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AppGameKit Classic Chat / v2 Feature Requests

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Kevin Cross
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Location: London, UK
Posted: 16th Feb 2019 22:00
GetAdvertVisible() that returns 1 if the AdMob banner ad has loaded and visible on screen, and GetAdvertLocation to find out where it is. This is so things can be automatically positioned accordingly when an advert is visible. For example a Floating Action Button can be positioned a little higher from the bottom when the Admob is at the bottom and visible.

GetAdvertHeight() and GetAdvertWidth() will also be useful.

None of this is needed for full screen ads
OryUI - A WIP AGK2 UI Framework
Hubert BAYRE
6
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Location: France
Posted: 19th Feb 2019 11:29 Edited at: 20th Feb 2019 11:25
some commands already existe for raspberry pi :



why not the same commands for arduino ?



https://forum.thegamecreators.com/thread/223809
Bengismo
6
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Location: Yorkshire, England
Posted: 19th Feb 2019 11:35
Hubert Bayre wrote: "some commands already existe for raspberry pi :

why not the same commands for arduino ?"


Because AppGameKit doesnt run on an Arduino. There is no Arduino version of AGK.
Chmava
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Posted: 10th Mar 2019 08:15 Edited at: 10th Mar 2019 08:15
REQUEST: https://bellard.org/bpg/
Does not need to save the image, nor put it into memblock and back.
If sprite could use a loaded .BPG format image, a game client with all its media file could be 70% smaller!
Ram size will probably be the same as AppGameKit should have converted .jpg and .png to pure data for rendering.
adambiser
AGK Developer
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Posted: 10th Mar 2019 21:48
Wishes:
* Play OGG music from a memblock.
* Extracting from a ZIP file into a memblock without extracting to a file.
* Loading images from a memblock using a format specifier, ie: imgID = CreateImageFromMemblock(memID, "png") also: jpg, gif, bmp
* Loading sounds from a memblock using a format specifier, ie: sndID = CreateSoundFromMemblock(memID, "wav")
* Loading subimage data from a string instead of needing a subimage.txt file.
Scraggle
Moderator
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 12th Mar 2019 19:43
I would really love to be able to save an animated gif from an animated sprite.
I can't imagine that many people would want it but animated gifs make great thumbnails for use in a media viewer. So if we could make them directly from animated sprites it would save a lot of third party software intervention.

Scraggle
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Posted: 13th Mar 2019 13:11 Edited at: 15th Mar 2019 11:06
Lorenzo
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Posted: 13th Mar 2019 22:01

I'd like to know how much the height of the virtual keyboard to reposition my editbox.
nonom
6
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Location: Picking mushrooms
Posted: 18th Mar 2019 16:49
A Text control instead dealing with Input controls. It could help to do faster dialogs.
Bengismo
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Location: Yorkshire, England
Posted: 18th Mar 2019 17:12
Quote: "A Text control instead dealing with Input controls. It could help to do faster dialogs."


So like an edit box, that you type text into it?
2D Analyst
AGK Developer
19
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Posted: 19th Mar 2019 03:29
Control objects from Visual Basic Form such as buttons, drop down boxes, input boxes, etc

This will be useful for social media aspect of the game or even allow us to create non gaming apps faster.
Golelorn
7
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Posted: 8th Apr 2019 02:28
GetSpriteU(SprID,VertexPoint) and GetSpriteV(SprID, VertexPoint)

Vertex Points can be just like the SetSpriteUV() command, except call them 1,2,3,4.
JasonPC
9
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Joined: 14th Apr 2015
Location: United Kingdom
Posted: 6th May 2019 13:13
I’d also love better Ui controls, my current project is non gaming, but AppGameKit is working really well. However I’ll want tick boxes/ radio boxes/ drop downs etc.
So, backing this comment: http://https://forum.thegamecreators.com/thread/212232?page=25#msg2641513
JasonPC
9
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Location: United Kingdom
Posted: 6th May 2019 13:16
Case/Select please! I was surprised to find they’re not currently available. Else if statements just feel and look clunky if we’re testing the same variable (so a state machine etc)
adambiser
AGK Developer
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DannyD
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Posted: 7th May 2019 00:54
From the Help Document

Example:
Virtual Nomad
Moderator
18
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 5th Jul 2019 22:04 Edited at: 5th Jul 2019 22:08
any particular reason the Clipboard commands weren't implemented for HTML?

i'm messing with making a type of "form" where variables can be inserted into pre-existing text that I want sent to the clipboard for pasting into another app and would like to make this available to more individuals (IE, not limited by OS).

