Quote: "SetSpriteXByOffset and SetSpriteYByOffset"
Noted, not a high priority
Quote: "Since you made the ios xcode project work with arm64 will we see other platforms go to 64-bit?"
AGK can now be compiled in 64 bit, but I tried it on Mac and some of the libs we are using for joysticks and GLFW weren't 64 bit compatible. Not sure if Android has 64 bit support yet, and Windows I haven't tried, so for now it's just iOS, but it's possible we could have more in future.
Quote: "it'd be very nice to have access to the user's clipboard."
After looking at the way the IDE handles the clipboard it looks like a nightmare, because it had to handle things like if the clipboard is holding an image. But noted for future reference.
Quote: "you mean that you tested it from scratch and work?"
No, I was suggesting you try recreating your setup in iOS 8 and seeing if it works, I don't really have time to create test cases for every bug, which is why I rely on people sending me projects that break so I can replicate the problem and fix it quickly.
Quote: "You can just test adding a UIButton and CreateButton (agk)
You will see agk working but not the UIButton."
I'm not entirely sure what it is you are doing, I've never tried adding Objective-C UI elements over the OpenGL view. How are you adding a UIButton? Any source code that demonstrates the problem would help me understand.
Quote: "and how should this plugin system handle multiplatform?"
That is the million dollar question! I've toyed with the idea of having plugins as just compiled tier 1 code, but that doesn't allow native features like Google Play Services to be added.
For native code Windows would just be a DLL. I suppose Mac could use a shared library but I've not tried it. Android would be difficult but it has a Java->C++ interface that could in theory be exposed in tier 1, but a lot of extra features like Facebook and Google Play Services require an additional Android activity to be imported into Eclipse and linked to the AppGameKit project, so that complicates things. On iOS Apple will reject any apps that use shared libraries, so I can't think of any solution there.