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 / v2 Feature Requests

Author
Message
Lorenzo
8
Years of Service
User Offline
Joined: 19th Dec 2015
Location:
Posted: 23rd Nov 2017 15:07
I would like to know the size of the virtual keyboard
nz0
AGK Developer
16
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Green7
18
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: Switzerland
Posted: 24th Nov 2017 13:24
-The ability to change the source for the shadows from directional to point light and back.
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 25th Nov 2017 23:00
#strict_types
Flags operations that convert floats to integers
janbo
15
Years of Service
User Offline
Joined: 10th Nov 2008
Location: Germany
Posted: 26th Nov 2017 00:06
Quote: "The ability to change the source for the shadows from directional to point light and back"

Yeah ! ... For that, Paul needs to use a viewpoint independent environment mapping technique (dual parabolic mapping or cube mapping) which he can build into AppGameKit once he is at the task
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 26th Nov 2017 16:33
@paul
define new arrays without the need of a constant element size, because its basic.
AGK (Steam) V2017.09.25 : Windows 10 Pro 64 Bit : AMD (17.11.2) Radeon R7 265 : Mac mini OS High Sierra (10.13)
PSY
Developer
7
Years of Service
User Offline
Joined: 3rd Jul 2016
Location: Laniakea Supercluster
Posted: 28th Nov 2017 06:08
Will it be possible somewhere in the future to have shadows from more than one light, like point lights?
I understand that that's a problem on mobiles, but at least for Windows?
I'm planning on making a Legend of Grimrock style game



PSY LABS Games
Coders don't die, they just gosub without return
linuxluvuback
8
Years of Service
User Offline
Joined: 17th Oct 2015
Location:
Posted: 28th Nov 2017 06:54
I am Thankful for what you guys have given me.
But...

If possible support cutout animation tools: (free) https://github.com/ndee85/coa_tools and (free) blender3d.

Have a red button I press and then all sprites are converted to two triangle 3d objects so the shaderpack will work on them.

Thanks !
Cybermind
Valued Member
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: Denmark
Posted: 28th Nov 2017 13:58 Edited at: 3rd Dec 2017 14:11
If not already possible, I would like a command that can punch through nat to a specified IP and port, and the port punching from is a port that is already hosting a network or socket.

EDIT: Forget the details I wrote, I just need regular Nat Punch Through.
13/0
Kot
7
Years of Service
User Offline
Joined: 2nd Mar 2017
Location:
Posted: 28th Nov 2017 19:18
More gps commands. 3 commands don't let to do much with GPS. If not output data like speed, direction, time, then at least raw NMEA output. Of course it would be perfect being able to read number of satellites, signal strength, used for obtaining data etc.

Attachments

Login to view attachments
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th Nov 2017 02:22
1) Make the Edit Boxes play nice with the Windblows Clipboard for Copy/Paste

2) Flux Capacitor


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Green7
18
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: Switzerland
Posted: 29th Nov 2017 07:58
Quote: "Quote: "The ability to change the source for the shadows from directional to point light and back"

Yeah ! ... For that, Paul needs to use a viewpoint independent environment mapping technique (dual parabolic mapping or cube mapping) which he can build into AppGameKit once he is at the task "


No clue about the technical stuff, but if we want some decent real time multi shadows and lighting it seems we need this.
Kevin Cross
20
Years of Service
User Offline
Joined: 15th Nov 2003
Location: London, UK
Posted: 29th Nov 2017 23:51 Edited at: 29th Nov 2017 23:52
A similar function to this one that will return a float.

https://www.appgamekit.com/documentation/Reference/Extras/GetInAppPurchaseLocalPrice.htm

Or return the price_amount_micros integer value (see table 4: https://developer.android.com/google/play/billing/billing_reference.html)

I want to be able to multiply the value. I might try and write a function that will strip out any numbers and decimal points from the string, do the multiplication and then attach it to the original string at the left or right of the currency symbol depending on where it was originally. That's the best I could do as I don't know what each country sees when GetInAppPurchaseLocalPrice is called.
Kevin Cross
20
Years of Service
User Offline
Joined: 15th Nov 2003
Location: London, UK
Posted: 3rd Dec 2017 11:12 Edited at: 3rd Dec 2017 12:33
Return the devices timezone without requiring GPS to find their location and working out the timezone from that. Something that doesn't require an extra permission and that can be called from one function i.e. GetDeviceTimezone() and return it as a float maybe to show the timezone difference from GMT 0. i.e. return -10.0 if they are in Hawaii, +9 if they are in Tokyo, or 0 if they are in the UK.

