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AppGameKit Classic Chat / AGK Version 2 Alpha 1

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Paul Johnston
TGC Developer
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Posted: 19th Dec 2013 21:30 Edited at: 2nd Jan 2014 18:19
Anyone that has backed the AppGameKit V2 Kickstarter project or pledged on our site should now have access to the V2 Alpha 1 download from their products page.

The help files have been updated with the new commands and some examples have been uploaded to the downloads area.

Let me know if you find any issues not listed below and I'll make a note of them.

Known issues
basjak
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Posted: 19th Dec 2013 21:46
Thanks paul. let's hope the hard work pays off.

Juande
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Posted: 19th Dec 2013 21:52 Edited at: 19th Dec 2013 22:07
Paul, I have problems with old examples (particle examples or spaceshoot example, for example). These examples run but they doesn't work! For example, in spaceshoot example, you can see "start game" but your ship is not on the screen and the text "start game" is not fade out. On the other hand, in the particle examples, there are not particles.

I have Windows 8.1 Could it be the problem?

Edit: Sorry, Spaceshoot example Works!! I only have problems with particle examples (emiter, explosión and gas cloud)
apocolyp4
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Posted: 19th Dec 2013 22:10
Thanks Paul. Does the command SetRenderToImage work? If so how do you use it? I cant seem to get it to work.
bjadams
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Posted: 19th Dec 2013 22:15
I backed up kickstarter with a different email account than the one I log with this username. Is it possible to merge the 2 into 1, or do I have to have to log with the kickstarter email to download the latest betas of v2?
RickV
TGC Development Director
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Posted: 19th Dec 2013 22:19
@bjadams email me the details and I can merge your accounts.

Rick

Financial Director
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Paul Johnston
TGC Developer
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Posted: 19th Dec 2013 22:24
Quote: "I only have problems with particle examples"


Looks like particles now appear behind sprites, removing the background sprite fixes it, I'll make a note of it.

Quote: "Does the command SetRenderToImage work"


I tested it in tier 2 during development, I'll see if I can make a tier 1 example for it.
Markus
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Posted: 19th Dec 2013 22:26
@paul
thank you for the lot of work

AGK 108 B19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
mindsclay
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Posted: 19th Dec 2013 22:31 Edited at: 19th Dec 2013 22:32
I take it that the alpha version doesn't identify itself as such? Merely verifying...

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lucifermagus.mindsclay.com (not working with Firefox)
Juande
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Posted: 19th Dec 2013 22:31
Thanks Paul!
Cliff Mellangard 3DEGS
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Posted: 19th Dec 2013 22:45
Time for eat drink slay to go agk 2 then

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Paul Johnston
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Posted: 19th Dec 2013 22:47
Quote: "I take it that the alpha version doesn't identify itself as such?"


If you mean in the IDE then no, the IDE has to be recompiled just to change the version number and I'm not touching the IDE at this stage.
Rich Dersheimer
AGK Developer
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Posted: 19th Dec 2013 22:54
Woot! Can't wait to get home and try this puppy out!

Paul Johnston
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Posted: 20th Dec 2013 00:38 Edited at: 20th Dec 2013 00:39
I've uploaded some examples to the product download page, it includes Tweening, Spine, RenderToImage, and Bloom.

I noticed that apps that use SetRenderToImage crash when they end, I'll make a note to look into this but it doesn't seem to affect the app itself
JLMoondog
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Posted: 20th Dec 2013 00:45
I'm kicking myself for not being able to back this when I could. Tried to find the site backing, couldn't find it. Any chance we still can? I'd love to get my hands on the alpha.

29 games
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Posted: 20th Dec 2013 00:54
Thanks for getting the Alpha out before Christmas and thanks for the examples. I've literally been sitting here trying to get the tweening commands to work.

one of these days I'll come up with a better signature
Paul Johnston
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Posted: 20th Dec 2013 01:00
Quote: "Any chance we still can? I'd love to get my hands on the alpha."