XANAX 2B
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Location: Corsica (France)
Posted: 23rd Jul 2019 17:00
Hello, do you plan to add text to speech for windows platform ? (SAPI)
Emotional High Potential
Resourceful
10
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Location: every ware
Posted: 23rd Jul 2019 21:52
@XANAX 2B

Quote: "Hello, do you plan to add text to speech for windows platform ? (SAPI)"


I'm not shire if it's possible to add since "ms" skewed up windows version 7 onward so that part does not work
they changed things so that the 32 bit version would not work to the ability that it did
JasonE
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Posted: 27th Jul 2019 01:24
RecordSound() : I'd love to be able to record from the mic
blink0k
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Location: the land of oz
Posted: 29th Jul 2019 12:14
Me too
Increase
7
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Posted: 8th Aug 2019 06:27
AGK S / AppGameKit C -> setting executable logos for PC
-> customizing HTML 5
-> minimizing executable size
-> intergrating c++ / assembler or possibility of integrating any c++ code (not only visual studio)



AGK S -> codefolding (with saved fold state when opening/closing ide)
Worldwide optimal state system - ISBN 9783748157748
Weltweit optimales Staatssystem - ISBN 9783748159476
Arch-Ok
AGK Developer
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Posted: 15th Sep 2019 23:11
I'd like to be able to get variable's addresses, memblock's pointers, image's pixel offsets (at least non - mipmapped ones), sound data to manupilate on the fly (yes I'd programmed DSP chip with QBasic)
I'd love to be able to use inline assembly
I miss darkbasic's bitmaps
Pasting, copying and even drawing on a bitmap and create a single image?
There could be fast images only contain pixel data and thus operates fast?
Xaby
FPSC Reloaded TGC Backer
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Posted: 18th Sep 2019 08:43 Edited at: 18th Sep 2019 09:11
native support for *.BASIS texture compression, because:

it works on all platforms, it is small like JPEG, loads faster and uses less GPU memory.
It is Open Source and Free.

It based on ETC1 and the libs are in C++ and transcode the image at runtime into a GPU format, that the GPU could understand. Works on Raspberry Pi, on OUYA, Android with OpenGL ES 2.0, and up. Works on DirectX, Linux, Mac and so on.

https://github.com/BinomialLLC/basis_universal

We would all benefit from that. no native DDS / DXT needed. It is also compatible with low-end divices.
Creating *.BASIS files could be easily integrated in AGK2 or Studio. It also would be compatible with the Vulkan renderer. And with texture compression, it would be possible to layer more textures at the same time for higher quality visuals.

And it is supported by the Khronos-Group and could be implemented into WebGL. There are examples for that as well. So it would be HTML5 compatible and is supported by Google in Chrome at this moment.
https://opensource.googleblog.com/2019/05/google-and-binomial-partner-to-open.html

We are talking about a compression of 20:1 (like JPEG in size) from the RAW RGB Bitmap. And in memory about 6:1 to 8:1. No JPEG or slow PNG decompression needed. Visual artefacts in comparism at the same level of JPEG. Depends on source.
Xaby
FPSC Reloaded TGC Backer
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Posted: 18th Sep 2019 10:23 Edited at: 18th Sep 2019 10:24
And compression of geometry for faster loading times.

