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AppGameKit Classic Chat / AGK Version 2.0.14 and 2.0.14b

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apocolyp4
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Posted: 27th May 2015 03:41 Edited at: 27th May 2015 03:46
xGEKKOx a few weeks ago Microsoft announced new SDK's for Windows 10 and Universal apps including a Objective C SDK that allows IOS apps to be compiled for Windows 10. In theory it should allow AppGameKit IOS apps to be compiled for Windows 10 as a Universal App.

http://blogs.windows.com/bloggingwindows/2015/04/29/welcoming-developers-to-windows-10/

Quote: "Today, we announced four new SDKs, enabling developers to start with an existing code base, integrate with the Universal Windows Platform capabilities, and then distribute their new application through the Windows Store to the one billion Windows 10 devices. The code bases enabled by these SDKs are:
1.Web sites
2..NET and Win32
3.Android Java/C++
4.iOS Objective C
"


Quote: "Today, we also shared that King has already used the Objective C SDK to bring Candy Crush Saga to Windows Phone. The app came to market quickly with very few code modifications, and has earned a 4.5 average rating."
bjadams
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Posted: 31st May 2015 20:06
sure these "compatibility" modes to recompile other-OS apps into Windows 10 apps are OK in the short run, but I think that an SDK like AppGameKit should offer the option to produce native Win universal apps straight away.

Other SDKs will offer this feature as soon as Win10 is out. Does AppGameKit want to be late to the game once again?
xGEKKOx
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Posted: 2nd Jun 2015 16:55
Wooooow OBJ C in windows 10?????
This is a great news for me!!!!
I will search for the news!!!

baxslash
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Posted: 3rd Jun 2015 13:05
!!!CRASH BUG!!!
I get a crash if I draw an ellipse with a radius of zero. I have a check in place now but it would be nice for newcomers if AppGameKit caught it rather than just freezing... I assume it's a devide by zero error or something in the ellipse arc calculation.

Using AppGameKit V2 Tier 1
baxslash
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Posted: 3rd Jun 2015 13:53
Another bug: If a sprite has more than one shape the GetSpriteHit commands only detect a hit with the first shape assigned to the object. The other shapes are not detected at all.

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CJB
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Posted: 3rd Jun 2015 18:56
You might want to create a couple of new threads for those bugs baxslash - just to make sure Paul picks them up!

V2 T1 (Mostly)
Uzmadesign
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Posted: 8th Jun 2015 01:59
I have been busy with other things and the last V2 I downloaded was V2.0.11 (which worked just fine).

But I hadn't downloaded or tested the iOS/Mac version since V2.0.7.

Today I downloaded both the Windows and Mac versions for V2.0.14b.

The Windows version was complete and I've been able to build my projects.

However, the Mac download appears to be missing the important bits. The zip file only had the Players directory, the AGK2.app and AGK.txt files.

Where are the Projects, Tier 1 and Tier 2 directories?

Cheers,
Ancient Lady
Paul Johnston
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Posted: 8th Jun 2015 17:46
Quote: "I get a crash if I draw an ellipse with a radius of zero."


Fixed for the next version

Quote: "GetSpriteHit commands only detect a hit with the first shape assigned to the object."


I'll take a look

Quote: "Where are the Projects, Tier 1 and Tier 2 directories?"


They are inside the AGK2.app file, if you run it the first thing it should do is prompt you for where you want to copy those files to. If not you can do so manually by using the Tools->Install Additional Files menu option
Ched80
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Posted: 8th Jun 2015 22:00
I am late to the party with this, but would it be possible to have the option to run the debugger when offline. I am only able to run it when connected to the WiFi, but I do 99% of my development off line. I know WiFi connection is fundamental to the broadcasting, but for windows development on a local machine, broadcasting isn't needed.

I will add that the debugger is a god send!

BatVink
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Posted: 8th Jun 2015 22:53
Isn't it possible to just remove the IP address from the settings to get local debugging?

