013 17:51
We get the same thing with our apps on the HP Slate 7, we asked HP about it and they said it was a hardware issue with NDK apps. I've asked for more details but they're taking a while to get back to me, apparently it's a low priority.

Incidentally I've removed the beta tag from 108.19 as future updates will be made to version 2 instead. I know some people wanted compiler changes for 108, but since these are part of version 2 it doesn't make sense to do them twice.
Markus
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Posted: 12th Nov 2013 18:03
@Paul
ok,thanks,yes,put your work in v2, i will continue with v2 beta.

AGK 108 B19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
SolusHunter
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Posted: 12th Nov 2013 18:15
@Paul

So no fix for Windows 8.1 issues then

AGK 108 (Backed v2)
Windows 8.1 x64 - 8Gb RAM
AMD Radeon HD 7950 3Gb
Ancient Lady
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Posted: 12th Nov 2013 18:31
@Paul, there are actually some recent issues (#610 and #611) in v10819 that are not insignificant.

There is a sort of work around for #611 (detecting being on iOS and incrementing the value for the SetEditBoxMaxChars command). But it should be dealt with eventually.

But, the issue with #610 is not so easily dealt with. There are several keys from the Android keyboard in EditBoxes that don't register and they should: tilda, back tick and hash (~`#)

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Markus
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Posted: 12th Nov 2013 19:09 Edited at: 12th Nov 2013 19:10
@Paul,Ancient Lady,SolusHunter
my opinion,
some important "bug" fixes can also be done in the current v2 beta source
after stretch goal 1 along the way to goal 4.
the most agk commands works very well.

AGK 108 B19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Paul Johnston
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Posted: 12th Nov 2013 22:22
Quote: " there are actually some recent issues (#610 and #611) in v10819 that are not insignificant"


Unfortunately I can't justify a whole new beta for these, but I will fix them for version 2.

For the Android character bug (issue 610), different devices send special characters in different ways. Some send the proper Android key code for that character whereas others send a shift key and then a numeric character as if it was being typed on a physical keyboard with the special characters above the numbers, so I can't be sure if I've covered them all, but try the following replacement function in Core.cpp and see if it works
Ancient Lady
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Posted: 12th Nov 2013 23:00
Quote: "Unfortunately I can't justify a whole new beta for these, but I will fix them for version 2. "

Okay. I understand.

Interesting, your fix for Core.cpp lead me to look at my current one. And where you have "case AKEYCODE_3: return '#';", my file has the symbol for British Pounds instead of the hash. And there is no "AKEYCODE_GRAVE" case at all.

That might be why it doesn't work.

All my tests were done on the native pop-up keyboard on my Android devices.

From my responses in the google issue:
Quote: "When tested on four of my devices (Nexus 7 Android 4.2.2, Samsung Galaxy S III Android 4.1.2, Toshiba 7" Thrive Android 4.0.4 and Kindle Fire HD 7" Android 4.0.4), the tilda, back tick and hash do not work (~`#). On my Phillips GoGear Connect 3.2 Android 2.3.3, the hash mark worked but not the tilda or back tick."


I will rebuild my v10819 Player and see if the code fixes above take care of the issue. And report back as appropriate.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Behdadsoft
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Posted: 13th Nov 2013 09:17 Edited at: 13th Nov 2013 09:18
where is I can find App Game Kit 108? the latest version in appgamekit website is 1.07
Funnell7
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Posted: 13th Nov 2013 11:17 Edited at: 13th Nov 2013 11:18
@Behdadsoft... Assuming you have purchased AppGameKit (and are not using the trial), you can find the most recent Beta Version in 'My Account' > 'My Products' (from the TGC Home Page).
Behdadsoft
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Posted: 13th Nov 2013 11:43
ohh.. Thanks.
Ancient Lady
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Posted: 13th Nov 2013 15:36
Quote: "most recent Beta Version"

v10819 is now out of beta (according to Paul) and v1076 has been relabeled as 'legacy' along with v1065.

Cheers,
Ancient Lady
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Ancient Lady
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Posted: 13th Nov 2013 17:12
I just tested issue #610 with the updated Core.cpp for Android with the fixes Paul posted.

And the tilda, back tick and hash mark (~`#) all displayed perfectly on all of them.

Attached is the updated Core.cpp file. Place this in all of the <andproj>/jni directories (including the interpreter_android/jni directory). Then rebuild all the apps with cygwin or the HardCodedCompileScript.bat file (I now use this pretty much exclusively). This will fix the key issue for those three characters.