Faster than FBX, compatible, comes also with JavaScript decoder for HTML.
Native C++ and Android, works also for animations. Encoder / Decoder. So we could have the "SaveObject" command for once.

looks like easy integration with AppGameKit memblocks and geometry allready.


https://github.com/google/draco

Draco + KTX (Basis) in 7 sec.
FBX in 34 sec.


reduction in filesize and improvements in loading times.
Bengismo
6
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Location: Yorkshire, England
Posted: 18th Oct 2019 15:02
Could we please have the GetMemblockPtr() function available for use in plugins please? It makes filling images/objects a lot faster then using Setmemblockbyte/Int thousands of times.
adambiser
AGK Developer
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Bengismo
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Location: Yorkshire, England
Posted: 18th Oct 2019 16:53
adambiser wrote: "@Bengismo: It's already in there."


Its in teir 2 and I use it there but not available in a plugin ....or at least its not in the AGKLibrarycommands h or C files that I can see??

Maybe I missed it?
adambiser
AGK Developer
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Posted: 18th Oct 2019 17:01 Edited at: 18th Oct 2019 17:04
@Bengismo: It's on line 3874 in my AGKLibrarycommands.h and is AGKCommand1832. What version are you using?

EDIT:
My SteamPlugin code shows it.
(Note that I've commented out the functions that the plugin doesn't use.)
Bengismo
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Location: Yorkshire, England
Posted: 18th Oct 2019 17:43 Edited at: 18th Oct 2019 17:45
Brilliant, Thanks Adam!

Im using AppGameKit 27.9.2019 but my AGKibraryCommands.h file only has 3535 lines so obviously isnt the latest version I guess??

The problem was that the example plugin zip that is linked to on this page is very much out of date and a newer one should be linked to
https://www.appgamekit.com/documentation/guides/14_plugins.htm


im still not sure where the latest versions are meant to be.
adambiser
AGK Developer
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Posted: 18th Oct 2019 17:49
I'm using 2019.09.27 (Steam version) on Windows. Mine are in "App Game Kit 2\Example Plugin". AppGameKit Studio has the same files in the same folder. If you use Steam, maybe refresh your install.
(The file used by SteamPlugin is older because it doesn't need any of the newer functions.)
Bengismo
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Posted: 18th Oct 2019 18:45 Edited at: 18th Oct 2019 18:52
Thanks again Adam. I'm using the downloaded version from the TGC website, not the steam one.

I have just checked and the 27.9.2019 version still ships with an old ExamplePlugin.zip file and does not have the AGKLibraryCommands.h or .c files in the example plugin folder - only in the zip file. Even after a fresh install they are not there.

The ExamplePlugin.zip that gets installed is put in ...Program Files\The Game Creators\AGK2\Tier 1\Help and is the out of date version.

I can only conclude that only steam users get updates tot he ExamplePlugin.zip and AGKLibraryCommands.h and .c

TGC ....can you sort this out please?
adambiser
AGK Developer
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Posted: 18th Oct 2019 19:28
The Steam install also has that ZIP in Tier 1\Help and it's very old (2017). Definitely needs some updating...
CodeMonkey
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Location: Ireland
Posted: 25th Oct 2019 16:59
Are there any plans to include commands for Anisotropic filtering of textures in 3D?
www.skywaygame.com
www.facebook.com/skywaythegame
metamorpho
7
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Location: Planet Earth
Posted: 2nd Nov 2019 14:59
There is a problem.
"ExtractZip" command has problems with Cyrillic folder paths. As a result, it is impossible to use "ExtractZip" if non-English letters are present in the path where the game is installed.
It would be great to get rid of this problem. When selling a game using "ExtractZip" a team, negative customer reviews arise.
metamorpho
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Location: Planet Earth
Posted: 2nd Nov 2019 15:02
It would be great to have a resource packer that loads from a file into memory (for Windows).
EdzUp
21
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Location: UK
Posted: 2nd Nov 2019 18:57
Personally I wrote my own loader that loads files into ram then returns the item loaded.
-EdzUp
metamorpho
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Posted: 3rd Nov 2019 15:48
EdzUp, can you share your bootloader ?
I think many such a code would be useful.
Loktofeit
AGK Developer
15
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Location: Sarasota, FL
Posted: 3rd Nov 2019 18:47
RecordSound() and related recording control functions.

Commands to import GameGuru files.