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TutCity is being rebuilt
Ancient Lady
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Posted: 9th Jun 2015 04:18
Quote: "They are inside the AGK2.app file, if you run it the first thing it should do is prompt you for where you want to copy those files to. If not you can do so manually by using the Tools->Install Additional Files menu option "

Oh! Since I rarely do anything in Tier 1, I didn't try starting the app. Now I remember instructions about this. Thank you.

Cheers,
Ancient Lady
xGEKKOx
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Posted: 9th Jun 2015 08:56
Hei Paul, Swift goes Open Source....
What do you think about it?

And what do you think about Windows 10 that will be able to build OBJ C?

Ched80
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Posted: 9th Jun 2015 08:59
I tried removing the IP address, but it didn't help. The debugger just opens and states that it is unconnected.

baxslash
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Posted: 9th Jun 2015 11:34
Quote: "Fixed for the next version
I'll take a look"

Cheers Paul!

Using AppGameKit V2 Tier 1
Wilf
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Posted: 21st Jun 2015 10:46 Edited at: 21st Jun 2015 10:46
Got a crash in box2d physics on the Mac (and Mac only)

Quote: "Assertion failed: (area > 1.19209290e-7F), function ComputeMass, file /Users/paulj/Documents/SVN/AGKTrunk/common/Box2D/Collision/Shapes/b2PolygonShape.cpp, line 352. "


This happens after returning from a function that uses setSpritePhysicsOn. Doesn't help if you set the sprite shape or mass in that function.

Crash dump attached.

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Markus
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Posted: 26th Jun 2015 02:46
today i updated an older game to 2.0.14b in play store

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Markus
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Posted: 26th Jun 2015 11:52 Edited at: 26th Jun 2015 12:35
@paul,
please can you look at this:

and 2.
if you change the virtual keyboard to value,
after input one char it change back to ABC, that is not normal.
if me open my mail app and input values there it behaves normal.
i have a agk app that used much value input.



AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
baxslash
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Posted: 30th Jun 2015 19:04
Paul, here is an interesting bug in the AGK2 3D collision system. Very important to fix I think!
http://forum.thegamecreators.com/?m=forum_view&t=214800&b=41&p=0

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CJB
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Posted: 1st Jul 2015 01:36
I think with the work Paul is doing at the moment, the whole 3D system is likely getting a major re-working. Hopefully this problem simply won't exist in the new engine when it is released next week.



V2 T1 (Mostly)
Uzmadesign
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Posted: 1st Jul 2015 09:07
Next week?

Where has that information come from?

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baxslash
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Posted: 1st Jul 2015 13:08
It's unlikely that Paul will change the current 3D system too much. I imagine his collision code will remain as it's pretty solid. It just needs to reset the object when scaled or allow the user to rescale the collision data manually.

Using AppGameKit V2 Tier 1
CJB
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Posted: 1st Jul 2015 18:35
Quote: "Next week?"

Sorry... wishful thinking.

V2 T1 (Mostly)
Uzmadesign
Markus
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Posted: 5th Jul 2015 19:35 Edited at: 5th Jul 2015 19:46
@Paul,
can you change the "current project" with a checkbox beside
the project, that you can compile/run as example a server and a client app
together.
u allow start only one app...
means i must close the game server to start the game client^^
or at least a context menu over project in treeview, with build/run/...

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
xGEKKOx
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Posted: 10th Jul 2015 02:11
Hi Paul, give a look to this:

- Create an MKMapView
- Create a UIScrollView

The map freeze and can be piched or panned only if i move also the scrollview.

Maybe AppGameKit intercept some gesture?
I can't find a way to get the map work, also if i only show a map.

Thx in advance.

xGEKKOx
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Posted: 11th Jul 2015 01:44
Hey Paul, read my post for you in the agk product main forum.
I found the problem and tried some solutions.

xGEKKOx
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Posted: 29th Jul 2015 12:11
Are AppGameKit on holidays?
Windows 10 is coming out...

bjadams
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Posted: 29th Jul 2015 22:57
Windows10 out today!
Gekko, did you manage to convert your ios apps to Win10 using the microsoft system?
xGEKKOx
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Posted: 30th Jul 2015 01:42
I'm waiting the mail from the ISLANDWOOD project to start to test it.
I'm upgrading to the final Windows 10, but i think i will download it again as the update won't work.

