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AppGameKit Classic Chat / AGK 2 Official Development Blog

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Markus
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Posted: 4th Apr 2014 11:01
@RickV
a flag is ok if this inside source code because exchange.
"EscapeEnable"?

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Digital Awakening
AGK Developer
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Posted: 4th Apr 2014 11:57
I would rather not have a flag or anything like that. Since strings with " is how it works now. How about strings using ' instead allow for escaped characters? That would be fully backwards compatible and anyone who wants escaped characters can just use 'New\nLine'.

Inputs should never use escaped characters by default. But a command to parse a string for escaped characters could be useful. str = escape(input).

Paul Johnston
TGC Developer
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Posted: 4th Apr 2014 15:04
Quote: "what happens if someone edit in editbox \r but i want only a single line?"


This only applies to hard coded strings in the IDE, all other strings will be treated as they are now.

Quote: "How about a flag to turn this on"


Originally this is how I imagined it would work, but then having multiple projects, some using the flag and some not, could get confusing.

A new command is interesting but may be difficult to explain, single quotes is interesting but it bugs me that we'd have to do the reverse of PHP , I'll keep those in mind.
Markus
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Posted: 4th Apr 2014 15:43 Edited at: 4th Apr 2014 15:45
hmm, ok, if it is only at compile time maybe with this syntax.
in other basic it was for division with int result,i believe its free in agk.
means \ in front of a string.
print(\"hello escape\rblah")

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Santman
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Posted: 4th Apr 2014 23:39
Well at nearly 13k lines of code, and I heavily rely on strings , I'd be opposed to anything which required extensive re-writting.....so I suppose if anything that would make me a camp "give us the option" member.

I assume this wouldn't affect writing strings to files? I tend to use : or ; as dividers for groups of variables that I then grab later with getstringtoken.
Clonkex
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Posted: 6th Apr 2014 02:13
My preference would go towards "string"+char(10)+"thing" because that's how I did it in DBPro, but the option would be best probably. I get what you and Markus mean about the problems of exchanging source code if there's different compiler switches being used; having the switch IN the source code (as Markus suggested) helps the issue but could still be confusing to those that didn't realise you could do it, and the like.

I also get that it's not so great to do the opposite of what PHP already does, but for me this is problem is exactly 0. I have never programmed a single PHP.

Digital Awakening
AGK Developer
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Posted: 6th Apr 2014 12:06
How about a triggering character before the string? For example: \"New\nLine". That doesn't clash with PHP but give us the same flexibility and it's fully backwards compatible.

Clonkex
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Posted: 7th Apr 2014 04:03
Quote: "How about a triggering character before the string? For example: \"New\nLine". That doesn't clash with PHP but give us the same flexibility and it's fully backwards compatible."


Good idea

xGEKKOx
AGK Master
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Posted: 7th Apr 2014 21:21
Testing V2 on Android i have the same HTTP TIMEOUT error and after the crash.

FATAL Signal 11 (SIGSEGV) at 0x2d4f5188 (code=1) , thread 4925 (pany.mytemplate)

Can be this solved so i can continue to test?
(adding the timeout in the function)

Long life to Steve!
JimHawkins
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Posted: 8th Apr 2014 00:28
That's a memory access error. Check the source code.

-- Jim - When is there going to be a release?
Clonkex
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Posted: 8th Apr 2014 02:06
Quote: "it's compiling the first level at 500,000 lines per second."


Wow, sounds great!

xGEKKOx
AGK Master
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Posted: 9th Apr 2014 02:36
Hey boys, where we can send bugs notifications?
I have many...

Long life to Steve!
Clonkex
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Posted: 9th Apr 2014 05:03
xCept
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Posted: 9th Apr 2014 05:36
^ I guess that's still the best spot to report bugs, however as far as I can tell it hasn't been actively used by anyone at TGC for almost a year.
Naphier
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Posted: 9th Apr 2014 05:48
Would be nice to know if they are still using it. I report bugs there still, but since AL isn't the community tester anymore I've no idea if anyone is looking at it even.

Clonkex
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Posted: 9th Apr 2014 12:14
Quote: "since AL isn't the community tester anymore"


Really? Didn't know that.

Quote: "I guess that's still the best spot to report bugs, however as far as I can tell it hasn't been actively used by anyone at TGC for almost a year."


I suppose...

Markus
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Posted: 9th Apr 2014 13:35 Edited at: 9th Apr 2014 13:46
i see the issue list only for v1 not for the new kickstarter project.
we need a sticky App Game Kit V2 .. topic from Paul.
same as "App Game Kit 108.20 & 108.21"

other nice feature, a Smiley voting at online docu beside commands.
for the tgc developers as realtime feedback / analysis.

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
xGEKKOx
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Posted: 9th Apr 2014 15:32
The issue list is old, this is why i asked for a new place to notify the bugs.

