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AppGameKit Classic Chat / AGK V2 Question...

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DavidAGK
AGK Developer
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Posted: 14th Apr 2014 17:46
Does AppGameKit V2 have a new IDE yet? Just thinking of jumping on board too. Right now I don't need anything from V2 (unless it's faster?) but a newer IDE would be nice.

Oh, maybe the additive sprites - love the idea of different blend modes for sprites. Darkest and lightest and some other Photoshop style blend modes would be neat....or is it just additive that's being implemented? Also shaders like motion blur, that'd be cool....so perhaps there are some other things!

(Sorry if this post appears twice - I tried posting in the alpha forum but as I've not got it yet it didn't appear.)
Markus
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Posted: 14th Apr 2014 19:32
https://www.kickstarter.com/projects/tgc/app-game-kit-v2

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
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Posted: 14th Apr 2014 19:39
Blend modes for sprites have already been added and are available in Alpha 3 (for subscribers), as have fullscreen shaders. IDE improvements are currently being worked on.
DavidAGK
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Posted: 14th Apr 2014 20:37
Cheers guys. I was aware of the kick Starter thing, just wondered how far they'd actually got. What blend modes are there? Is it just additive?
WoodCelt
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Posted: 26th Apr 2014 12:00
Hey there!
Currently attending ludum dare using AppGameKit alpha3 because i need blend modes.

I can't see a way to set those, there seem to be only internal functions like PlatformSetBlendMode( int mode ); in my version?

Can somebody help me out how to use blend modes?

Thx!
Celt

http://www.neurokult.com
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Posted: 27th Apr 2014 02:55
I actually couldn't find any documentation on using 2D blend modes either, or even what the commands even are. They should already exist as Rick updated the Whack a Mole sample app many months ago to use sprite additive blending, but that code was never shared either and the included example for that game is still the old version. Admittedly I didn't look too hard.
DavidAGK
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Posted: 28th Apr 2014 10:49
I think I read somewhere that the additive blending used SetSpriteTransparency with a higher value as the mode...but I could be wrong. I really hope TGC add more blend modes!

I'm also keen to hear about sprite shaders. Being able to illuminate sprites with lights or cast shadows or have normal maps or motion blur, reflections, refractions... now that'd would be cool. Shame that 3D will inevitably suck so much time out of this type of development.
fog
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Posted: 28th Apr 2014 11:49
You could read the "What's New" section of the help files

Build 2.0 Alpha 1
Added new additive blend mode for sprites with SetSpriteTransparency


SetSpriteTransparency( iSpriteIndex, mode )
iSpriteIndex - The ID of the sprite to modify.
mode - The transparency mode for this sprite, 0=off, 1=alpha transparency, 2=additive blending

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Posted: 29th Apr 2014 01:30
I sure hope the entire line of blend modes will be added! I think from a GL development perspective it is no more difficult to add the others (multiply, darken, etc) and the Kickstarter sure seemed to suggest we'd have more than just additive.
DavidAGK
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Posted: 29th Apr 2014 19:39
Ditto the above. Sprite blend modes and sprite shaders are the two things I'm looking forward to most in AppGameKit V2.

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