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AppGameKit Classic Chat / AGK Version 2.0.18

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Message
Paul Johnston
TGC Developer
21
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 7th Mar 2016 14:57
I've uploaded version 2.0.18 with the following changes


This is mostly a bug fix release so no Windows or Mac export in this version.
Preben
AGK Studio Developer
19
Years of Service
User Offline
Joined: 30th Jun 2004
Location:
Posted: 7th Mar 2016 15:43
Steam update on Mac dont work , it ends up with a "DISK READ ERROR" , i checked the steam download folder and the state_325180_325182.patch is there, and "325180" folder got the new Players and AGK2.app , im also able to browse the updates inside the AGK2.app , so something must be missing somewhere ?

Tried to clean the cached and re download in steam with same result.

best regards Preben Eriksen,
Cor
AGK Developer
13
Years of Service
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Joined: 19th Dec 2010
Location: Its a trap!
Posted: 7th Mar 2016 15:48 Edited at: 7th Mar 2016 16:09
Thank you paul!!!!
EDIT: i found that when i resume my 3d app about half my objects and textures are gone. i posted a seperate bug thread
Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 7th Mar 2016 16:29
Quote: "Steam update on Mac dont work , it ends up with a "DISK READ ERROR""

I got the same thing, the Steam log said that the file was locked. I right clicked AppGameKit and deleted local content, it then updated without issue.
Rozen Software
FPSC Reloaded TGC Backer
9
Years of Service
User Offline
Joined: 22nd Nov 2014
Location: Poland
Posted: 8th Mar 2016 09:03
I cannot delete characters in the text input control on Android. I can enter text correctly but backspace key doesn't work.
Tier 1.
Scary Little Rabbit
14
Years of Service
User Offline
Joined: 4th Aug 2009
Location: Chelyabinsk, Russian Federation.
Posted: 9th Mar 2016 09:45
nice!
Paul Johnston wrote: "- Changed the ASC command to return unsigned values instead of signed values, only affects ASCII codes above 127"
now it returns 208 for all chars of cyrillic alphabet which I've tested excepting non-capital 'ё' (209 for it), please see this.
error #1:
'too many stars, too many stares. disembody.'
WIP: MIND!! free fonts for your AGKs
Sph!nx
15
Years of Service
User Offline
Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 9th Mar 2016 15:55
Thank you!
Regards Sph!nx
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Mar 2016 23:58
i like the new fog commands.... but..

can we get a command to change the position of the fog center instead of using the camera position as default? This would work great for an overhead 3d game where the fog center could be positioned where the action is (main player is). I understand this would be simular to just using a light but i think the fog setting would work even better then a light since it has a start distance and falloff distance built into it that we can change.
BatVink
Moderator
21
Years of Service
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 10th Mar 2016 08:53
Quote: "can we get a command to change the position of the fog center"


I would guess it uses standard OpenGL fog which will be based on camera position.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
adambiser
AGK Developer
8
Years of Service
User Offline
Joined: 16th Sep 2015
Location: US
Posted: 14th Mar 2016 22:47
Thanks for the update.

PlayMusic looping still has a gap. Will this be addressed any time soon?
Fascimania http://www.fascimania.com
MucMac
8
Years of Service
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Joined: 13th Sep 2015
Location: Munich, Germany
Posted: 28th Mar 2016 17:40
CreateObjectFromHeightMap()

Any possibility to reduce polycount on this one?
Reducing the size of the object does not reduce the polycount. if you make it one mesh only, there are over 8 million tris to render. way too much for mobile devices... please add an option for "max tris used".
i know splitting the mesh reduces the drawn polys, but it adds extra surfaces which will slow down your device(s) rendering speed.
--
Mac
Lead Programmer (Tier 1, AGK2) - MacOSX - want to go 3D with agk2!
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 28th Mar 2016 23:18
Quote: "Reducing the size of the object does not reduce the polycount."
It's like a re-run of the Dark Basic Pro days... Next we'll get LOD terrain! Woopwoop!

