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AppGameKit Classic Chat / Looking for beta testers/designers/suggestions/feedback etc

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fubarpk
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Posted: 14th Apr 2021 18:58 Edited at: 21st Apr 2021 03:49
Looking for beta testers or people that would like to help with this project it may just be perhaps you would like to design some tracks. It
Could possibly be that you just want to make suggestions or give constructive feedback

There are 3 programs

The first is the track editor
You will see that the track editor is displaying a track with only a few pieces then in orange you will see ive started the path editing which begins
by tapping the 'p' key its not compulsory to get the track to work this stage but it does determine the checkpoints and if you can win or not. There is
also a green background image that may be loaded to give a hand in designing tracks

The second is the Trackside Editor
This is where the land may be edited. Basically you load a track holding ctrl shift right button the camera. alt uses the stamp or places the item
selected with mouse button. Atm you have to right click to deselect. What you currently see is a land with some trees and billboards the grandstands
still need implementing better.



The last is the program the Game

Things to note
1> The track editor will save to the directory of choice .named correctly I suggest save the files to the trackside editor correct directories
2>The trackside Editor save to its own directory so then you copy the folders over to the game location overwriting any. Good idea to back them up
3> Documentation still need to be writen and theres constant changes being made but happy to see what feedback suggestions etc that people have

There is lots i want to do just im an indi developer that develops free software for both Android and Windows so cant afford to pay anyone but will
give credit and possibly name tracks etc

PS I have now sorted the 3 programs and included with source complete in one zip file you will need to compile each to run them
or you could just place the agk player into the program directories with main.agc in named identically to the .agk file except the extension

fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk

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PartTimeCoder
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Posted: 15th Apr 2021 21:39
Polish it and package it, you already have the ground work for a great game there a self build racing game or a race track tycoon game with a test track function, add some ai and run a book, race games have been done to death and you have the mechanics there for something new, just my opinion.
Loktofeit
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Posted: 15th Apr 2021 22:08
I like Part's idea. Reminds me of the Racing Destruction Set game I had on my Apple and C64.
LynxJSA's web games/quizzes - LynxJSA's Android apps
AGK Resource Directory
"Stick to a single main loop (DO...LOOP) and loop through it every frame.
Do everything inside functions.
Use finite state machines to control your game.
Use lots and lots of source files.
Use virtual resolution instead of the default percentage system." - Digital Awakening
fubarpk
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Posted: 16th Apr 2021 10:24
Thanks
yeh def needs polishing, i like the idea of sort of a management program or perhaps construction kit.
I think i need to change the intro aswell that ones old and not really the nintendo feel i was going for

this shows the three programs in action

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DannyD
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Posted: 16th Apr 2021 11:02
@fubarpk

That looks awesome.

I can help Beta Test... and maybe some coding... But Testing for now, not n problem..
fubarpk
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Posted: 16th Apr 2021 12:28 Edited at: 21st Apr 2021 03:38
Thanks Danny in order ive attached

1>the track editor
2>the land a scenery editor
3>the Game

il try and get some documentation through because there is alsorts of keys

Please see first post for all the files

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PartTimeCoder
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Posted: 16th Apr 2021 17:56 Edited at: 16th Apr 2021 17:56
Just watched this video about games that make themselves, bear with me hear, while watching it I thought of this thread




Your game is screaming to me "I want to be a tycoon game" .....
fubarpk
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Posted: 16th Apr 2021 23:11 Edited at: 17th Apr 2021 00:20
Thanks for sharing very interesting.

A tycoon game might work too.

I guess i should note what i find fun after watching that

1>The nintendo bright look and feel
2>The way the cars behave badly (as in crash into others etc)

A>The elevated appeal stems from Stunt Car racer being a big fan
from that game it was networking the ability to knock others off the track and even land on them when you were being placed on the track and ofcourse nitro

Designing scenery and tracks was fine first few times but it became cumbersome when i had to do so several times while it was still being developed.


I have been considering steering away from the grandprix concept and more of a vehicle racing where you can have bulldozers etc but maybe along the concept fo tycoon might work

for example animated vehicles like the attached

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fubarpk
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Posted: 17th Apr 2021 15:31
Added the Tractor to game (yes kinda a toy scale but wouldve been too large compared to the f1 cars)
I think multiple vehicles might be a good direction to take the game? (animating them might give a little more appeal too)

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PartTimeCoder
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Posted: 17th Apr 2021 15:35
Well once you have the AI driving you can pretty much call it, both avenues are open, you could be a bit cheeky and do both, a tycoon game where you build/manage race tracks and a DLC or sequal where you play the role of a driver and race the circuits you have built, adding this later gives you the opportunity to make a release on the tycoon game while working on the multiplayer nightmare, I know its a lot of work for a single dev but well worth the effort in terms of uniqueness.

