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AppGameKit Classic Chat / AppGameKit 2.0.19 Beta

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Paul Johnston
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Posted: 14th May 2016 01:49 Edited at: 15th May 2016 00:49
I've uploaded a beta version of 2.0.19 to Steam and the TGC products page. On Steam this beta is opt-in only, right click on the AppGameKit product on Steam, choose properties, then in the betas tab choose "v2.0.19(beta)".

Here are the changes


The main new feature is HTML5 export from the IDE, which you can export from Windows, Mac, or Linux. I recommend using Firefox or Chrome on desktop platforms, although Chrome won't work if you are testing the files locally without uploading them to a server. On Android I recommend Chrome as Firefox has problems when the app goes full screen. iOS doesn't support full screen at all, and has much lower performance for HTML5. I've not tested any other browsers or platforms.

HTML5 has partial support for networking, the commands SendHTTPRequestASync and GetHTTPFile should work as expected, but SendHTTPRequest and SendHTTPFile do not. None of the HostNetwork or JoinNetwork commands will work.

I've also added some network socket commands, these should work on all platforms. HTML5 uses WebSockets which work slightly differently see the WebSocket Protocol for more information and let me know if you find it useful or not.

Let me know on here, or on the Steam forums, about any bugs.
Jack
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Posted: 14th May 2016 03:48 Edited at: 14th May 2016 03:49


I am gonna have a long, long night.
Thank you! Waited too long for this one. I will give you feedback for the 60fps sensor commands asap!

[/url]

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Fluorescent
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Posted: 14th May 2016 09:04
Very impressed with the html-export. I use Edge and the game that I've tried worked really well.

SetClearColor doesn't work however, the background is always black.
JohnnyMeek
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Posted: 14th May 2016 09:20 Edited at: 14th May 2016 09:21
I did a quick HTML5 export test of one of my older games. Works in Firefox but throws an error in Chrome.

http://www.fatleggames.com/games/Trionix/Trionix.html

FPS is quite low considering the simplicity of this game, but good to know that this could be an option in the future.
Digital Awakening
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Posted: 14th May 2016 09:56 Edited at: 14th May 2016 10:13
HTML5 support is awesome!

When I run RTA on my website I get "SyntaxError: expected expression, got '}'" at the top of the page. I use Firefox.

Running locally I noticed the following:
END does nothing, not sure it should.
No support for my controller.
The mouse cursor is not hidden. Not sure if that's possible or if other games does that.
Jack
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Posted: 14th May 2016 11:23 Edited at: 14th May 2016 13:38
The Player "Built May 13 2016" crashes when I try to broadcast some AppGameKit 2.019 apps, that worked before.
Let me see if I can find the source.

Acceleration sensor has now the correct sensor rate, the fused sensors are still broken on my galaxy S7.

[/url]
Paul Johnston
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Posted: 14th May 2016 12:25
Quote: "SetClearColor doesn't work however, the background is always black."

I've noticed that too, I've yet to figure out why.

Quote: "I did a quick HTML5 export test of one of my older games. Works in Firefox but throws an error in Chrome."

It works in Chrome here, but the console says your attempt to connect to http://www.fatleggames.com//analytics/piwik/piwik.php failed, probably because it has an extra slash in it.

Quote: "When I run RTA on my website I get "SyntaxError: expected expression, got '}'" at the top of the page. I use Firefox."

Can you send me the link?

Quote: "The Player "Built May 13 2016" crashes when I try to broadcast an AppGameKit 2.019 app."

What platform is running the player? Does it happen with all projects or just a particular one? If it is just a particular project can you send it to me so I can track it down?
Mobiius
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Posted: 14th May 2016 13:10
You had me at HTML5!
Digital Awakening
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Posted: 14th May 2016 13:58
Paul:
As I opened up the link to mail it to you it started loading and then the game started just fine. I don't know why it didn't work before. I had some upload problems and I reuploaded. Maybe it would have worked before if I had reloaded the page.
Digital Awakening
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Posted: 14th May 2016 14:09
Paul:
Is it possible to get SetRawMouseVisible( 0 ) to work?
BatVink
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Posted: 14th May 2016 15:09 Edited at: 14th May 2016 15:10
I just played Trionix. Nice game
After about 5 minutes I got this error in red at the top:

Uncaught 37858608

The game froze and I couldn't continue. A few seconds later the sound stopped.
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JohnnyMeek
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Posted: 14th May 2016 15:38
Trionix still doesn't work in Chrome ( Mac) for me. I get this error.

