Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / Alpha 3 released

Author
Message
Chmava
10
Years of Service
User Offline
Joined: 20th Jun 2013
Location:
Posted: 15th Apr 2014 20:28 Edited at: 15th Apr 2014 20:40
It is just me or is sprite image missing instead of text when i use this command?



the missing text is fix, but now sprite image is missing?

image is attached showing that sprite exists, but missing image? or it just disappear. like removed from buffer or something?

This is most probably a bug because this does not happen in v108.21

Attachments

Login to view attachments
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 16th Apr 2014 18:08
The code and image you show gives no information related the the issue you appear to be trying to describe.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Chmava
10
Years of Service
User Offline
Joined: 20th Jun 2013
Location:
Posted: 16th Apr 2014 19:22
Actually, i believe the issue is with "DeleteAllSprites()"

Here, try out this very small program yourself.
Use "TR DAS" to turn on "DeleteAllSprites()"
and "CR" to Trigger Command




You can try it with v108.21 as well.
Impetus73
12
Years of Service
User Offline
Joined: 28th Aug 2011
Location: Volda, Norway
Posted: 17th Apr 2014 12:13
SetVirtualResolution(xxx,xxx) should only be used at the start of your code, before any sprites are loaded or created.

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
Chmava
10
Years of Service
User Offline
Joined: 20th Jun 2013
Location:
Posted: 17th Apr 2014 19:36 Edited at: 17th Apr 2014 19:39
Well, this would be the first game engine that you cannot change internal resolution in-game.
As it already previously came without the ability to change external resolution without going tier 2.

change external resolution without changing internal does make the player eyes water and hurt when asset look humongous.
done it this way before, does not make good sales.

With full 3D support, it would be horrible to tell player to restart the game to change resolution.
As GUI are in 2D, that would disappear making it hard to find the "Quit" button.
A force restart possible, but not wise.

Please Advise, as this does not happen in v108.21
I believe "DeleteAllImages()" can be use, then reload all image.
Bad HD I/O Load? Maybe?
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 19th Apr 2014 09:34
@paul

just an fyi on building an alpha 3 player. Once you run your first or second app using a loaded player... it eventualy loses the ability to show sprites unless i reload the player again.

basicaly the player is losing abilities if you stop an application and transfer it [run it] again without restarting the player.

when i try my game on an ouya player i built i need to reload the player everytime or glitches and media start going missing

WoodCelt
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location:
Posted: 23rd Apr 2014 19:39
The mac framework of alpha3 seems to miss implementation of all spine methods for me. (Linker Error)

Just asking if i do something wrong because according to the release notes all alpha2 features should be implemented for iOS and mac?

Thanks in advance!!
Celt

http://www.neurokult.com
Flaith
10
Years of Service
User Offline
Joined: 24th Apr 2014
Location:
Posted: 24th Apr 2014 10:43
Hi everyone,

few days ago I've downloaded AppGameKit Community Edition, yesterday I bought AppGameKit V2 - Bronze Pledger

I've installed both in 2 separate directories, but when I launched each, in the About box, the build version is the same : Build 108

Did I miss something ?

Thanks for your help
xCept
21
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 24th Apr 2014 18:47
The V2 alpha hasn't yet updated its IDE so it will display 108 as well.
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 25th Apr 2014 23:31
DeleteAllSprites() issue => +1 here !

--------------
Flaith
10
Years of Service
User Offline
Joined: 24th Apr 2014
Location:
Posted: 26th Apr 2014 13:33
Thanks for the info xCept
xCept
21
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 28th Apr 2014 22:33 Edited at: 1st May 2014 08:09
Has anyone been able to get the AppGameKit Player compiled for iOS using alpha 3? Upon opening [IDE\apps\interpreter_ios] and after fixing the Facebook issues, I get 193 ERRORS including:



Seems like something was not updated in V2 with none of the new commands being recognized. The Tier 2 template, at least the lite version, seems to compile OK.
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 13th May 2014 02:10
is the DeleteAllSprites() issue will be fixed in alpha 4 ?

Actually after deleting all sprite, sprites can be recreated but they are totally black if ID were previously used (10000,10001 etc..).

--------------
jlahtinen
14
Years of Service
User Offline
Joined: 26th Oct 2009
Location: Finland
Posted: 14th May 2014 22:33
Is it normal that virtualbuttons wont show up in player?