After this, i must see how to download VS 2015 for free or i got to be sure ISLANDWOOD works also on VS 2013 Community.

If all will go ok, i will start to do some tests on OBJC for windows!!

xGEKKOx
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Posted: 31st Jul 2015 06:16
Installing all the necessary to test OBJC compiler... soon some infos.

SoftMotion3D
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Posted: 2nd Aug 2015 21:35 Edited at: 2nd Aug 2015 21:47
@paul... can we get some commands for windows and mac... such as

getscreenwidth()
getscreenhieght()
setwindowposition(x,y)

also i see the full screen mode is broken.
setwindowsize(1280,768,1) does nothing.... changing that 1 to any number does nothing...fyi maybe it only works if the device is using that resolution??

[im using windows vista]



edit: ok it seems that setscreenresolution will turn it back to windowed mode if called after setwindowsize. i will just type that in before setting the size i guess...

www.sheldonscreations.com
Santman
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Posted: 2nd Aug 2015 21:51
@softmotion,

Those commands work perfectly for me, I swap between full screen and windowed all the time on pc. Do you mean Mac?
SoftMotion3D
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Posted: 3rd Aug 2015 01:02
yeah im using windows.... the problem was when you call setscreenresolution after that command it will put the game back into windowed mode.

it would help to have these commands added however:


www.sheldonscreations.com
m0y
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Posted: 5th Aug 2015 11:10
Hi,
Look at this test program:



You will have an error because, when col-i will be negative, mat[col-i,2] will be out of bounds.
Why col-i>=0 and .... not protect by this? it seems that when the first operand of AND is evaluated, the second is evaluated also if the first is false.

I already used a work around (with if and exit) but I think this is an agk bug

Thanks!
george++
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Posted: 5th Aug 2015 18:19
Quote: "I already used a work around (with if and exit) but I think this is an agk bug"

If this is the case then I agree.
BatVink
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Posted: 5th Aug 2015 19:38
It is working like AndAlso

There is no AndAlso in AppGameKit (or DBPro).
If you want to evaluate them separately then you have to put them in separate clauses.

It would be nice to have the possibility of doing And or AndAlso.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
m0y
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Posted: 6th Aug 2015 00:16
AndAlso could be really good but it could be also a good solution (in my opinion) if AND works as AndAlso of Visual Basic.

This could be really useful if the second operand has a complex slow evaluation

if x>0 and LongLastingProcess(y,z)

could be really improved if And become AndAlso because only the fast x>0 will be evaluated

Thanks
Santman
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Posted: 6th Aug 2015 10:28
Yeah, I hate to be blunt but accessing an array with a negative reference, which is what's happening, isn't a bug mate its poor code. Sorry if that seems rude, but it's true, unless I missed the point.

And I tend not to use nested evaluations where possible..... There's zero performance gain, and often a negative impact, and it's also harder to read.
m0y
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Posted: 6th Aug 2015 11:12
Santman,
I posted only an example made in 10 seconds to test this And behaviour (my original program was different and with a real purpose).

About the risk accessing with negative value (or a too positive value) to an array, it could happen. For example if you search an element in your array but you don't find it (you could need an " i<N And ... " or an "i>=0 And ...")



is this a poor code? Obviously you can write it as you want and you can do a "work around".