I believe we're still accepting pledges on our site here http://www.thegamecreators.com/?m=view_product&id=2348
Rich Dersheimer
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Posted: 20th Dec 2013 01:01 Edited at: 20th Dec 2013 01:05
Here's a quick look at the tweening options:



Quote: "I've uploaded some examples to the product download page, it includes Tweening, Spine, RenderToImage, and Bloom."


Way to go Paul, very nice!

SoftMotion3D
AGK Developer
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Posted: 20th Dec 2013 03:29 Edited at: 20th Dec 2013 04:49
cool stuff.....

I assume IAP for ouya will not be till new year. Any estimates when IAP for ouya will be finished? Second will it use completely new commands or will it be coded to use the same commands on ios/android ?



edit: oh! paul If you have not seen an earlier thread of mine... if the joysticks are activated backwards on the ouya ...eg(player2 controller turned on before player1 controller) player2 registers as joystick#1 on agk.

I don't actually mind how it does that but would it be possible to code something to let us know the exact controller (eg. if I gots 2 lights lit up on my ouya controller tell me its number 2)

lol

if you have 2 controllers you will be able to test what im saying.

either that or actually register it in order "1" being 1....

Juande
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Posted: 20th Dec 2013 08:02
Hi,

I have tested shader example but i get an error: "Error in pixel shader Blur1.ps WARKING: 0:45: Only GLSL versión> 110 allows postfix "F" or "f" for float"

"at line 50"

What is the problema? In blur1.ps, At that line (49... in 50, there isn't anything), I can't see what is the problem.
Tone Dialer
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Posted: 20th Dec 2013 08:12
@Paul

Any program I run comes up with the error
Quote: "Failed to create XAudio2, make sure your version of DirectX is up to date, Error 2147746132"


Selecting OK allows the program to continue.

I have Windows 7 Home Premium 64-bit SP1 installed and has all MS patches applied.
Running DXDIAG shows the DirectX version to be 11.

Please confirm what Version of Direct X is required?

Also, noted that this Alpha does not create the same directory structure as previous AppGameKit versions, ie. the Basic/Native folder structure is not present.

Zwarteziel
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Posted: 20th Dec 2013 08:21 Edited at: 20th Dec 2013 08:30
Unfortunately, I can't see the download in the 'my products' section of my profile. I've received an e-mail the download should be available though. Am I missing something? Haven't had a lot of coffee yet, so that could be it

Tone Dialer
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Posted: 20th Dec 2013 08:28
@Zerotown

Just a possibility, check at the top of your 'My Products' section, AppGameKit V2 is in a new section of its own.

Zwarteziel
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Posted: 20th Dec 2013 08:32
@Tone Dialer

Thanks, but unfortunately, only the 'AGK Community Edition' is available listed. I have bought some other products, such as Darkbasic Pro etc. but there's no mention of AppGameKit V2
haliop
User Banned
Posted: 20th Dec 2013 09:30
cant get RenderToImage to work ...
can someone post a working sample? (tier 1)

RickV
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Posted: 20th Dec 2013 09:43
@Zerotown please email me with you full name and email address so I can look into this for you.

Rick

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baxslash
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Posted: 20th Dec 2013 09:50 Edited at: 20th Dec 2013 13:22
Yeehaw! Just in time for Christmas

EDIT: Is there a reason the first person to back the project doesn't get a download? Maybe it's because I had to downgrade my backing. If it helps I'll bump my pledge back up to Gold now, I'm earning more than I can spend which makes a refreshing change

EDIT 2: It seems that evil baxslash has stolen my V2 download. Damn him. Perhaps someone from TGC could merge my two accounts?

oct(31) = dec(25)

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The Zoq2
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Posted: 20th Dec 2013 12:11
Are there working templates for T2 for this alpha, the template_vs2010 gives 49 linker errors saying that most new functions are unresolved external symbols.

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
JimHawkins
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Posted: 20th Dec 2013 12:41
Read what Paul said. T1 PC only.

-- Jim - When is there going to be a release?
Mark Harrison
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Posted: 20th Dec 2013 12:51
Don't know if its just me, but I seem to have images of the skeleton vanish when I change the SetViewOffset

yo
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Posted: 20th Dec 2013 13:46
I've run all the examples now and they're all work, except for the issues that Paul has already mentioned, so that's all good.