V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Mobiius
Valued Member
21
Years of Service
User Offline
Joined: 27th Feb 2003
Location: The Cold North
Posted: 29th Mar 2016 09:34
Quote: "Next we'll get LOD terrain! "

Blitzterrain for AppGameKit please!
Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 29th Mar 2016 17:07
Quote: "CreateObjectFromHeightMap()
Any possibility to reduce polycount on this one?"

The polycount is determined by the resolution of the height map
Blendman
10
Years of Service
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 25th Apr 2016 14:43
Hi

Thank you for this "new version" (Sorry, i haven't tested it yet)

I have just installed this version today, and I have some issues (same with 2.017):
- I can't use the broadcast features (with big project)
- I can't use the debug mode, with big project (with my project dragonia) ; it freeze at 35%



AGK2 tier1 - http://www.dracaena-studio.com
adambiser
AGK Developer
8
Years of Service
User Offline
Joined: 16th Sep 2015
Location: US
Posted: 25th Apr 2016 15:19 Edited at: 25th Apr 2016 21:57
While testing my game on Windows XP, I discovered that the AGK2 interpreter crashes while exiting. This seems to be related to code introduced in 2.0.17.

I used the default new project created by AGK2 for testing.

2.0.18
- Program runs. FPS displays correctly.
- Crash on exit "The instruction at 0x7c90100b referenced memory at 0x00001078. The memory could not be read."
2.0.17
- Startup: "Uncaught exception: Choose Format Failed."
- Immediately crashes with "The instruction at 0x7c90100b referenced memory at 0x00001078. The memory could not be read."
2.0.16
- No errors or crash. FPS displays correctly.

I will mention that I'm testing in a VirtualBox VM so that could be affecting things, but then, it used to work so I don't know.

EDIT: This is Tier 1 and only on Windows XP.
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Apr 2016 15:33
From my experience AppGameKit works best if you have a main loop with a single sync command that is looped through each frame. Doing anything else can give errors on exit.
adambiser
AGK Developer
8
Years of Service
User Offline
Joined: 16th Sep 2015
Location: US
Posted: 25th Apr 2016 16:06 Edited at: 25th Apr 2016 17:01
@Digital Awakening: I tested the crash with the default new project code:

Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Apr 2016 18:36
adambiser:
That's weird. Doesn't crash for me. So I wonder if it doesn't have something to do with VirtualBox. Only Paul could help you now I guess.
Mobiius
Valued Member
21
Years of Service
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 27th Apr 2016 10:04
Try uninstalling, redownloading and reinstalling AGK.
Jokko
10
Years of Service
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Joined: 5th Apr 2014
Location:
Posted: 30th Apr 2016 16:56
I currently use AppGameKit v108.24 and would like to upgrade to v2.0.18, is there a way to upgrade or do I need to purchase the new version. I have been working on a game for about 2 years and would really like the new Google Play Services in v2.0.18. If I need to buy the new one that's cool but I want to make sure that I get v2.0.18.

BatVink
Moderator
21
Years of Service
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 30th Apr 2016 19:27
You will need to buy the new version.

It is currently 65% off on Steam, and cheaper to buy the beginners bundle with guide and resource bundle

http://store.steampowered.com/app/325180

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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Jokko
10
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Joined: 5th Apr 2014
Location:
Posted: 1st May 2016 02:52
Thank You BatVink, I had a feeling I was going to have to buy the newer version. I don't mind, I'm happy to help support The Game Creators, Their products rock.
Jokko
10
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Joined: 5th Apr 2014
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Posted: 1st May 2016 03:55
Is the Bundled Version on Steam the newest version (V2.0.18) because when the mouse is hovering over it the release date says Nov. 2014.
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 1st May 2016 10:24
Jokko:
When you buy AppGameKit you get the latest version, which is version 2. You also get free upgrades of v2. So yes you get 2.0.18.
Jokko
10
Years of Service
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Joined: 5th Apr 2014
Location:
Posted: 1st May 2016 12:53
Thank You, Digital Awakening, I will be getting that today

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