My AppGameKit project: http://forum.thegamecreators.com/?m=forum_view&t=206794&b=48
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 19th May 2014 22:52
can someone provide a v2 alpha 3 player apk for android?
the player comes with setup seems not working or is v1 version.
i need test SetSoundInstanceVolume on handy.

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 20th May 2014 16:53
Check the previous post from SoftMotion3D (in this thread). It's working for me even on Android mobiles.

--------------
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 20th May 2014 18:21
@MikeMax
thanks for hint

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
jlahtinen
14
Years of Service
User Offline
Joined: 26th Oct 2009
Location: Finland
Posted: 21st May 2014 12:18
Just bought V2.

I take that 3D doesn't work with player-app yet?

I didn't find dynamic shadows, are those coming?

Is there a some page where I can see new commands that have come with V2 (and incoming commands too)?

My AppGameKit project: http://forum.thegamecreators.com/?m=forum_view&t=206794&b=48
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 21st May 2014 13:12 Edited at: 22nd May 2014 00:25
?
Did someone also have crackling sounds at start/stopping a wave file
on android 4.x?
i tried making a piano at handy.
tried also fade in/out wave file for a 1/10 second and also
fade volume in/out.

edit:

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
JimHawkins
14
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 21st May 2014 13:54
Good news is - it installed fine on Kindlefire HD via SnapPea.

There are some clicks, but I think they are because the loop boundaries are not aligned correctly, or the loops are not happening at zero-crossing points on the waveform.

Most clicks happen at the end of playback when the envelope approaches zero. Make sure that the final sample value is guaranteed to be zero or you will get a click.

-- Jim - When is there going to be a release?
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 21st May 2014 14:05
@JimHawkins
thank you
i believe my waves are without RiffBLOCK [loop]
without i thought the whole sample will used.
i will add it and see what happens than.
maybe this is the reason of all clicks.

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
JimHawkins
14
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 21st May 2014 14:25
How are you getting the envelope to decay as it does at the end?

Normally for music samples you would have this structure:

attack|loop|decay

The loop segment should be aligned to a zero-crossing point and start and end with zero sample amplitude. The decay portion should end with at least one sample of silence. A click happens when the transition from one sample to the next is not a point on a sine-wave.

-- Jim - When is there going to be a release?
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 21st May 2014 18:36 Edited at: 21st May 2014 18:39
Quote: "is the DeleteAllSprites() issue will be fixed in alpha 4 ?

Actually after deleting all sprite, sprites can be recreated but they are totally black if ID were previously used (10000,10001 etc..)."


thats exactly linked to the player problem aswell. if i end an application sent to a player and send the next one to the player it doesnt show sprites anymore.

the images must be loaded however since the 3d stuff still textures correctly so its 100% deleteallsprites problem.

i suspect that when a player frees the application it just calls on the deleteallsprites function. hence why its dead on the second app uploaded. also if you delete sprites manualy it works fine.

Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 26th May 2014 21:39
@Paul,All
with 108 19 and v2 alpha 3 in Tier1 i have a problem with editbox
and virtual keyboard at android 4.4.2.
example:if editbox contains text and got focus, i can not clear it with
backspace or virtual input not work.
is me the only one with that problem?

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Naphier
13
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 28th May 2014 23:43
@Markus - that has been a random on/off problem forever. We finally built our own sprite-based keyboard because of so many user complaints on our app for the AppGameKit keyboard implementation. Maybe Paul will finally take a close look at this and do something different? These have been very unstable for a long time.

Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 29th May 2014 01:00
@Naphier, @Paul
i still dislike replacing all editboxes in all my apps with a selfmade+virtual keyboard. more headaches about replace editboxes.
maybe a small fix would help. i do not think that is a os problem.
or possibility to give the editbox ascii codes from source code,
means separate from automatic keyboard handling would also help me a lot.

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265
nz0
AGK Developer
16
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 5th Jun 2014 21:36
Paul, thanks for adding the sound memblock commands.
Any possibility of adding memblock commands for music?

I specifically need loadMusicFromMemBlock.

nz0
AGK Developer
16
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 6th Jun 2014 22:00
Also, if you could add a source offset parameter to the readbyte, readinteger etc. methods for file management rather than just sequential reads, this would be super.
Even better if you could read n bytes or n integers at a time into an array.

