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AppGameKit Classic Chat / AGK V108.21 vs V2

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anwserman
13
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 4th Jul 2014 22:56
Hey,

Just wondering about fellow AGK'ers who are currently using V2. I'm currently working on a project - that is nowhere close to being finished - with V108.21. I keep getting updates for V2, and I do like a bunch of the features.

However, is V2 far enough to where I could develop it without having to worry about huge bugs? Most noticeably, some things I'm doing in V1 could be made simpler in V2 with arrays within types, but there are other considerations that need to be made.

What do you guys think? 108.21 is stable and good enough for this project, but damn having some of the nice new features would be nice. But is it stable and 'good' enough to commit?

Hi there. My name is Dug. I have just met you, and I love you.
IBOL
Retired Moderator
20
Years of Service
User Offline
Joined: 30th Mar 2004
Location: @IBOL17
Posted: 5th Jul 2014 00:06
"upgrading" killed my project for 4 months, until a fix came along.

And that is not the first time something like that has happened to me.

I strongly recommend staying with what works.

(To be completely clear, the problem was eventually resolved, but man, there was some serious stress...)

Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 5th Jul 2014 00:56
It seems very stable right now. Your experience may differ from mine. Doing testing on the latest version also means that you can make sure that your game runs on it. It's the best opportunity to report new bugs that affect you. With both the new compiler and IDE coming soon, that seems like a good time to make the move.

xGEKKOx
AGK Master
15
Years of Service
User Offline
Joined: 7th Dec 2008
Location: Italy
Posted: 5th Jul 2014 02:32
I'm using V2 for iOS/MAC since it was out.
There are some bug on MAC that i solved directly in obj c.

For me is good enough (for iOS/MAC, too many bugs on Android)

Long life to Steve!
anwserman
13
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 5th Jul 2014 03:44
Ok, I guess I'm still on the fence right now. I'm thinking perhaps I should continue work on the 108.21 version of the app - and use that as a basis of how it should work and look like when I port it over to V2.

That being said, I know arrays are being completely worked over in V2. This is exciting for me. Let's say I have this type



Can 'objects[]' be a variable length array? And if so, what commands are there in *any* array for me to get the length? It'll be incredibly nice to not have to manually store array lengths but be able to do ucount() or something...

Hi there. My name is Dug. I have just met you, and I love you.
Naphier
14
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 5th Jul 2014 10:39
I'm not sure if you can resize arrays embedded in types.
You can get the size now with array[].length
There's also an insert and sort. The list of commands are floating around somewhere in the v2 threads or the kickstarter page.

Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 5th Jul 2014 17:05
Yes you can resize arrays in types, in fact you can perform any function on an array in a type that you could perform on a normal array. I've documented the array changes here
29 games
19
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 5th Jul 2014 18:27
I moved my current 3D animation project over to V2 alpha 3 a couple of months ago as I've started turning into a game and wanted to use the bloom shader.

I got the bloom shader up and running, which is largely the same as the example Paul provided and, I have to say, is looking rather good, and I've not seen any issues with stability or any show stopping bugs.

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