Hopefully that data is easily available and wouldn't take TGC long to set up a function to extract it.

EDIT: This can probably be ignored now as I've created this function which seems to work on the Mac and an Android when changing the timezone.

blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 6th Dec 2017 01:20
GetLastKey() Reports PLUS(43,"+") and MINUS(45,"-") keys but they don't trigger GetRawKeyPressed/Released()
Kevin Cross
20
Years of Service
User Offline
Joined: 15th Nov 2003
Location: London, UK
Posted: 6th Dec 2017 15:51 Edited at: 6th Dec 2017 15:52
The ability to have local notifications and push notifications to do a particular action in the app when clicked i.e. a push notification promoting a special sale on in game diamonds would take you to the in-app screen in your game that shows the sale. Another example would be a reminder notification that when clicked would take you to the part of the app and shows you the details about the event that the notification was reminding you about.

At the moment the notifications just open the app and shows the last screen that the app was showing before it was minimized. If the app was closed completely the notification opens the app at the first screen.

And as requested in another post. Allow for the full notification message to be shown. At the moment it's cut short and you can't see the rest when you drag the notification to extend it.
george++
AGK Tool Maker
16
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 9th Dec 2017 06:22
I am wondering if a 'CloneText' command could lead to saving resources.
Hubert BAYRE
6
Years of Service
User Offline
Joined: 21st Oct 2017
Location: France
Posted: 9th Dec 2017 06:54
copyfile command.
hoyoyo80
7
Years of Service
User Offline
Joined: 11th May 2016
Location:
Posted: 9th Dec 2017 23:39
3d sprite(3d plane) please with sprite sheet texture,l and frame control.

Thanks
Kot
7
Years of Service
User Offline
Joined: 2nd Mar 2017
Location:
Posted: 10th Dec 2017 20:02
Ability to play animation by frame range instead of animation name. Lots of free animated objects in the Internet have just one animation name and frame number ranges for animations of being hit, attack, walking etc. PlayObjectAnimation( objID, animName, starttime, endtime, loop, tweentime ) plays all of them at once.
Mobiius
Valued Member
21
Years of Service
User Offline
Joined: 27th Feb 2003
Location: The Cold North
Posted: 11th Dec 2017 09:21
@Kot: Try this.It'll allow you to play an animation by frames rather than a time index by converting frames to time.

Click here for VR Legend of Zelda stuff
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 11th Dec 2017 09:37
Quote: "Ability to play animation by frame range instead of animation name. Lots of free animated objects in the Internet have just one animation name and frame number ranges for animations of being hit, attack, walking etc. PlayObjectAnimation( objID, animName, starttime, endtime, loop, tweentime ) plays all of them at once."


+1 ! it can be calculated but it could be better to have a PlayObjectAnimationFrame() etc...
nonom
6
Years of Service
User Offline
Joined: 12th Nov 2017
Location: Picking mushrooms
Posted: 11th Dec 2017 12:53
Websockets support in HTML5 exports would awesome
https://gist.github.com/nonom
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 11th Dec 2017 17:43
Websocket are already possible in HTML5 :

https://www.appgamekit.com/documentation/Reference/Multiplayer/ConnectSocket.htm

I need to adapt my multiplayer server / libs to make HTML5 AppGameKit WebSockets compatible
nonom
6
Years of Service
User Offline
Joined: 12th Nov 2017
Location: Picking mushrooms
Posted: 11th Dec 2017 17:50
Oh, I didn't knew
hoyoyo80
7
Years of Service
User Offline
Joined: 11th May 2016
Location:
Posted: 12th Dec 2017 10:47
Quote: "+1 ! it can be calculated but it could be better to have a PlayObjectAnimationFrame() etc..."


