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 / App Game Kit 108 Beta 15

Author
Message
basjak
14
Years of Service
User Offline
Joined: 16th Apr 2010
Location: feel like signing up for mars
Posted: 13th Jul 2013 13:21
when are we going to have a stable release?

MarcoBruti
13
Years of Service
User Offline
Joined: 20th Nov 2011
Location: Caput Mundi
Posted: 13th Jul 2013 14:00
Quote: "when are we going to have a stable release?"

I think never, and they have started working on AGKv2
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 13th Jul 2013 16:09
Quote: "I think never, and they have started working on AGKv2"


Because they are waiting for Lee to come back from vacation to fix some bugs. 108 is still being worked on. Who knows if they will be able to fix all known bugs or not. But 108 will see a final release.

MarcoBruti
13
Years of Service
User Offline
Joined: 20th Nov 2011
Location: Caput Mundi
Posted: 13th Jul 2013 17:20
Quote: "Because they are waiting for Lee to come back from vacation to fix some bugs. "

I did not know about Lee's holidays, but I was joking, of course. It is only a matter of deciding when, hoping that no major bugs will be detected in the meantime. Long life to Lee, Paul and Rick
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 13th Jul 2013 17:55
Quote: "I did not know about Lee's holidays"


Read all about it here.

swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 14th Jul 2013 19:51
setTextDepth() doesn't seem to do anything The text is always in front of sprites no matter what I do. Bug?

swis
Joined: Tue Dec 16th 2008
Interstellar
lilpissywilly
AGK Developer
14
Years of Service
User Offline
Joined: 10th Sep 2010
Location: Office Chair
Posted: 14th Jul 2013 21:20
Quote: "setTextDepth() doesn't seem to do anything The text is always in front of sprites no matter what I do. Bug?"


Works fine for me

My hovercraft is full of eels
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 14th Jul 2013 21:41 Edited at: 14th Jul 2013 21:46
Quote: "Works fine for me"

My scenario might have been it then. I had
3D field
text
sprite
text

but it gave me
3D field
sprite
text
text

Edit: Nevermind it was a user incompetence error. Apparently I played with moving a few depths around in the past and forgot. I assumed AppGameKit defaults It works fine

swis
Joined: Tue Dec 16th 2008
Interstellar
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 14th Jul 2013 22:01
swissolo, I assume that you mean SetTextDepth on a Text object and not for the Print command.

If you use SetTextDepth for a Text object and you want it to appear behind a Sprite, then make sure to use SetSpriteDepth with a depth less than that used for Text.

I've had no trouble with these commands (as long as they are done in the correct order).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 14th Jul 2013 23:27
Quote: "swissolo, I assume that you mean SetTextDepth on a Text object and not for the Print command.

If you use SetTextDepth for a Text object and you want it to appear behind a Sprite, then make sure to use SetSpriteDepth with a depth less than that used for Text."

Oh yes of course the problem was that I had moved the backing sprite depth at one point and forgot silly me

swis
Joined: Tue Dec 16th 2008
Interstellar
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 20th Jul 2013 00:25 Edited at: 20th Jul 2013 00:34
getOrientationSensorExists() returns 0 on my phone, despite the fact that the orientation commands work fine anyone else had this issue? (Android)

Edit: Additionally, it seems setTransitionMode(0) does not affect my transition type.

swis
Joined: Tue Dec 16th 2008
Interstellar
Tone Dialer
Valued Member
19
Years of Service
User Offline
Joined: 17th Oct 2005
Location: England, well a town in it !
Posted: 20th Jul 2013 09:11 Edited at: 20th Jul 2013 09:14
@swissolo
Quote: "
getOrientationSensorExists() returns 0 on my phone, despite the fact that the orientation commands work fine anyone else had this issue? (Android)
"


Confirmed GetOrientationSensorExists() not working on my Android tablet or Blackberry Playbook, however it is working on Windows8 Ultrabook (which I think Lee originally wrote it for).

@Paul
Could this command be updated to work on all platforms (for v108)?
Or, if not, could you please add a note to the on-line help page saying which platforms it works on.

swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 20th Jul 2013 19:48
Quote: "Confirmed GetOrientationSensorExists() not working on my Android tablet or Blackberry Playbook, however it is working on Windows8 Ultrabook (which I think Lee originally wrote it for)."

At least I'm not crazy this time It certainly should be made a cross platform command though. Despite its simplicity, it's important to keeping AppGameKit projects down to the write once kind of setup. For now I'll simply determine it by OS, but as you said, that isn't a 100% reliable solution.

swis
Joined: Tue Dec 16th 2008
Interstellar
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 20th Jul 2013 19:49 Edited at: 20th Jul 2013 20:08
EDIT: New thought.

I suspect that in Android and iOS, the orientation detection is not done by directly checking some sensor. Which makes this command only applicable to Windows 8 devices, I think.

In Android, the GetOrientation command returns the value from 'act.getWindowManager().getDefaultDisplay().getRotation()'. This is done in a Java file (AGKHelper.java).