Thank you Paul. Your fix did the trick for the character issue.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master

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Naphier
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Posted: 14th Nov 2013 04:28 Edited at: 14th Nov 2013 15:32
Glad to hear the keyboard issues may be fixed. I haven't had a chance to see if it has any affect on the HTC keyboard issue. It would make me very happy if it does.

I was really hoping for some fixes to the failure to load after install issue and returning to a black screen after the screen is off.
Maybe I'll get lucky and they'll just magically disappear...

EDIT:
Keyboard fix does not change the behavior of the HTC's keyboard at all. Bummer. Thanks for trying though.

Ancient Lady
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Posted: 14th Nov 2013 16:26
Naphier, assuming that you are testing via a Player, did you recompile and reinstall the Player? (I am guessing 'yes', but just want to be sure.)

I discovered, accidentally, that the Nexus 7 has another interesting keyboard issue. If you enter text in an EditBox and then switch the focus to something else and then backt to the EditBox, you cannot delete or edit the text that is currently there.

But this only happens on my Nexus 7 (Android 4.3). It might be an Android 4.3 issue.

Android 4.3 apparently introduced major issues using a blue tooth keyboard. Maybe it also introduced some other issues.

I checked and determined that this problem existed since v10811.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
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Posted: 14th Nov 2013 16:37
Yeah complete recompile - tested it with my app and just a basic test. Yeah there have been issues with it all for a very long time now.

I've seen the issue on the Nexus 7 where you change edit boxes and can no longer type in the one that lost focus. I only noticed it when the keyboard would close and reopen though.

I've not noticed any issues in non-AGK apps. I think AppGameKit needs a text input method that is native to the platform otherwise I think we'll always be plagued with these issues.

Cliff Mellangard 3DEGS
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Posted: 20th Nov 2013 22:43
Is it only me where agk beta 19 don't run the app when you use compile/run/broadcast anymore?
It compiles everything but don't run the app as it used to before.
But I got an mayor win 7 update a while back that stopped some of my other prgs to work properly.
When I try to run this the first time so does win detect and stop the compiler exe.

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
Ancient Lady
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Posted: 20th Nov 2013 22:57
I haven't had any troubles with any of the v108 versions broadcasting and running.

But I also haven't updated my Windows 7 too recently.

Can you check and display the list of updates that got installed?

If other programs are also having issues, then it is probably some Windows update.

Did any of the updates mess with your permissions?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
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Posted: 20th Nov 2013 22:57 Edited at: 20th Nov 2013 22:58
I've always had issues running the broadcast and always have to run it twice. Very annoying especially when your project is big and the compiler takes over a minute to put it together. So slow...

It still works for me though.
Have you tried shutting down your firewall to see if that is the issue? Also might be good to try to open the port for the broadcaster, but I have no idea what port that is...

My biggest problem is the compile time and having to run compile/broadcast twice... would be awesome if I could just broadcast without recompiling.

Also it might be worth checking it with another computer on your network/router to see if it exhibits the same issue, could be the router too.

EDIT: Just noting that I'm running Win 7 pro 64bit and it is all up to date.

Cliff Mellangard 3DEGS
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Posted: 20th Nov 2013 23:04 Edited at: 20th Nov 2013 23:04
double post

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
Cliff Mellangard 3DEGS
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Posted: 20th Nov 2013 23:04
Agk stopped working all together now
I cant load any projects even in to it ?
I only know that there whas an large mayor update to win 7 about 2 weeks ago that made some security banking prgs not working anymore.
Iam forced to run them thru chrome after that.

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
Naphier
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Posted: 20th Nov 2013 23:05
I'd uninstall and reboot. Maybe that will get AGK's permissions back?

Cliff Mellangard 3DEGS
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Posted: 20th Nov 2013 23:10
ihave uninstalled and rebooted.
currently reinstalling to see if it helps?
But its weird that this happened after I allowed the compiler exe with win 7 firewall.
I must say that some of the win updates lately are frustrating?

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
Naphier
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Posted: 20th Nov 2013 23:14
Agreed! About a month ago I had a hard drive crash and was installing windows to a new SSD... all went great but a whole bunch of updates wouldn't install. I had to get help from the folks at Sysnative forums to do a bunch of weird things to get it to work.
I avoid using Windows firewall because it is a pain. I use AVG which I think is better though many don't like it either.