A minor niggle, and this is probably not the most important thing TGC has to do at the moment, but it'd be nice if the new commands were flagged as "V2" in the help files. I'm not all that familiar with AppGameKit so I'm not entirely sure if some of the commands are V1 or V2. For example, I was looking for the command that allowed the app to be set to fullscreen or windowed, as I remember this being part of V2 and in one of the updates, and found "SetScreenResolution". It works great but I'm not entirely sure if this is a new command for V2.


@Tone Dialer
I've got pretty much the same set up as you in terms of Windows but I do have directX 9c installed. I don't know if this'll fix the issue you're having but it might be worth a shot.

one of these days I'll come up with a better signature
The Zoq2
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Posted: 20th Dec 2013 14:00
Quote: "Read what Paul said. T1 PC only."


Oh, I guess I will have to wait for it then

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
Timshark
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Posted: 20th Dec 2013 15:13 Edited at: 20th Dec 2013 15:23
Hi Paul
Thanks for the christmas gift!!

I tried to export from spine version v.1.7 replacing the image, json and atlas files in your example and this is the result:
[/URL]

They have just added meshes in the latest spine version...could this be the problem?
EDIT: Or is there something I have to tick/untick in the atlas settings when exporting...?

Tim

I never want what I know.
baxslash
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Posted: 20th Dec 2013 15:57
You need to export as png with no background colour. Could that be the issue?

oct(31) = dec(25)
Timshark
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Posted: 20th Dec 2013 16:17 Edited at: 20th Dec 2013 16:18
Hi Baxslash

This is the export settings in Spine


The result image I get is a transparent png.

I never want what I know.
Paul Johnston
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Posted: 20th Dec 2013 17:07 Edited at: 20th Dec 2013 18:44
Quote: "Any estimates when IAP for ouya will be finished?"


I started working on this but haven't finished yet, they will use the same commands as Android and iOS.

Quote: "would it be possible to code something to let us know the exact controller"


Probably not, I prefer to use the Android interface to the controllers over the Ouya one so that we have cross compatibility with other controllers as well.

Quote: "Error in pixel shader Blur1.ps WARKING: 0:45: Only GLSL versión> 110 allows postfix "F" or "f" for float"


Open the file media/Blur1.ps find "1.0f" and replace it with "1.0". Each driver will handle the GLSL rules slightly differently, I'd be interested in which GPU you are using.

Quote: "Failed to create XAudio2"


Unfortunately DirectX 11 doesn't come with all the DirectX 9 files, download this and it will download any missing files.

Quote: "Are there working templates for T2 for this alpha"


They should work, but I haven't tested VS2010. You may have to set the library path to point to the DirectX SDK, I recommend the June 2010 version.

Quote: "I seem to have images of the skeleton vanish when I change the SetViewOffset"


Confirmed, I've made a note of it.

Quote: "This is the export settings in Spine"


Try unticking "Premultiply alpha".
SoftMotion3D
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Posted: 20th Dec 2013 17:23 Edited at: 20th Dec 2013 17:24
Thanks paul for your hard work and answering the questions about iap.

this gives me the chance to get my application iap working with google and it should not be hard to convert it to use ouyas when it comes.

as for the controllers question.... I think you can leave it as is. I will code something to look for players input across all 4 controllers and take the first received input as player 1.

this way it doesn't matter what controller was picked up to play the game.


TGC Rocks!

luschie
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Posted: 20th Dec 2013 17:36
I have the same spine problems like Timshark but with the unchanged example files.
yamyam
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Posted: 20th Dec 2013 18:37
Could we have a top level on the forum AppGameKit Product Chat V2 so any questions and answers could be collated together for the new product

Would make it easier to find the posts rather than looking through the mixed list thanks.
Juande
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Posted: 20th Dec 2013 18:39
Paul, I have two graphic cards. If I use Nvidia (geforce GT645M), I don't have any problem but if I use Intel card (HD graphic 4000), I get this error that it can be solved with your solution.