I like the look of that digger, are you going to let the user drive the digger to build the track? that could be interesting, maybe not exactly the typical tycoon way but could be fun

Quote: "Designing scenery and tracks was fine first few times but it became cumbersome when i had to do so several times while it was still being developed."


I have lost count of the 2 and 3 level games I have made and shelved because I just got board of the process of making the levels, user generated map content is the way to go I think.

fubarpk
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Posted: 17th Apr 2021 16:28
at this stage im thinking various types of vehicles like f1, tractor, garbage truck etc with the idea
being win anyway you can with the info stored in a json file like topspeed weight etc for each car

just running concept by people i own kenneys assets and the asset 3 pack has a nice collection of
vehicles which i could use and i could have various ones animated aswell so that could give some
special attributes/powers ie the garbage truck slower but could pick one up and toss it over head
the tracks push them over the edge

perhaps i need to give vehicles a damage factor if i go down that avenue

just concepts im toying with



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tboy
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Posted: 17th Apr 2021 17:34 Edited at: 17th Apr 2021 17:37
I downloaded KrazyGrandPrix.rar and tried it out on my Raspberry Pi 4, I replaced the EXE with the LinuxPlayer and it worked, although I had problems
with shaders, but that is a Pi problem, not an issue with your game, I can drive around the track, seems like a good experience and certainly the
potential to be very fun.

Any plans for multiplayer?

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fubarpk
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Posted: 17th Apr 2021 20:27 Edited at: 17th Apr 2021 20:30
Thanks for testing Tboy

Glad the track section worked on the pi thats awesome. Im curious which android player you used was it the one specially for pi or out of the apk file
as i wouldnt mind trying that myself and may try and make it work better on pi later, i own a pi 3b+ and a pi 400 myself I also need to work on improving
the joystick control. PS the only shader that is being used atm is the one in the intro and ive been planning to remove that for something more basic
maybe just a blue sky not sure at this stage.

I def would like to do local network multiplayer, but no guarantees atm The main thing is testing the multiplayer for me to develop network support

The black trees and billboard i see most probably is filenames i have not check for case as linux is case sensitive and windows is not so will check that aswell

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tboy
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Posted: 18th Apr 2021 07:22 Edited at: 18th Apr 2021 07:25
I didn't even think of that, you're right Linux is case sensitive, hopefully that is the case

It can't be a shader issue then as the title screen shader works. Although, it does run quite slow and I can't see the whole screen, after a couple of seconds
the screen closes and starts the game.

Could you provide an option to change resolution and window size? If I remove the shader from the folder the title screen works as intended.

Shader:


No Shader:


I built the Linux player using AGKTier2 (AGKTier2/apps/interpreter_linux) on the RPi4.

I used the following steps https://forum.thegamecreators.com/thread/227388

Keep up the good work!
chafari
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Posted: 19th Apr 2021 15:10
I could test this... but remember I use 32 bits. so I have download several of your rar file that are comppresed in 64bits and have not been able to open


Cheers.
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fubarpk
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Posted: 19th Apr 2021 21:57 Edited at: 19th Apr 2021 22:18
Thanks
There are 3 programs which are all part of the final product
They are all attached and in zip format now
(Adventually they will all be part of one program)

The tledit has a save object chafari it was the saveobject in that i was wondering how your save.x would go

Known issue somewhere along the line of some change ive noticed the aicars dont work like they used to so
im in the process of converting them to path following. If anyone wants to help with the ai path following ideas
suggestions etc thats greatly appreciated

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chafari
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Posted: 19th Apr 2021 23:10 Edited at: 19th Apr 2021 23:15
Ok ....I have download correctly your three zip files . What objects do you want to export to .x ? the same .Obj to .x or what ?. I will test it as soon as posible bear with me !

Cheers.


Edit .


Quote: "main.agc:3: error: Unrecognised compiler directive, only compiler directives may begin with a hash"

error in line 3 !!! #renderer "Basic"
Are you using Studio ?