C, C++, Objective-C, Java, Ruby, JavaScript, Lua, Python, etc uses this Short Circuit Evaluation (https://en.wikipedia.org/wiki/Short-circuit_evaluation)

Thanks!
BatVink
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Posted: 6th Aug 2015 23:51
Quote: "while i>=0 and a<>elements"


Personally , I wouldn't do this if there is the possibility of [i]i
being out of bounds. If you want to keep this kind of structure then you need an additional test inside the WHILE clause to exit when i > a.length

It is technically acceptable to write IF 1 = 2 ... but you wouldn't

My explanation above (5th Aug) looks confusing in hindsight.
In short, there is no bug. It is working as it should.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
m0y
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Posted: 7th Aug 2015 10:50 Edited at: 8th Aug 2015 14:55
BatVink,
From https://en.wikipedia.org/wiki/Structured_programming :

"Iteration"; a statement or block is executed until the program reaches a certain state, or operations have been applied to every element of a collection. This is usually expressed with keywords such as while, repeat, for or do..until. Often it is recommended that each loop should only have one entry point (and in the original structural programming, also only one exit point, and a few languages enforce this).

So


it is not structured programming in old times and it is a "bad" (but I don't care too much ) structured programming now

I think that the problem is that on past BASIC was not a structured programming language.

I hope that a developer of AppGameKit will see this post and add the AndAlso or modify the And behaviour

Thanks for you answers!!
BatVink
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Posted: 8th Aug 2015 15:08
Yes, but read the whole article. The entire article is a debate about progression and how modern languages shouldn't be confined by the same definition Mainly...

Quote: "Dijkstra's rules were written in a time before exception handling became a paradigm in programming languages, so he proposes to allow any number of throw points in addition to a single return point"


and...

Quote: "one exit point is really not a useful rule. Clarity is the key principle: If the method is clearer with one exit point, use one exit point; otherwise don’t"


My driving force is very simple. Code in a clear and understandable fashion. Don't add complications unless you need to gain performance benefits.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
m0y
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Posted: 8th Aug 2015 23:02
Your driving force is correct at 100%.
Only this AppGameKit Basic obbligate you in using exit like old structured language definition don't let you use exit. Also in this Basic you don't have try..catch...finally that could be useful if you want to use exit

Thank you and have a great summer!
Markus
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Posted: 9th Aug 2015 21:12 Edited at: 19th Aug 2015 20:04
@paul,
please can you take a look.
i have different results, pc != android player.
i guess it is because power of two, but then i expect a error at createing a image with non power of 2 size.
at least it should say something about in online docu.




AGK (Steam) V2 Beta .. : Windows 10 Pro, 8.1 Pro 64 Bit : AMD (15.7.1) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)

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Markus
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Posted: 19th Aug 2015 20:05
@paul
i think it should stay at 1 until next sync.
because it is inconsequent to other commands.



AGK (Steam) V2 Beta .. : Windows 10 Pro, 8.1 Pro 64 Bit : AMD (15.7.1) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
AlistairS
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Posted: 3rd Sep 2015 10:41
I'm trying to do a write up on the SetTextTransparency() function, but all I seem to get when using options 0 or 2 are rectangles of the
white (the text's colour). Here's the code

CreateText(1,"ABC")
SetTextSize(1,15)
SetTextColorAlpha(1,150)
SetTextTransparency(1,0)

Is the SetTextTransparency() function faulty, is it my video card, or am I just using the statement incorrectly? Anybody have any ideas?
BatVink
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Posted: 4th Sep 2015 21:30
Same issue here Alistair on a reasonable Geforce card.
I extended your example to see what happens with overlaps, but the outcome is the same



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TutCity is being rebuilt
AlistairS
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Posted: 5th Sep 2015 10:43
@BatVink. Thanks for looking at it. Looks like a bug then.
jlahtinen
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Posted: 29th Sep 2015 10:49
"Failed to compile project, it must contain "main.agc" file in the project directory"

After few month tried to use AppGameKit, but it wont work. The PC has fresh Windows install.

Compiler directory is ok, main.agc is in the directory.


How to fix this?
AreCustomize
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Posted: 29th Sep 2015 12:52
Hi jlahtinen!

Have you checked that your .agk project file contains something like this:

[projectfiles]
FILE_0=main.agc;-1

If it does not, just add those lines and it should work correctly.
Ched80
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Posted: 12th Oct 2015 06:54
Minor bug, but AppGameKit reports it is running on Win 8 when running on Win 10.

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