Thanks!
Hodgey
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Posted: 20th Dec 2013 20:46
Hi Paul,

I'm getting link errors like The Zoq2. They seem to point to AppGameKit functions. I hooked up directx sdk june 2010 libs as well and didn't see any change (however, the dx sdk install was dodgy for me - install produced an error near the end but the libs seem to be there).

Build output.


Cheers

BitManip
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Posted: 20th Dec 2013 21:48
Paul

Many thanks for the Alpha....well done for the pre xmas!! However you have probably ruined xmas for my family now......LOL!

I have the xAudio2 issue and will download the 9c files you suggest tomorrow.

Well done mate....i look forward to the Beta with the promised single click compile-deploy-monetize-retire option!!!

Have a good one Paul and all forum readers.....drink deeply from the digital well of creativity.

Much love!

I control all the juicy in here!
The Daddy
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Posted: 20th Dec 2013 21:52
DOH...just spent five mins writing a post only to realise i posted under the wrong account....hence it thinks i am a new user......i can you you silly computer i am not a new user...i am a middle aged user!

Merry xmas all....much love

www.bitmanip.com
All the juicy you could ever dream of!
The Daddy
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Posted: 20th Dec 2013 21:54
DOH...just spent five mins writing a post only to realise i posted under the wrong account....hence it thinks i am a new user......i can you you silly computer i am not a new user...i am a middle aged user!

Merry xmas all....much love

BTW my daughter (8 years) made an xmas card at school....yet she has NEVER played a jeff minter game in her life....???

www.bitmanip.com
All the juicy you could ever dream of!

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Majin Trunks
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Posted: 20th Dec 2013 23:22
I just noticed that I still don't have my AppGameKit Bronze Backer status or whatever on the forums here yet. Tried looking for the email I got on instructions (I remember getting one at some point) but couldn't find it. Not sure where to ask about it.
Paul Johnston
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Posted: 21st Dec 2013 00:06 Edited at: 21st Dec 2013 00:07
Quote: "I just noticed that I still don't have my AppGameKit Bronze Backer status"


Check out this thread or email Rick directly

Quote: "I'm getting link errors like The Zoq2"


Ah, the VS2010 lib is missing the new files so it won't work in this version, sorry. VS2008 should work though.

After this post I probably won't be around until new year so have a good Christmas everyone, and I hope I don't return to too many bugs!
Hodgey
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Posted: 21st Dec 2013 00:14
Quote: "Ah, the VS2010 lib is missing the new files so it won't work in this version, sorry. "

I look forward to the next version then.

Have a good holiday Paul. I think we can all agree you deserve it.

Timshark
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Posted: 21st Dec 2013 00:15
Ok, Paul.

I tried to run your spine example (with updated Json,atlas and png files from the latest spine 1.7 build) and force it to use my second graphics card (amd hd 6490m) instead of the intel hd 4000 card. I get an error:

"Error in vertex shader. Vertex shader was successfully compiled to run on hardware.
at line 0."

I never want what I know.
JDforce
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Posted: 21st Dec 2013 03:49
Problem here:
Any program I try to run from the samples or simple program done by me compiles well but then shows the following error after creating the test program window:

Error in vertex shader vertex shader was successfully compiled to run on hardware at line 0

Then pops a microsoft C++ runtime error dialog box, and finally a "Program has stopped working, close, wait... " appears. The IDE keeps working after accepting the errors.

My development windows laptop has updated drivers and work perfectly. It is a win7 ultimate 32bits, 3GB ram, ATI Radeon HD2600 mobility witn 512MB vram.

Previous versions of AppGameKit work fine. Tried many samples from the V2A1 installation.

May the 3d force B with U
MrValentine
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Playing: FFVII
Posted: 21st Dec 2013 05:07 Edited at: 21st Dec 2013 05:08
Happy to see progress

That spine is not cheap, I thought it was free... why was it so low on the goals... a bit disappointed now...

I use VS 2012+2013 any tips for setting up in there before I try?

Happy Holidays!



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