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fubarpk
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Posted: 19th Apr 2021 23:21
Quote: " #renderer "Basic""

oh the latest agk classic accepts that line for me

i use both classic and studio but they should all work with classic

the save object in scenery editor saves a obj saving as .x in future may be nice

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chafari
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Posted: 19th Apr 2021 23:27 Edited at: 19th Apr 2021 23:31
Ok....I have not updated Agk long ago. I had a crash with my bike and I broke my right arm in three pieces ....I have been no programming for more than 10 month . Take a look to one of my exporter to see how it works ...


Edit . I keep using my way of saving....I know you suggest OpenToWrite (1,"raw:"+GetReadPath()+"media\planes.x", 0 ) but I can't understand way here it doesn't work.
I'm not a grumpy grandpa

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fubarpk
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Posted: 19th Apr 2021 23:31
not good about your arm, I guess the saying "If your going to do something do it proper"
Hopefully its healed properly now

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chafari
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Posted: 19th Apr 2021 23:32 Edited at: 19th Apr 2021 23:33
oops!! we post at the same time !
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fubarpk
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Posted: 20th Apr 2021 01:07 Edited at: 20th Apr 2021 01:10
ok i tried the save .x with these mods



and get this with the (single plane) mesh im exporting

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fubarpk
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Posted: 20th Apr 2021 01:16 Edited at: 20th Apr 2021 09:59
When ideal when i use the obj it exports and apply a texture it looks like

Ive attached the grid.obj if that helps

the tledit program allows for changing the vertices and the example here is if vertices havent been changed

ps the final .x is also allot larger than the final .obj which includes texturing (but the .obj creator does miss saving allot of data but does load straight into agk after)

and if your after fullscreen mode SetWindowSize(devWidth#,devHeight#,1) may be used where 1 sets full screen mode on

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chafari
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Posted: 20th Apr 2021 11:48 Edited at: 20th Apr 2021 11:51
Hi there .
Ok ....let's go step by step . This is what I was talking about when I said that we have to know what are we going to export. When I use last script .rar I post avove I get lot of boxes in different position.?:- I know aswel that exporting to Obj perhaps could be easier but some other time is like a pain in the neck.
I made some test to your object .Obj and realised that most of them has wrong normals....that what I mean a pain on the neck . I corrected some of them| to compare results .
When we write .Obj we write vertex , vertex texture , vertex normals etc.

Then when we write the faces we do something like:
Quote: "#
The first number is the point, then the slash, the second is the texture point then another slash , the third is the normal
f 2/1/1 3/2/2 4/3/3"


It can't be
Quote: "
f 1/1/1 2/2/2 3/3/3"


when we create a script to export Obj we have to be careful with this

Quote: "
This is incorrect

f 2/2/2 12/12/12 11/11/11
f 3/3/3 13/13/13 12/12/12
f 4/4/4 14/14/14 13/13/13
f 5/5/5 15/15/15 14/14/14
f 6/6/6 16/16/16 15/15/15
f 7/7/7 17/17/17 16/16/16
f 8/8/8 18/18/18 17/17/17
f 9/9/9 19/19/19 18/18/18
f 10/10/10 20/20/20 19/19/19
f 12/12/12 22/22/22 21/21/21

This is correct

f 2/1/1 3/2/2 4/3/3
f 1/4/4 2/1/1 4/3/3
f 6/5/5 2/1/1 1/4/4
f 5/6/6 6/5/5 1/4/4
f 8/7/7 6/5/5 5/6/6
f 7/8/8 8/7/7 5/6/6
f 10/9/9 8/7/7 7/8/8
f 9/10/10 10/9/9 7/8/8
f 12/11/11 10/9/9 9/10/10
f 11/12/12 12/11/11 9/10/10

"


I made some test aswell with your objects bill.obj and stamplarge.obj . This was the resul with the correct and incorrect normals .



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fubarpk
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Posted: 20th Apr 2021 11:58 Edited at: 20th Apr 2021 12:00
seems like it works but is the green a colour youve applied

the code that does it is the buildmodel function
which is really blinks save object code

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chafari
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Posted: 20th Apr 2021 12:01 Edited at: 20th Apr 2021 12:26
I had to put a green light to see where the normals fail...even when all is white you can see the fifference ....bear with me !



