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AppGameKit Classic Chat / new version of agk 1.76

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Grumpy Jedi
14
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Joined: 16th Jan 2010
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Posted: 19th Jun 2012 01:27 Edited at: 19th Jun 2012 01:41
Quote: "You also use the SetOrientationAllowed to only do the landscape. In Xcode, you use the project to say what orientation it is supposed to support and then you edit Classes/UntitledViewController.m, the shouldAutorotateToInterfaceOrientation function, to not use the agk::CanOrientationChange function and just set the one(s) you want to 'YES' and the others to 'NO'."


Thanks Ancient Lady that solves my orientation problems!

I still need to figure out whats going on with the edges of images. After fixing the orientation problem, I discovered that another image in the background of my gameplay screens is having a problem with it's top edge in 1076, just like my menu screens.

Instead of it's edge getting cutoff and showing whats behind it, it appears to be displaying a thin black line along the top.

I'm thinking of maybe going back to 1075, I don't recall seeing the edging problems on iOS in 1075(though I did see it on windows).

Does your orientation solution work for 1075 as well Ancient Lady, or is that something that changed in 1076?

EDIT: I just verified that the edge problems don't show up on iOS in 1075 and the orientation solution works as well. Luckily I hadn't emptied my trash yet and still had a build from 1075 to test

So if all goes well, I'll downgrade to 1075 and rebuild my projects with the orientation fixes and my last minute changes, and I'll be ready for release!

Thanks Again Ancient Lady!

ENDEDIT:
Ancient Lady
Valued Member
20
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 19th Jun 2012 04:43
Glad to be of help.

1076 fixed some Android orientation issues and introduced a flipping in iOS. Even though everything said one and only one orientation was permitted, when the device is tilted enough, it flipped.

So, I figured out the tweak to the Xcode file.

Cheers,
Ancient Lady
Impetus73
13
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Joined: 28th Aug 2011
Location: Volda, Norway
Posted: 20th Jun 2012 18:57
What is this fantasy that you can not force orientation on iOS? I use the setorientationallowed followed by a sync, on an on screen button, and it flips like there were no tomorrow all day long no matter how I hold the device. At least on the iPad 3.

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
Marl
13
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Joined: 19th Nov 2011
Location: Bradford, UK
Posted: 20th Jun 2012 19:08
I believe the point was not that it can't be done, but that Apple won't approve your app if you do.
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 20th Jun 2012 19:21
My point was not about Apple. I expect that if they initially disapprove a game, you can successfully make an argument that because of the way the game is played, having it change orientation is not appropriate.

On my iPad2 and iPod touch, in v1076, even though the Xcode settings and AppGameKit code said only one orientation allowed (and I did do a sync after setting the command the first time), when playing my WIP game and tilting it too far forward, it flipped it's landscape orientation to the 'other' landscape. Which is not acceptable in my game.

I haven't tried it on my hubbie's iPad3 since I put the fix in.

Cheers,
Ancient Lady
xGEKKOx
AGK Master
15
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Location: Italy
Posted: 24th Jun 2012 06:42 Edited at: 24th Jun 2012 06:44
Hi boys, i tested the 1076 on Tier2 iOS.
Orientation is bugged as you say.
I'm using the 1074 that is the more stable for iOS, and i must say that Apple never rejected my apps for the 1 orientation forced.
In my games/utilities i use always 1 orientation, leaving the rotate function alive, so they can't say nothing.

When i launch my apps on 1076 i see the screen again doubled and stretched.
The setspritesize -1 -1 doesn't work. Instead of use original size it fill the screen.
Already noticed this thing to the issue list.

There are more problems or features in 1076?
Someone is using iOS with fixed 1024x768 or 960x640 without problems?
I can't get it to work.

iPhone/iPad Games/Apps : Street Karate Fighter - 90s VideoPokers Simulator - Ball VS Brick - CB RadioBox - Artic
MarcoBruti
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Joined: 20th Nov 2011
Location: Caput Mundi
Posted: 24th Jun 2012 12:42
Generally speaking, I use only Tier-1 and I want Tier-1 works perfectly. As I already explained in other posts, the strenght of AppGameKit is the multi-platform testing capability that is available only with Tier-1. Using Tier-2 is good for advanced users, but if we want AppGameKit to take a good market share, AppGameKit Basic must work well.
Unfortunately AppGameKit 1.076 is not stable enough, it is buggy, so I (and I see many other AppGameKit users, Tier-1 or Tier-2) reverted to 1.074.
On my Windows XP laptop the compiler often crashes and I have got to add or remove random print("") line to make it work.
That is no good. I formally ask to TGC to be more focused on the quality and stability, removing annoying bugs. It is good to have 3D commands, but if the compiler crashes or bugs persist in the new releases, well...some people shall say "adieu" to AppGameKit, because AppGameKit cannot be only a matter of hackers.
xGEKKOx
AGK Master
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Location: Italy
Posted: 24th Jun 2012 20:04 Edited at: 24th Jun 2012 20:05
Yes, according to Marco, i can say that is better to release a stable version and some test version.
So we can continue to work anyway with the last stable release.

For my point of view TGC can also add a 50$/year subscription to continue the project for Tier 2.
Is very important to get the project to an higher level.
With AppGameKit i do everything on iOS devices, i miss only it do coffee , but it will be.
As a old style coder i hate visual object, so i code from scratch all.
I think AppGameKit is the most powerful for advanced coders.