I am missing anything here, i play object animation by frame range just fine.
Mobiius
Valued Member
21
Years of Service
User Offline
Joined: 27th Feb 2003
Location: The Cold North
Posted: 13th Dec 2017 09:19 Edited at: 13th Dec 2017 09:21
Quote: " i play object animation by frame range just fine."

You must have just gotten lucky, as the range is in time, not frames.
hoyoyo80
7
Years of Service
User Offline
Joined: 11th May 2016
Location:
Posted: 13th Dec 2017 12:32
I dont think it is by luck Mobiius, i tested it on several animated models already.
Green7
18
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: Switzerland
Posted: 13th Dec 2017 17:50
Quote: "I dont think it is by luck Mobiius, i tested it on several animated models already. "

i noticed this too, i'm not sure if it depends on how the model is exported. if i remember well, *.x from max played in frames, *.dae does not.
adambiser
AGK Developer
8
Years of Service
User Offline
Joined: 16th Sep 2015
Location: US
Posted: 15th Dec 2017 17:14 Edited at: 15th Dec 2017 17:14
If possible: Tier 1 function pointers so they can be passed into plugins and called from within a plugin
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 17th Dec 2017 13:17 Edited at: 17th Dec 2017 22:01
@paul
nice to have
3d line
and mesh commands to add surfaces/triangles (not via memblock)

+
index return value from insertsorted
index=array.insertsorted(bla)
AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 19th Dec 2017 07:42 Edited at: 19th Dec 2017 07:44
Quote: "mesh commands to add surfaces/triangles (not via memblock)"


+1 (even if you can easily do it with memblocks

wanted also the missing commands :

- SetObjectMeshTransparency
- SetObjectMeshAlphaMask
Cybermind
Valued Member
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: Denmark
Posted: 19th Dec 2017 10:04
How about Nat-Punch-Through? I would really like that, I have to make users do some port-forwarding in order to host a game as it is now.
13/0
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 19th Dec 2017 11:42
Quote: "How about Nat-Punch-Through? I would really like that, I have to make users do some port-forwarding in order to host a game as it is now."


It needs external public hosted server no?

It's the same as using an external AppGameKit Multiplayer server :p
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 19th Dec 2017 16:27
@MikeMax
Quote: "- SetObjectMeshTransparency
- SetObjectMeshAlphaMask"

its more a material/surface/texture/image thing.
generally the 3d part in agk is upgradable. (idol > blitzbasic 3d)

AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 19th Dec 2017 22:21 Edited at: 19th Dec 2017 22:21
Markus, It seems these commands are strangely missing. i should be able to set transparency or alphamask on a mesh and not only on the whole object (SetObjectTransparency, SetObjectAlphaMask). that's all i'm saying
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 20th Dec 2017 07:39
@MikeMax
do you tryed LoadObjectWithChildren, then every child is an object
AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
Cybermind
Valued Member
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: Denmark
Posted: 20th Dec 2017 08:53 Edited at: 20th Dec 2017 08:53
Quote: "It needs external public hosted server no? "


I have an external public lobby server, but players are able to host games on their own machines, but if they do, they usually need to do some port-forwarding which is not straightforward for everyone :-P
13/0
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 20th Dec 2017 09:12
Quote: "do you tryed LoadObjectWithChildren, then every child is an object "


Yes, but i use Object with children meshes with memblocks

every child is a ... mesh not an object. That's why i want different transparency settings for each mesh in the same object (and these commands are missing)
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 20th Dec 2017 09:27
Quote: "I have an external public lobby server, but players are able to host games on their own machines, but if they do, they usually need to do some port-forwarding which is not straightforward for everyone :-P"


yes but Nat-Punch-Through needs a master server hosted 24/24 with a public IP address with a constant keep-alive to prevent routers closing ports... so i don't see the gain compared to a classic dedicated multiplayer server (except for the peer2peer security yes ... but we are speaking about "games"...). and that's why i've create an AGK Multiplayer Server hostable on a Linux Host
Cybermind
Valued Member
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: Denmark
Posted: 20th Dec 2017 15:13
Quote: "yes but Nat-Punch-Through needs a master server hosted 24/24 with a public IP address with a constant keep-alive to prevent routers closing ports..."


