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AppGameKit Classic Chat / AGK Version 2 Alpha 1

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SoftMotion3D
AGK Developer
19
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Location: Calgary,Alberta
Posted: 5th Jan 2014 01:56 Edited at: 5th Jan 2014 01:57
Quote: "Paul:
So, looking at the roadmap for AGK2 as it is on Kickstarter. I am guessing you will be working on OUYA support next?
"


oh I second that question ?

lilpissywilly
AGK Developer
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Posted: 6th Jan 2014 15:59
I guess I'm bumping..

http://forum.thegamecreators.com/?m=forum_view&t=209223&b=41&msg=2502848#m2502848

My hovercraft is full of eels
Paul Johnston
TGC Developer
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Location: United Kingdom
Posted: 6th Jan 2014 17:25
Quote: "I am guessing you will be working on OUYA support next?"


Yes, then starting work on the compiler. Considering whether to release an Alpha 2 with some bug fixes first though.

Quote: "I just installed V2 alpha 1 and was trying to compile the four v2 examples available in "my products", all of them result in a crash:"


I've not had that problem and I'm also using Windows 7. I've attached the Tween demo compiled on my machine, does it also crash for you?

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lilpissywilly
AGK Developer
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Posted: 6th Jan 2014 18:03 Edited at: 6th Jan 2014 18:44
Quote: "I've not had that problem and I'm also using Windows 7. I've attached the Tween demo compiled on my machine, does it also crash for you?"


Yes it crashed the same way. Odd



Any way of finding out exactly what causes this from the crash-report?

My hovercraft is full of eels

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JimHawkins
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Posted: 6th Jan 2014 19:03
Just tried it. Does the same thing on X64 W7 here.

Which MSVC runtime is it hosted on?

-- Jim - When is there going to be a release?
lilpissywilly
AGK Developer
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Posted: 6th Jan 2014 19:41
Quote: "Just tried it. Does the same thing on X64 W7 here."


I guess I could add I also have 64bit win 7

My hovercraft is full of eels
JimHawkins
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Posted: 6th Jan 2014 19:58
Tried on W7 32-bit. Still doesn't work.

Those two computers have (good) AMD video boards.

Works on another machine X64 with Nvidia graphics. The squares are all white. I assume there's an image missing?

-- Jim - When is there going to be a release?
lilpissywilly
AGK Developer
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Posted: 6th Jan 2014 20:35 Edited at: 6th Jan 2014 20:55
Right.

I have both AMD Radeon(TM) HD 6520G (power saving) and AMD Radeon HD 7670M (so called performance) in my computer

Something with amd?

My hovercraft is full of eels
BatVink
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Posted: 6th Jan 2014 21:04
I have the tween demo running fine on Win 8 64-bit, Intel i7 processor with an NVIDIA GeForce 610M mobile GPU. I have also been editing the demo and recompiling okay.

Quote: "The squares are all white. I assume there's an image missing?"


The example is medialess sprites, they are white squares.

The Zoq2
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Posted: 6th Jan 2014 21:44
Quote: "Yes, then starting work on the compiler. Considering whether to release an Alpha 2 with some bug fixes first though."


Would it be a lot of work creating a VS2010 template, VS2008 seems to be pretty hard to find a download for and I would really like to have the spine and shader support in my current project

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
JimHawkins
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Posted: 6th Jan 2014 22:29
[quote]The example is medialess sprites, they are white squares./quote]

What's it supposed to do, then? It moves them nicely.

-- Jim - When is there going to be a release?
BatVink
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Posted: 6th Jan 2014 22:37
Yes, that's what's supposed to happen . I was just responding to " I assume there's an image missing".

But mainly, I was adding to the NVIDIA / AMD discussion, it looks like AMD is the issue, especially as you have been able to test on both types of card with differing results.

bjadams
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Posted: 6th Jan 2014 23:18
how about releasing a new alpha with all the issues reported fixed + VS2010 libs?
Paul Johnston
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Posted: 6th Jan 2014 23:54
Quote: "I would really like to have the spine and shader support in my current project"


Remember that these features are still in an Alpha state so they may contain bugs that we aren't going to urgently fix.

Quote: "it looks like AMD is the issue"


I agree, I'll test on my other machine that has an AMD graphics card and see if I can find the problem.
SoftMotion3D
AGK Developer
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Location: Calgary,Alberta
Posted: 6th Jan 2014 23:59
I just got my second game onto the ouya store

Now im really counting on v2 with IAP support on ouya to release the final build im hoping to have finished in March.

also I mentioned the engine behind it on my page

http://ouyaforum.com/showthread.php?9002-Mass-Conflict-SoftMotion3D

Ancient Lady
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Posted: 7th Jan 2014 00:25
SMD_3D Interactive, they need to add an Ouya Developer's badge and you should get one.

Congratulations!

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
BatVink
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Posted: 7th Jan 2014 08:37
I've been asked to post this on behalf of Rick Vanner and the TGC team.

Once again this community is doing a fantastic job of getting behind a new release of a product, and ensuring that the final version is the best it can be. Every report of a bug will make AppGameKit V2 stronger. Testing the new alpha versions on so many projects and so many hardware configurations is showing up the glitches that could never have been detected without this approach, so many thanks once again.