Long life to Steve!
Clonkex
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Posted: 9th Apr 2014 15:45
Quote: "The issue list is old, this is why i asked for a new place to notify the bugs."


Ah, but you didn't say "new", now did you?

There isn't currently a good place to report bugs.

Paul Johnston
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Posted: 10th Apr 2014 02:51
Post them there and I will get to them eventually, mark them with the version of AppGameKit you are using. The reason it became crowded with unattended bugs is that a lot of them were compiler bugs that I couldn't do anything about. I'll go through it and tick them all off in one big go after the compiler work is done.
Clonkex
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Posted: 10th Apr 2014 03:12
Quote: "Post them there and I will get to them eventually"


See, I NEARLY decided to say exactly that, but then I decided maybe I might be wrong...

Naphier
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Posted: 10th Apr 2014 03:23
Glad to hear it's still going to be used
I never stopped posting there and I can encourage others to post there with confidence again.

Ancient Lady
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Posted: 10th Apr 2014 04:09
Quote: "Really? Didn't know that."

Yup. I have started making a dream come true. I have moved to Alaska and now have a full time job working for the Alaska Railroad. Our house goes on the market this week and my hubby and cats head up this way next week. I've been here since January.

So, I don't have time for being a community tester anymore. I do try to watch the forums and help when I can.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
bjadams
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Posted: 10th Apr 2014 17:16
Are you still using AppGameKit and working on your game AL ??
xGEKKOx
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Posted: 10th Apr 2014 17:56
@PAUL

Tested on iOS.
Tier 2.
AGK V2.

- AdMob SIZES doesn't work, it always show the little one.

Long life to Steve!
Naphier
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Posted: 10th Apr 2014 18:44
@Paul and Rick
Is there any way that we can see a more detailed roadmap for AGK2?
It is nice that you're telling us what you're working on, but there are a lot of features that folks voted for in the survey and smaller milestones that are planned features that there's been no discussion for.
For example:
- Are we going to get Google Play services or any multiplatform Game Center-style implementation?
- What's happening with passing arrays by reference (this would save me a lot of redundant code in T1)?
- Is there going to be an update to Facebook SDK? We're currently using one that appears to be over 2 years old and has undergone about a dozen revisions, and no longer works well.
- Are edit boxes going to ever become more stable?
- Are the extra sound features going to simply stop at altering volume and pitch?

A detailed roadmap would really help many of us because we can then understand if we can simply wait for AppGameKit to implement the features or if we have to start working on our own solutions. I'm getting very close to updating the Facebook SDK and it is not a simple matter since AGK's current implementation is so old. I don't want to waste my time and money if AppGameKit is going to work on it. This applies to many of the other above questions.
I don't care too much about dates on the roadmap just as long as we have an understanding of priority.
Thanks!!

xCept
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Posted: 10th Apr 2014 19:47
^ Also Box2D is still very much an incomplete implementation with many parameters and methods not available (despite an issue request for complete implementation back in 2011 already).
Ancient Lady
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Posted: 11th Apr 2014 04:10
Quote: "Are you still using AppGameKit and working on your game AL ??"

Yup. I still have some levels to finish and created a new iOS developer account (Virginia based Triassic Associates, Inc. has closed down and Alaska based Triassic Associates, LLC was created and needs to 'own' the license.) I am in a temporary apartment, but about ready to spend the time in evenings or weekends to get this finished and published.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
xCept
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Posted: 11th Apr 2014 05:36
@AL, you should be able to simply contact Apple through their Developer Support form and request update of organization information (name and address). They may have a form or two for you to fill out but you definitely shouldn't need to pay and create a new developer account.
bjadams
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Posted: 11th Apr 2014 10:12
+1 for updated roadmap
Ancient Lady
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Posted: 12th Apr 2014 04:41
xCept, I did work with Apple. But they are two completely different legal entities. I registered as a corporation, not an individual. So, I have to create a new registration (Apple's instructions).

No biggy, my license was due to be renewed/expired. It will just be paperwork.

The hardest part was first taking off ', Inc.' from all sites associated with Triassic Associates. Now I have to make sure to update them all again with ', LLC'. (I have references to my main site on several client sites.)

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Ched80
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Location: Peterborough, UK
Posted: 13th Apr 2014 19:00
I'd like to see a roadmap too. Not only fire the kick starter milestones, but for the existing feature set such as the Google Play game services and the out of date Facebook commands.

It's also a shame the blog sends to have gone dry

xGEKKOx
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Posted: 13th Apr 2014 21:10
It could be great also a list of things the team is doing, for example:

HTTP timout
AdMob Sizes
Sound loop fix

Long life to Steve!
xGEKKOx
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Posted: 17th Apr 2014 17:39
Another BUG
Tier 2 C++
MAC OS

agk::GetRawKeyReleased

doesn't work!!