My lobby server is online 24/7 (or at least, it is intended to be when I roll out online play).

Quote: "so I don't see the gain compared to a classic dedicated multiplayer server"


A dedicated server app would still require open ports. I want players to press a button to host an online game from within the game app, but as it is now, they have to open the ports in their router which is not very "Press button to play" friendly :-( There will be dedicated servers apps available at some point but I do not want to host all of them myself.
13/0
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 20th Dec 2017 16:09
@MikeMax
Quote: " i use Object with children meshes with memblocks"

ahhh
there is also
CreateObjectFromMeshMemblock
FixObjectToObject

i guess AddObjectMeshFromMemblock still using one mesh and one surface / texture.
AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 20th Dec 2017 17:27
Quote: "ahhh
there is also
CreateObjectFromMeshMemblock
FixObjectToObject

i guess AddObjectMeshFromMemblock still using one mesh and one surface / texture."


I used CreateObjectFromMeshMemblock and the corresponding AddMeshToObjectMemblock to add other meshes to the same object so I wanted to handle with submeshes directly... Creating multiple isolated objects and FixObjectToObject them is an alternative yes... But the mesh transparency texture commands are still missing if we want the things correctly done
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 20th Dec 2017 17:32
@MikeMax
Quote: "But the mesh transparency texture commands are still missing "

do you mean your added meshes are not transparent?
i am a little bit confuses because if you have one texture , one image with alpha the object should transparent where you want.
AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 20th Dec 2017 22:52 Edited at: 20th Dec 2017 22:53
no ... in an object you can have multiple meshes. Each mesh can have his own image with SetObjectMeshImage() (this command exists for Meshes and works well). On some meshes i would like to have an AlphaMask transparency (alpha channel <128, equivalent to SetObjectAlphaMask(ObjID,1) ) and on other some meshes i would like to have transparency using alpha channel with all levels of trabsparency (not 0 or 1) (equivalent to SetObjectTransparency(ObjID,1). All of this in ONE object
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 20th Dec 2017 23:27
@MikeMax
ah, me not expected this but ok
in this case it seems possible to add.
AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
Resourceful
10
Years of Service
User Offline
Joined: 29th Jan 2014
Location: every ware
Posted: 23rd Dec 2017 21:51
I look though the forum as best is possible

I had an idea ware i wanted to use the keyboard on the pc
but it seems the inkey$ that was in dbp was not there
and the other setup for keyboard use is limited

it would be nice to have the "inkey$" added in
so sets keys can be used at the same time

I also tried to build a model just using the build objects but when i rotated the linked objects using "FixObjectToObject"
only that one object rotated

there is no example for "FixObjectToObject" that i could find

what follows is what i put together to get the results i was after but
now I am stuck

puzzler2018
User Banned
Posted: 23rd Dec 2017 21:55
If working to make phone / tablet apps-then maybe a:-

- live snapshot of what the camera sees real time- so can add a magnifying glass (I have made) to the view things in real time?- just an idea for the customers with eye troubles but likes to read

- Screen saver style (whch runs even when the device is in lock mode)

Thanks



puzzler2018
User Banned
Posted: 23rd Dec 2017 21:56 Edited at: 23rd Dec 2017 21:57
Resourceful - i have made some examples of using fixobjecttoobject - check them out

follow me, i can and im sure most of us can help you with what you need to do
JeZxLee
7
Years of Service
User Offline
Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 25th Dec 2017 01:02
Hi,

"AppGameKit 2" is the best of its kind.

With that said here is a list of features we would like to see in the next release:
(1) (CRITICAL)HTML5 game data loading/saving
(2) OpenURL in same browser tab which game is running in
(3) Source code function browser drop down list in Geany.
(4) Console export support(Switch, XBox One, PlayStation 4, 3DS)
(5) Better native Linux support of IDE

That's about it, thanks!
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!

Login to post a reply

Server time is: 2024-04-24 09:23:30
Your offset time is: 2024-04-24 09:23:30