Edit:

I'm back

Here is the result of the same example with no lights....it doesn't have the green texture either so that it does not interfere with the image . The correct is the left one the other looks too flat ...no shadows or wrong normals

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fubarpk
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Posted: 20th Apr 2021 12:10 Edited at: 20th Apr 2021 12:12
theres 2 buildmodel functions both are different the tledit program has one that works for the mesh land
the other one should be pretty right most of the time but maybe not the normals


thats the normals they were excluded

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chafari
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Posted: 20th Apr 2021 12:15
I try to execute your programs tedit3 and tlEdit5 and I get errors as last updates only work in window 10 ....I'm still using windows Vista ....too old PC . But if I can be any useful, I could convert and correct your objects to .x or .Obj corrected
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fubarpk
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Posted: 20th Apr 2021 12:20 Edited at: 20th Apr 2021 12:25
it may be the plugin that causes you issues dont know but they both use a menu plugin and its kinda weird to use
that would be great any help you can give

The makecar function code should have the normals when recreating the cars
the code for the mesh was cut short and used quads instead of tris

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chafari
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Posted: 20th Apr 2021 12:28
What program do you use to make your objects ?
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fubarpk
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Posted: 20th Apr 2021 12:30
the models i purchased are kenneys but i use blender

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chafari
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Posted: 20th Apr 2021 12:32 Edited at: 20th Apr 2021 12:36
You could use Blender and export to .x and then if you prefer .Obj you could use any converter...This converters use to have good plug-in to export different formats

Edit.

You can instead use this Bengismo solution to correct normals .

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fubarpk
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Posted: 20th Apr 2021 12:34
yeh the prob is i like the way i can export both a track and scenery straight into the game and it works in agk


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chafari
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Posted: 20th Apr 2021 12:39 Edited at: 20th Apr 2021 12:41
I know what you mean ! ....I use to do the same ....whe I just start making my Obj exporter I only use vertex a faces to see the mesh ....then I decided to add textures and so on . We post at the same time ...take a look to Bengismo solution to correct normals...you can correct your object on the fly even if they keep wrong normals
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fubarpk
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Posted: 20th Apr 2021 12:43
at this stage as you seemed to have the .x exporter working i thought that could be a save land option (tledit5)
but i may have jumped the gun

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chafari
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Posted: 20th Apr 2021 12:59
Quote: "but i may have jumped the gun"


Not exactly !... don't give up . Remember the body I made with boxes and moving vertex ? ....when you know where the vertex are ,and what vertex to move , you will be able to write correctly to .x . In Dbpro as commented above you could use any 3D object around the world and export it wihtout knowing nothing more then use and convert to .x. Why was that posible ? ...it was posible because in Dbpro we can split any object to triangles and joing then againg...so when writing to .x you just follow an order 0,1,2 0,1,2 0,1,2 it was like just exporting lot of triangles that at the end form the final object .

In Agk is more o less the same but we can't gess so easily the index data of every vertex....at least in my case . I will be around the forum for any help

Cheers.
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fubarpk
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Posted: 22nd Apr 2021 10:17
@chafari im wondering if you need the plugins installed in your agkcompiler/plugins directory to compile them altho to run the programs you just need the folder structure ive supplied

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chafari
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Posted: 22nd Apr 2021 12:38 Edited at: 22nd Apr 2021 12:39
Hi fubarpk ....no matter what i do i always get compilation error . I would really like to be able to help here in this project, but I don't know where the error is .

Quote: "@chafari im wondering if you need the plugins installed in your agkcompiler/plugins directory to compile "


If you know what plugins do I need , and you got them and If you could send them to me, it would be of great help .

These are the errors i get when i try to compile ....
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fubarpk
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Posted: 22nd Apr 2021 17:38 Edited at: 22nd Apr 2021 17:39
the plugins needed for tledit5 are in the plugin folder inside
the plugins needed for tedit3 are inside the plugin folder there

to compile for me they need to be in
c;\programfiles(x86)\steam\steamapps\common\app game kit 2\tier 1\compiler\plugins folder
in there respective folders

you may need to go into agk players settings/preferences

there are two plugins one called nuklear and the other called fileexplore

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chafari
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Posted: 22nd Apr 2021 19:35 Edited at: 22nd Apr 2021 22:06
Ok...I always forget about the dll's....I will test it in two hours when I get home



EDIT. No way !!
I have downloaded last version for clasic 2021.02.10 , instaled correctly ...first of all I made some test opening some of my old programs ...all seem to work correctly with my programs .....then I tried to execute tledit5.agk and this time it gave me the same erros....then I copy dll's fileExplore and Nuklear in tier1 compiler / plugins and this time it said