With these couple of things, I will happily release to the community a protected filesystem whereby assets could be secured against casual theft.

I have already made the tool that produces a single protected media file and need these extra methods to provide the tier 1 implementation.

cheers

Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 8th Jun 2014 19:02
Quote: "with 108 19 and v2 alpha 3 in Tier1 i have a problem with editbox and virtual keyboard at android 4.4.2."


It looks like Android 4.4 changed the way the on screen keyboard worked so it wouldn't send backspace key events if it thought there was no text to be deleted. It looks like this has been fixed in 4.4.3, you can read a discussion on the issue here. I haven't found a way to work around it and force the keyboard to send the events so I hope the devices that have 4.4.2 get the new update soon.
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 8th Jun 2014 20:09 Edited at: 8th Jun 2014 20:25
@Paul,
i already waiting for os updates some month for moto g handy
other apps have no problem.
how about replace it through tgc/agk selfmade what used a keylayout image and reactangles
areas for input? so we will have no problems in future.
i found a good layout for agk.



AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265

Attachments

Login to view attachments
xGEKKOx
AGK Master
15
Years of Service
User Offline
Joined: 7th Dec 2008
Location: Italy
Posted: 11th Jun 2014 18:52
Sound is bugged on MAC too, this is why i done my sound engine in OBJ C.

Long life to Steve!
bjadams
AGK Backer
16
Years of Service
User Offline
Joined: 29th Mar 2008
Location:
Posted: 11th Jun 2014 21:04
Gekko I think you have written so much code yourself, that AppGameKit has become only a tiny % of your game!!!!
JDforce
19
Years of Service
User Offline
Joined: 27th Jul 2004
Location: Sea of Tranquility
Posted: 20th Jun 2014 21:39
On Windows, any executable crashes on startup, on certain machines. Directx, physx, .net and video/audio card drivers fully updated, but all sort of OpenGL errors when launching any agk app, even the simplest one>

It failed on this computers>

- Dell optiplex W7sp1 x32, 4GB ram, Intel HD video integrated card and integrated audio.
- HP. intel Core duo 2.4, 4GB ram, W7 sp1 x32, Nvidia Geforce 7100GS
- HP AMD1.8 cpu, Win8 x64, AMD RadeonHD7340 with 384MB Vram.
- on a couple of older Dell dimension 4400 with xp sp3 32, ati rage 128pro ultra agp

It works perfectly on these>
- HP ultrabook touch Win 8 x64, Intel HD4000 integrated video.
- fujitsu lifebook W7 x32, ati Radeon mobility HD2600 with 256Vram.

At time allows will test with older agk betas and with agk1.x

May the 3d force B with U
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 21st Jun 2014 18:48
JDforce
Have you tried the new compiler?

nickshepherd
10
Years of Service
User Offline
Joined: 19th Jun 2013
Location: The Land of Game Development
Posted: 1st Jul 2014 02:58
Any updates on the final release date?

-Nick Shepherd
JDforce
19
Years of Service
User Offline
Joined: 27th Jul 2004
Location: Sea of Tranquility
Posted: 1st Jul 2014 19:23 Edited at: 1st Jul 2014 19:28
I had problems with the compiler update 1. It seems to miss where the source files are located, "can't open file to read main.agc" so I restored the original. Now I see there is an update 2, will try that.

May the 3d force B with U
lilpissywilly
AGK Developer
13
Years of Service
User Offline
Joined: 10th Sep 2010
Location: Office Chair
Posted: 9th Jul 2014 20:35 Edited at: 16th Jul 2014 19:50
How does one get RenderToImage to work right in portrait mode?



Edit:

Answer: setScissor(0,0,0,0) must be used.

My hovercraft is full of eels
lilpissywilly
AGK Developer
13
Years of Service
User Offline
Joined: 10th Sep 2010
Location: Office Chair
Posted: 16th Jul 2014 19:51
Here's an issue I think came up since V2;

Sometimes sprites are not automatically transparent, you have to setSpriteTransparency to 1 manually even though they are .png for example. The weird part is it only happens on some sprites and not others.

My hovercraft is full of eels

Login to post a reply

Server time is: 2024-05-01 10:57:14
Your offset time is: 2024-05-01 10:57:14