It is important to understand that during this time, the product is in ALPHA phase. There are no guarantees that the new functionality will work now as it will ultimately work in the final version. All of the bugs are being recorded and scheduled for fixing, but it is important to understand that the time-scales for fixes may not meet your expectations for your personal project deadlines. Bug fixing is part of a much bigger project plan, and further alpha functionality may appear before current bug reports are addressed. It is inevitable that during alpha, further bugs will be introduced and resolved during the project lifecycle that may prevent programs from being compiled and/or run in a stable environment.

It is hoped that this information helps you plan for future projects with the wealth of new functions and commands, whilst preventing any frustrations from the alpha and beta stages of AppGameKit Version 2.

Paul Johnston
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Posted: 10th Jan 2014 16:56 Edited at: 10th Jan 2014 17:00
Quote: "Which MSVC runtime is it hosted on?"


It's compiled with VS2008, you can download the runtime here, however we statically link everything so it shouldn't matter.

Quote: "Does the same thing on X64 W7 here."


I also have Windows 7 64bit but it runs ok here.

Quote: "Something with amd?"


I tested a Windows 8 machine with an AMD card and it worked, so I don't know what could be causing it.
lilpissywilly
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Posted: 10th Jan 2014 19:31
Quote: "I tested a Windows 8 machine with an AMD card and it worked, so I don't know what could be causing it."


Is there any additional information from the crash report you want?

My hovercraft is full of eels
Digital Awakening
AGK Developer
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Location: Sweden
Posted: 10th Jan 2014 19:59
Paul:
Can I make a tiny little request for V2? I am using PlaySprite a little here and there. Every time I use it I wish it could loop back and forth instead of just round and round. This is because I use it for things as waving water etc. This means that I have to repeat frames in the same image. It would be very nice to be able to specify iLoop as 2 and achieve back and forth looping and save on frames.

Paul Johnston
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Posted: 11th Jan 2014 01:04
Quote: "Is there any additional information from the crash report you want?"


Could you run the attached debug version and see if it crashes? If so it should generate a .DMP file that will help me debug it. Hopefully it won't be too big, either email it to me or upload it here depending on its size.

Quote: "I am using PlaySprite a little here and there. Every time I use it I wish it could loop back and forth instead of just round and round."


I'll see what I can do

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JimHawkins
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Posted: 11th Jan 2014 08:54
That version works (W7 x64 ATI)

-- Jim - When is there going to be a release?
Paul Johnston
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Posted: 12th Jan 2014 22:15
Strange, I fixed a couple of bugs but none that should be ATI only. I've recompiled the original release exe with the bug fixes, does this one work as well?

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xCept
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Posted: 12th Jan 2014 23:15
Paul, do you have an example of how to use SetRenderToImage with 2D only? It seems that unless you create a 3D object this command does not work as it should and instead the render texture remains empty/black. At least one other member here has asked about it but I don't recall seeing any solution.
JimHawkins
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Posted: 13th Jan 2014 13:06
Quote: "Strange, I fixed a couple of bugs but none that should be ATI only. I've recompiled the original release exe with the bug fixes, does this one work as well?"


Yes - it does! It's what my buddy Dave Parkinson and I call "quantum programming" - nothing of any interest changed, but suddenly it worked or did not work.

-- Jim - When is there going to be a release?
GasiusGames
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Posted: 13th Jan 2014 13:18
AGK 2

Hi some funnies iI picked up.
1. The version number in the About window still shows 1.080
2. For the particle examples....
Unless the depth of the particles is set i.e. SetParticlesDepth(1,0)
The particles are rendered behind the backdrop, the default of 0 is not being taken into account unless the call is made, this is not as it was before, and could have an adverse effect on developers existing applications.

needless to say, the examples do not work properly.

By setting the background opacity , the particles can be made to look like its working as with the first 2 examples, but is incorrectly implemented.
Kind Regards
Andrew
lilpissywilly
AGK Developer
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Posted: 14th Jan 2014 09:54
Quote: "Strange, I fixed a couple of bugs but none that should be ATI only. I've recompiled the original release exe with the bug fixes, does this one work as well?"


I just ran this since the debug version worked for Jim, and it works for me too now. Just knock on wood, don't ask any questions on why

My hovercraft is full of eels
baxslash
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Posted: 15th Jan 2014 21:09
DA, you could manually set the frames and go back and forth. It really wouldn't be very complicated to create a simple set of functions for this. I agree it would be better as a native command option but I'm just saying, you could save the media space if you need it.

oct(31) = dec(25)
Digital Awakening
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Posted: 15th Jan 2014 22:43 Edited at: 15th Jan 2014 22:46
Bax:
Yeah, I have thought about it. I decided to go with the built in functionality to save on development time. After all, that's what I have the least of. I think others will have more use for it than me. Maybe not right now. It's a core feature that I think is missing.

andybeeceedee
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Posted: 24th Feb 2014 01:45
so... the next version, you know the one i can actually use given the vertex shader cock up...

are we getting it this side of easter?

it'd be nice to use the software i bought...

i hope you'll excuse me sounding a bit pissed off...

it's because i'm a bit pissed off...

is there somewhere to download an earlier (working) version so i can still do a bit of coding?
SoftMotion3D
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Location: Calgary,Alberta
Posted: 25th Feb 2014 04:18
yup...do you have agk v1?

v1 is an excellent start and v2 is really just v1 with more commands.

Id install v1 if you have it. Depending on your agk v2 backer level you may have gotten v1 free with it.

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