Kevin Cross
20
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Location: London, UK
Posted: 26th Nov 2019 17:44
Apologies if this has already been requested.

Can we have an option to save the export form data when exporting to APK or IPA etc. Sometimes it gets wiped (maybe with updates) and then I have to dig out old pictures taken of the screen to remind me what was put in each field for an old app. The problem with pictures is that long path names to things like icons aren't all visible.

I know I could write it down and save in a word document, but an option to save and load export configs would be much easier.
OryUI - A WIP AGK2 UI Framework
blink0k
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Posted: 30th Nov 2019 01:39
integer GetErrorMode()
Returns the current Error mode as set by SetErrorMode()
Bengismo
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Location: Yorkshire, England
Posted: 3rd Dec 2019 20:20 Edited at: 4th Dec 2019 09:25
Quote: "Are there any plans to include commands for Anisotropic filtering of textures in 3D?"


I was really surprised that there was no option to enable it in AGK? Its been around for ages.

So, I decided to add the code into visual studio and recompile the AppGameKit player with anisotropic filtering in as an option (using setimageminfilter()) to see if it made much difference to the rendering.

LEFT (Standard linear filtering in AGK) RIGHT (Includes Anisotropic)





On high aspect surfaces (like int the hallway) it really does make a nice difference!

All the textures used in these screen grabs are the same size and quality....its just the texture filtering OpenGL is using thats changed.
fubarpk
Retired Moderator
19
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Playing: AGK is my friend
Posted: 7th Dec 2019 07:28
In c++ you can catch an exception and deal with it
wondering how complex that would be to implement in Tier1
and if it would effect performance in anyway

Would be great if we could catch exceptions so we didn't just get that popup that quit program on errors
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
blink0k
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Posted: 7th Dec 2019 21:04
Quote: "Would be great if we could catch exceptions so we didn't just get that popup that quit program on errors"

You can SetErrorMode(0) and then use GetErrorOccurred() and GetLastError() to determine the actual error
fubarpk
Retired Moderator
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Playing: AGK is my friend
Posted: 7th Dec 2019 23:00
Thanks blink I wasn't aware of that

so GetErrorOccurred() could be placed before sync()
to catch and deal with the error

I was sure I looked for commands like that before lol
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
blink0k
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Posted: 8th Dec 2019 00:14
It should prevent any popups. I have tested it with bad shaders and it doesn't show a popup
CodeMonkey
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Location: Ireland
Posted: 8th Dec 2019 14:53
@Bengismo: Nice! I'm using Tier 1 at the moment, but I've been meaning to move to T2 so I'll definitely do it now for my next project.
www.skywaygame.com
www.facebook.com/skywaythegame
Cybermind
Valued Member
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Location: Denmark
Posted: 7th Jan 2020 11:05 Edited at: 7th Jan 2020 11:53
I would like to be able to append a network message to another message. I am working on my own packet guarantee arrival system based on the UDP message so that my app can go through NAT. I am happy that the CopyMessage function is available, but I would like to make a header in the message, but some information that should be at the start of the message will only be available when I send the message.

EDIT: Nevermind, I can use memblock commands for a temporary message that is converted to a network message right before sending the message for the first time. The memblock commands are really fine for this!
13/0
Virtual Nomad
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Posted: 12th Jan 2020 21:32
please add Set/GetClipboardText() for HTML (was never included since 2018.08.30 addition of the commands).

and, what's the proper way to submit a request like this on the git? i add THIS but not sure if that's how to do it (but assume the request will be seen there where i'm unsure if this thread is regularly perused).
Kevin Cross
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Posted: 31st Jan 2020 00:15
Can we have a single function that we could call at the top of our code please that would give us two options for overlapping sprite selections? The default current way now where you could trigger Get Sprite Hit checks if they are overlapping, and one setting that would ignore any touches of sprites if they are underneath another. Think of two overlapping buttons where pressing one also triggers the one below. That's the current way AppGameKit works. It would save having to add in extra checks for every sprite/button to make sure that you're pressing one sprite and no other.
OryUI - A WIP AGK2 UI Framework

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