In iOS the AppGameKit core responds to messages about orientation changes from the iOS base. I cannot find the exact code that supplies the information.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
xGEKKOx
AGK Master
15
Years of Service
User Offline
Joined: 7th Dec 2008
Location: Italy
Posted: 22nd Jul 2013 04:49
Much issues....
We need the LIGHT version cause there are much things in AppGameKit 108 that don't work with the OBJ C.
This time i switched to 1076 completely, because Facebook SDK have some bugs inside (i just discovered) and i need to integrate only what i need.
I have 52 apps, and i'm updating all.

For much reasons (and are too much to be listed, always related to OBJ C), i need the LIGHT version with NO AdMob, NO Facebook, NO twitter, no additions.

When the 108 will be ready and the TGC team will start AppGameKit V2, before they start, i suggest to do the final 108 and 108 LIGHT with completely no additions!!!

Sorry for this, but i think who use iOS need it, as i really need it.

Long life to Steve!
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 22nd Jul 2013 06:55
Quote: "I suspect that in Android and iOS, the orientation detection is not done by directly checking some sensor. Which makes this command only applicable to Windows 8 devices, I think."

Perhaps the command requires a different name in that case, but there still ought to be a way to check for orientation support across all platforms.

swis
Joined: Tue Dec 16th 2008
Interstellar
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 22nd Jul 2013 17:05
I'm pretty certain that there is orientation support for all supported platforms.

It's just that that particular command was created for Windows 8 (or just plain Windows) specifically. The help page should be updated to reflect that.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 22nd Jul 2013 20:31 Edited at: 22nd Jul 2013 20:31
Quote: "I'm pretty certain that there is orientation support for all supported platforms.

It's just that that particular command was created for Windows 8 (or just plain Windows) specifically. The help page should be updated to reflect that."

I suppose that is true, because most versions of Windows will simply return 1 whenever getOrientation() is called, but at least in my case, a chunk of code becomes uneeded if a given OS is locked into 1 orientation. I suppose it isn't too painful to continue checking whether or not the orientation has changed, despite the fact it never will, but the command set would seem more complete if it was possible to tell if the orientation is locked on a given OS. It would mean I wouldn't need to initial anything that would never be used.

swis
Joined: Tue Dec 16th 2008
Interstellar
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 22nd Jul 2013 21:12
If you know the platforms that your app is targeted for, then you know whether you need to check for orientation changes.

If it is Windows or Mac, no orientation changes are expected.

If it is iOS, Android or Blackberry, then you may need to check for changes. Unless you lock the orientation yourself, which is doable. I don't know the details for Blackberry builds, but I know how to make sure that iOS and Android start and stay in the correct orientation. There are things to do in the projects (Xcode for iOS, or AndroidManifest.xml for Android) that are separate from the AppGameKit code which instructs which orientation(s) are allowed. In Tier 2, you have an additional instruction which lets the device know that it has been set to a specific orientation (agk:rientationChanged(<1-4>.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 23rd Jul 2013 04:30
Quote: "If you know the platforms that your app is targeted for, then you know whether you need to check for orientation changes.

If it is Windows or Mac, no orientation changes are expected."

This is what I've been doing for the time being, but my concern is the few odd balls. For example, some Android devices act as desktops and don't allow orientation changes. I don't really see AppGameKit recognising this or similar conditions though, so I suppose you are correct. There really isn't a need for an overarching command.

swis
Joined: Tue Dec 16th 2008
Interstellar
JimHawkins
15
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 23rd Jul 2013 17:51
Quote: "If it is Windows or Mac, no orientation changes are expected."


This is not true. Many netbooks and ultrabooks can respond to orientation change. So can the Surface Pro.

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 23rd Jul 2013 18:02
I meant Windows or Mac desktop.

And, in hindsight, there is no way to detect if the Windows or Mac is running on a desktop or laptop (netbook, ultrabook, etc.).

How good are netbooks and ultrabooks at dealing with orientation changes?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
JimHawkins
15
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 23rd Jul 2013 18:06
I'm sure there are SDK methods for this. However, I'm on holiday, so I'm not going to download the SDK!

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 23rd Jul 2013 18:19
But the SDKs are only useful if working in Tier 2, which allows access to extra stuff. And this is an issue that lots of Tier 1 people will want to deal with.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 23rd Jul 2013 19:51
Quote: "This is not true. Many netbooks and ultrabooks can respond to orientation change. So can the Surface Pro."

That's what the current command is for isn't it? To check for these special windows variants?

swis
Joined: Tue Dec 16th 2008
Interstellar
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 23rd Jul 2013 19:55
That's what it sounds like it is for.

Now we need someone with each of the devices mentioned to test to see if the command returns 1.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Grooovy!
16
Years of Service
User Offline
Joined: 22nd Aug 2008
Location: Delray Beach, FL USA
Posted: 23rd Jul 2013 21:54 Edited at: 23rd Jul 2013 21:55
This is interesting...

I have an ASUS eeePad transformer TF101 (the oldest one!). It has the mini keyboard/dock station with extra battery and storage.

It never occurred to me to test it while docked... DOH!

Got me thinking... I wonder what getkeyboardexists() will return when its docked?

I will try this out when I can.

JimHawkins
15
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 24th Jul 2013 08:26
Windows 8 has all orientation stuff built in. In fact, a quick look at the SDK indicates that apps will not be approved for the Store if they don't handle snapping and orientation changes correctly.

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL

Login to post a reply

Server time is: 2024-11-24 21:00:47
Your offset time is: 2024-11-24 21:00:47