compilation faild
failed to open file "/plugins/Nuclear/Commands.txt "for reading bla bla
then I realize that inside agk2 /tier 1/compiler /plugins /ExamplePlugin there was a file that was exaltly "Commands.txt" then I copied and paste in both plugin folder "fileExplore" and "Nuklear" . This time when I execute the program I've got more then 10 lines of error ....I tried to delete every thing new in Agk2 compiler folders and when I try to execute any of my programs it says no found compiler I uninstall every thing and start again ....Now all mi programs run again but I'm the same point.....I can't execut tedit3 or tlEdit5. I fill myself like a stupid and I know that it must be me doing something wrong .
I'm not a grumpy grandpa
fubarpk
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Posted: 22nd Apr 2021 22:12 Edited at: 22nd Apr 2021 22:28
sorry your having problems with the plugins
im not sure whats happening there maybe this will help https://www.appgamekit.com/documentation/guides/14_plugins.htm
it may be a version conflict i really dont know but what i do is copy the folder (ie nuklearfolder) and the fileExplore folder to the compiler directory
and it works. plugin can be a pain at the best of time but they are worth it. Remember the trouble we both went through with puzzlers radio
plugin

I could upload again with the exes and bytecodes atleast you can run the proggys and get an idea of whats meant to happen the

try this version
But dont compile tedit or tledit instead just run them and see if that works
that should atleast tell us if its just the compiler settings

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fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk

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chafari
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Posted: 23rd Apr 2021 01:05
Thanks for being so patient with me . I've seen de documentation about plugin in Agk and I'm doing exactly what is suggest but no success . Your last attacments I test your tedit program ...I'm loving it !! the second program tIEdit5 gives me an error about Data Execution Prevention (DEP) and closed . When I tried the batchfiles exe's gave me a different error .
I'm not a grumpy grandpa

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fubarpk
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Posted: 23rd Apr 2021 01:18 Edited at: 23rd Apr 2021 01:19
ok interesting the batchfiles are just that converted bats to exes with icons
The dep error is a weird one (does tedit work from its agk exe ?)

oh didnt realise the free version of the converted bats do that maybe il just use windows shortcuts or make a launcher in agk

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MadBit
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Posted: 23rd Apr 2021 04:56
@ chafari:
Try the following, Download the plugins directly from the forum. There should be all needed files available. Install them as already described in the AppGameKit documentation.

FileExplore
Nuklear

So the plugins should work.

Is it possible that you are working with a free version of AppGameKit? The first message looks like this.
(I don't know if the free version also supports plugins).
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fubarpk
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Posted: 23rd Apr 2021 06:34 Edited at: 23rd Apr 2021 06:35
Thanks madbit
the forums best place for the latest too

We had a similar problem before with plugins, the main thing is chafari uses an older version on an older os (VISTA)
but we figured that out last time but im thinking perhaps it isnt set up properly in the AppGameKit player.

But your expert advice and help is very much appreciated

is it correct to just have a plugins folder in the working directory with the folders inside to ship with program?

fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
chafari
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Posted: 23rd Apr 2021 10:33
@MadBit Thanks .. I have downloaded plugins from forum and get the same errors. I must be doing something wrong or maybe my computer is too old . I'm still using OS windows vista in an old laptop. I'm working with my classic paid version 2021.02.10 . At first I thought that having the program was enough without having to install more plugins . I'm getting old and sometimes I feel lost with all these technicalities thank you anyway.
I'm not a grumpy grandpa
MadBit
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Posted: 23rd Apr 2021 13:03 Edited at: 23rd Apr 2021 13:04
I have developed the plugin with VisualStudio 2017 and 2019. You could install the corresponding "Microsoft Visual C++ 20? Redistributable" to see if it works better then.
Although one of my test machines also only has the 2005,2008 and 2013 installed - and it works.

You could also try to use the example plugin. (ExamplePlugin) Should be installed with a standard installation of AGK.

Do I see correctly that this error message no longer comes?



And now only these two?


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chafari
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Posted: 23rd Apr 2021 13:46
I keep getting all kinda error as I'm rem some lines to test. In the compiled .exe fubarpk sent I get the fourth error teditpro.exe stop working error about data execution prevention
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fubarpk
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Posted: 23rd Apr 2021 14:11 Edited at: 23rd Apr 2021 14:27
the third one that i know as the program launcher was made with trial version (bat to exe)
ive since updated the launcher to ones made with dbpro (reason there are 3 progs to the set)
but inside there respective folders is the actual exe

does the game proggy compile becauuse that uses no plugins ?

fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
chafari
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Posted: 23rd Apr 2021 14:41 Edited at: 23rd Apr 2021 14:44
@fubarpk. Yep. The game works perfectly ...I can compile with no problem . The last exe's you posted only the edit.exe works but it fail when i try to compile. The other exe just stop
I'm not a grumpy grandpa

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