Long life to Steve!
xGEKKOx
AGK Master
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Posted: 17th Apr 2014 17:56
Another BUG to solve like in 108.21
Tier 2 C++
MAC OS

AGK V2 use QTKit and it was completely deprecated by Apple.
In 108.21 it work
In V2 it still use QTKit, please remove it.
Thx.

Long life to Steve!
Digital Awakening
AGK Developer
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Posted: 18th Apr 2014 18:11
Quote: " 14th April
Started working in reverse and modified the interpreter to run a mocked up output of the parser as some difficult decisions had to be made about the best way to represent types and arrays in the final output. This will allow AGK2 to have arrays in types and in theory allow passing arrays and types through multiple levels of functions (still working that bit out). We can then make the two meet in the middle so the parser outputs what the interpreter uses."


Nice

BatVink
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Posted: 19th Apr 2014 14:16
A bit late to the party but...

Quote: "Should AppGameKit allow escaped characters such as \n \r \t and \" inside strings or should it function as it does currently where you have to use +chr(10)+ to insert special characters?"


could potentially trash numerous projects for me. I have lots of media subfolders which may begin with r or n (e.g "media\nodes\..."). I also already use my own parser function for \n, \r and others and it would become very confusing (although these are loaded from language and settings files so I think these would be ignored?)

JimHawkins
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Posted: 19th Apr 2014 14:37
It's probably better to use / for paths. This is fine on all platforms.

-- Jim - When is there going to be a release?
Digital Awakening
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Posted: 19th Apr 2014 14:43
BatVink:
This will only affect hard coded strings. And I think Paul will allow us to use both, for backward compability. I think the trigger character before the string would be the best solution that works in all scenarios.

Arbrakan
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Posted: 21st Apr 2014 01:50 Edited at: 21st Apr 2014 01:52
Quote: "Tier 1 would require a lot of compiler changes to support threading."


Any chance to see multi-thread?

bjadams
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Posted: 21st Apr 2014 19:03
are the next weeks going to be spent on doing the compiler, and seeing no fixes/updates to the agk command set?
Digital Awakening
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Posted: 22nd Apr 2014 00:44
Quote: "are the next weeks going to be spent on doing the compiler, and seeing no fixes/updates to the agk command set?"


It would be the most efficient to focus on a single task instead of jumping around. This work will lead to features and bugfixes that have been requested for a long time.

I would wish for a round of bugfixes between the compiler and the IDE.

Clonkex
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Posted: 22nd Apr 2014 09:18
Quote: "could potentially trash numerous projects for me. I have lots of media subfolders which may begin with r or n (e.g "media\nodes\..."). I also already use my own parser function for \n, \r and others and it would become very confusing (although these are loaded from language and settings files so I think these would be ignored?)"


Ah, really good point. I didn't think of filenames...

Paul Johnston
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Posted: 22nd Apr 2014 17:15
Quote: "Should AppGameKit allow escaped characters such as \n \r \t and \" inside strings"


I've sort of settled on Digital Awakenings idea to have a second type of string using single quotes, so that double quoted strings behave as they do now, but single quoted strings can have escaped characters.

Quote: "Any chance to see multi-thread?"


A multi-threaded compiler, I'm already building it with this in mind. A multi-threaded interpreter I'm not so sure about, I don't want to give people the tools to hang themselves in a BASIC language, deadlocks and race conditions are horrible things to worry about. If I can think of a simple way to incorporate threading then that is something I would like to do, it probably won't be in this version though.
Naphier
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Posted: 22nd Apr 2014 19:18
Out of curiosity, what multithreading would people want?
I could see it being beneficial for loading image animations and loading/saving assets. I'm not sure what else though.

JimHawkins
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Posted: 22nd Apr 2014 20:03
I agree with Paul. Using threads can be a killer without good synchronisation.

Creating threads on single-core processors can cause huge slowdowns.

I do do this fine in T2/3 but I don't see how it can easily be put into T1. T1 is called "Basic" because it is.

-- Jim - When is there going to be a release?
Arbrakan
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Posted: 22nd Apr 2014 22:21
I like how PureBasic handle thread. Maybe it can help to get some idea.



http://www.purearea.net/pb/english/manual/thread/index.html


Quote: "Out of curiosity, what multithreading would people want?
I could see it being beneficial for loading image animations and loading/saving assets. I'm not sure what else though."


Just manage functions on a different thread.

--

BASIC languages don't mean for me a "primitive languages", more a way to work.
I love PureBasic for that, it is a Basic language, but powerful. And I can work quickly with this tools without big headache. Just perfect for indie dev like me, or small studios.

--
Hope your understand my bad English...

Arbrakan

Naphier
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Posted: 22nd Apr 2014 22:32
@Arbrakan - What's Firework master? Your logo is intriguing, but not clickable

As far as threading goes, I'd be happy with a GIF running on it's own thread for a loading animation.
But anyway, I'm sure Paul is busy enough with out that stuff

Arbrakan
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Naphier
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Posted: 22nd Apr 2014 23:30
Nice work on those media assets! Looks great.

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