Anyway,
i suggest to fix 1 by 1.
The most important are the orientation, that come different on each release.
The orientation happen on start so is the first thing.
And after step by step all the others.

I know Tier 1 is important too, but for software houses that use it for production is much important that a STABLE version is always available.

Welcome for the 3D new commands.

iPhone/iPad Games/Apps : Street Karate Fighter - 90s VideoPokers Simulator - Ball VS Brick - CB RadioBox - Artic
DVader
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Posted: 27th Jun 2012 22:22
I have only just tried 1.76 and have a problem accessing the camera on android. I have tried the basic example which used to work perfectly, just in case it is a problem with other changes in my game code, however even with the basic example, it just quits the app.
I have the latest player off the store, is that the problem here? Does the player available off the android store support 1.76 properly yet? The beta player on here still seems to be an old version going by the date, so I haven't tried that one.

Ancient Lady
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Posted: 27th Jun 2012 23:51
The player in the android store is not v1076 friendly.

But you can download the v1076 version from 'Your Products' page on TGC site.

Cheers,
Ancient Lady
DVader
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Posted: 28th Jun 2012 01:04
There only appears to be one download on my products page which is the old beta from May 28th. It does not appear compatible with 1.76. I can run the basic camera example from 75 and it runs ok, but with 76 it just exits the program. Looks like I'm back to 1075 for now again.

MarcoBruti
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Posted: 28th Jun 2012 01:25
I am using 1.074. It works well on Android (Apple is not a business of mine), orientation is fine, but...we miss a newer stable version.
DVader
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Posted: 28th Jun 2012 14:41
I need advert support working 100%, and I remember 1074 having various issues with different screen aspects and even just offsets. I am having a few other issues in it, such as sprite scaling issue for one which is affecting android, but not PC for instance. I thought I'd try 1076 rather than setting the sizes manually. But manual it will have to be for now (if that fixes it of course).

I really hope we will have a stable version soon that can cope with all available commands. The 3D that is being worked on now is all well and good, but I personally would prefer it to be working 100% before they bother adding any new commands at all. Also working on all targeted platforms rather than just android and iphone. I think the other formats could be potentially good earners, especially playbook. Although Meego was never really a good choice for games dev. I thought it was more useful in the car entertainment field myself, and AppGameKit is hardly suited to anything like that.

Marco, I hear android is not the best market for getting people to buy apps, but as I am yet to release anything for it, have no clue myself. How are you getting along? I know you have released a fair few apps now.

Ancient Lady
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Posted: 28th Jun 2012 17:40
DVader, look for 'Android AppGameKit Player (beta)'. That is the v1076 player.

And, as of v1076, the advert support seems to be very solid. It works properly in all orientations.

Cheers,
Ancient Lady
DVader
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Posted: 28th Jun 2012 18:34
Unfortunately, that is the version I am using now.
"Android AppGameKit Player (beta) (File Updated: 28th May 2012)"

It works fine with 1075, but try using 1076 and it fails when you use the camera commands. The adverts may run fine, but for this project I need camera support also. I only mentioned the adverts because there were issues with 1074 with those, and Marco recommended trying that. As this game scrolls all around using viewoffset I know 1074 will have ad issues already. For me 1075 is the most stable version at the moment. I'm sure there will be another update soon.

I'll try to file a bug report about it a bit later. You only need to use the included camera demo with AppGameKit using 1076 and any available player to get the exit problem. It may differ on other phones of course, but my HTC Desire HD instantly exits back to the main desktop, or whatever you call the phones standard screen lol.

Ancient Lady
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Posted: 28th Jun 2012 19:02
DVader, I don't know if I'm breaking any rules, and I don't think I am, but I've attached (uploaded) a freshly built v1076 android player.

Now, I don't know if I've attached the right stuff. I just zipped up the bin directory and all it contains.

And I'm not sure how you get it on your device. The Android guide video (http://forum.thegamecreators.com/?m=forum_view&t=198058&b=41) might have some clues.

Presumably, if this is a No No, a moderator will drop the attachment and this post (and send me a smack on the wrist via email).

Cheers,
Ancient Lady
AGK Community Tester

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Rich Dersheimer
AGK Developer
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Posted: 29th Jun 2012 01:18 Edited at: 29th Jun 2012 01:21
@AL, I think all you need is the .apk file. You transfer it to the device, make sure you have set your device to allow installing third party programs, then use a file manager to install it.

DVader, this is the version I'm using with 1076, and my current project swooshes the camera around a lot, no crashes.

Some days, the bear will eat you.
Some days, you'll eat the bear.
Today, I'm eating the bear!

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Paul Johnston
TGC Developer
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Posted: 29th Jun 2012 03:24
Quote: "Presumably, if this is a No No, a moderator will drop the attachment and this post (and send me a smack on the wrist via email)."


The bin folder is ok to distribute as it only contains compiled code. But you only need the .apk file to share an app.
Ancient Lady
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Posted: 29th Jun 2012 17:14
Paul, thanks. Now I know better. I wasn't sure what might be needed so I included the whole thing.

I'm still learning stuff about the Android environment.

Cheers,
Ancient Lady
AGK Community Tester

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