Cliff Mellangard 3DEGS
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Posted: 20th Nov 2013 23:24 Edited at: 20th Nov 2013 23:37
still don't work anymore ?
I belive I have one of the old corrupted config files again with agk?
I only have to remember how to find an delete it again ?

edited..............
found my old thread and agk at least loads projects again
http://forum.thegamecreators.com/?m=forum_view&t=199410&b=41

Everything works as it should now.
Seams like this gets corrupted from time to time with the beta versions and win updates?

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
Property Developers Bangalore
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Posted: 25th Nov 2013 08:46
I would love to play this game..I ve galaxy y mobile.Whether this game will support to galaxy y?

Ancient Lady
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Posted: 25th Nov 2013 19:13
Property Developers Bangalore, why do I suspect that you are a bot?

This thread is about a programming tool, not a game.

But, if by some chance you actually are a person, AppGameKit (App Game Kit) is for developing apps and games that can be run on multiple platforms (Windows, Mac, iOS, Android, Blackberry). And, as long as your Galaxy Y mobile is Android based with an OS of 2.3.3 or better, apps/games built with AppGameKit should run on it.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Cliff Mellangard 3DEGS
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Posted: 25th Nov 2013 20:25
Quote: "I would love to play this game..I ve galaxy y mobile.Whether this game will support to galaxy y?"

Yes I have this device as one of my test hardware and funny enough so does it play agk games among the best of them
Probably because it have gingerbread stocked and a pretty powerfull 832 MHz cpu for the low 240x320 display.

So to your question! Agk games work well on this device

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
Scary Little Rabbit
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Posted: 28th Nov 2013 13:22
Quote: "... would be awesome if I could just broadcast without recompiling."
+1.

error #1:
"too many stars, too many stares. disembody."
WIP: MIND!! | free fonts for your AGKs
bitJericho
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Posted: 29th Nov 2013 05:34 Edited at: 29th Nov 2013 05:49
Paul is TGC not fixing any more major bugs in agk v1? So how do I upgrade to AppGameKit v2 if v1 is no longer supported? I'm assuming it's not yet for sale.

xCept
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Posted: 29th Nov 2013 16:23
@bitJericho, to receive V2 betas and the final product, you can pledge at:

http://www.thegamecreators.com/?m=view_product&id=2295&page=pledge
bitJericho
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Posted: 30th Nov 2013 00:05 Edited at: 30th Nov 2013 00:06
Ah cool, I thought these were all listed as out of stock when I glanced the first time, but it appears it's just the early bird special that's gone which makes sense. Thanks.

Greenster
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Posted: 18th Dec 2013 18:25
Am I reading the kickstarter page wrong or is the balance now 6x the goal? It also says the project has been payed off since August..
Timshark
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Posted: 19th Dec 2013 02:35 Edited at: 19th Dec 2013 23:13
EDIT: deleted.

I never want what I know.
Markus
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Posted: 10th Jan 2014 10:56
emm,
did someone have problems too with 108 19 and S3 Android 4.3?
got rating from one user with this os, he said not playable.
other user with a S3 said it works fine.
seems its a problem with graphic/rendering.

AGK 108 B19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Naphier
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Posted: 10th Jan 2014 18:57
Two of our beta testers used Samsung Galaxy S3 and did not report any issues like that.
The major problems we've had is that AppGameKit edit boxes don't work on a few different devices (not the S3 though). And just this morning I had a report from a user who has a Samsung Galaxy Player 5 that text objects all show as big black rectangles... weird...

Markus
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Posted: 10th Jan 2014 19:46
@Naphier , ok thanks for info

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Alex_Peres
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Posted: 11th Jan 2014 23:09
AGK edit boxes don't work even on win8(at least)...
Naphier
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Posted: 11th Jan 2014 23:34
That's sad to hear. I'm working on an alternative for us until AppGameKit has the chance to address the issues. It should be done this weekend.

You should make sure to report your issues here:
https://code.google.com/p/agk/
Include some code for the issue so that AppGameKit can determine if it is a bug or coding issue.

IBOL
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Posted: 12th Jan 2014 03:27 Edited at: 12th Jan 2014 06:02
OK, so what's the best version of AppGameKit 1 to get?
I want some of the features, but I don't want my 6 months of work to be ruined by new crashes.

or do I only have one choice (which is a logical impossibility)

Follow-up Question:
Is there a way to make the new version not destroy my old version?

?

The Zoq2
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Posted: 12th Jan 2014 12:32
I think the latest 108 beta is the most stable version so far. And you can always install another version in a separate location and keep the projects sort of separated.

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy

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