Uncaught Assertion failed: m_count > 0, at: common/Box2D/Common/b2GrowableStack.h,67,Pop at Error at jsStackTrace (http://www.fatleggames.com/games/Trionix/AGKPlayer.js:1:33101) at stackTrace (http://www.fatleggames.com/games/Trionix/AGKPlayer.js:1:33284) at ___assert_fail (http://www.fatleggames.com/games/Trionix/AGKPlayer.js:1:214040) at Array.F_ (http://www.fatleggames.com/games/Trionix/AGKPlayer.asm.js:8:129132) at Object.MFa [as dynCall_ii] (http://www.fatleggames.com/games/Trionix/AGKPlayer.asm.js:11:224265) at invoke_ii (http://www.fatleggames.com/games/Trionix/AGKPlayer.js:1:304493) at t$ (http://www.fatleggames.com/games/Trionix/AGKPlayer.asm.js:8:150331) at r$ (http://www.fatleggames.com/games/Trionix/AGKPlayer.asm.js:8:149481) at q$ (http://www.fatleggames.com/games/Trionix/AGKPlayer.asm.js:8:149266) at F$ (http://www.fatleggames.com/games/Trionix/AGKPlayer.asm.js:8:158513)
Paul Johnston
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Posted: 14th May 2016 15:44 Edited at: 14th May 2016 16:17
I have now uploaded the files to the TGC site so they should be available in you products section.

Quote: "Is it possible to get SetRawMouseVisible( 0 ) to work?"

Maybe, there is some code behind that function but it might not work with the HTML5 compiler, or it might not work on all browsers. It looks like you might be able to work around it by using CSS on the canvas tag https://stackoverflow.com/questions/6892502/hide-mouse-cursor-when-its-within-html5-canvas-javascript. Edit the html file and find the canvas.emscripten style, you can add anything to that.

Quote: "Trionix still doesn't work in Chrome ( Mac) for me. I get this error."

It appears that runtime errors aren't being reported correctly, but after a few attempts I managed to get this out of Firefox "Array index out of bounds, Index: 14, Array Length: 13 in Source/AI.agc at line 58". There also seems to be a steady increase in memory but I can't tell if this is AppGameKit or the Tier 1 code.
Digital Awakening
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Posted: 14th May 2016 17:15
Thanks Paul

Anyone else want to hide the mouse cursor? Just add "cursor: none;" to canvas.emscripten. Which you can find in the <head> of the .html file.
Digital Awakening
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Posted: 14th May 2016 17:26
Running in full screen I get micro freezes every few seconds. Is it just HTML5 being too demanding? I have a pretty decent gaming computer.

Anyone knows how to protect the files in the directory from being downloaded? Should I alter the file permissions? They are 755 by default when I upload them.
Jo Bach
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Posted: 14th May 2016 19:28
Tnx TGC!

This is a real good start with HTML5.

I've tested my app in Chrome, Firefox and Edge and it works verry good (put it on my server and run it over the internet).

cheers
Jack
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Posted: 15th May 2016 00:38 Edited at: 16th May 2016 10:06
Quote: "What platform is running the player? Does it happen with all projects or just a particular one? If it is just a particular project can you send it to me so I can track it down?"


I am using a Samungs S7, and only some apps do not work. I have seperated the problem and found out, that the crash came after the loadobject command. So I created a log to see what it loads.

On PC the Logfile looks like this:



On android it looks like this:



On the first call of loadobject() it crashes.

You find an example in the attachments. Worked perfectly with 2.0.18
Fused sensor commands are still broken on the S7, but the accelerometer does work with 60fps now.

[/url]

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JohnnyMeek
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Posted: 15th May 2016 11:26
I have a project that doesn't work with 2.0.19 but works fine with 2.0.17.

I get the following error with 2.0.19, even though the array in question is defined by a constant to be 400.

Error: Array index out of bounds, Index: 21, Array Length: 20 in Source/LevelUp.agc at line 24 in Source/LevelUp.agc at line 24

The same project, broadcast to my iPad fails to load with a png error in 2.0.19. Same project works fine in 2.0.17
Zigi
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Posted: 15th May 2016 13:17
I'm testing the HTML5 export locally in Firefox and seems like text input and edit boxes doesn't work in HTML5. When I try to use them I can't write anything in to the edit box or text input field even not if I click the field.
The only error message I get is : Error in parsing value for 'padding'. Declaration dropped.

Otherwise the HTML5 export is really impressive it is surprised me how well everything (I've tried) works, including 3D. Thanks a lot.
Blendman
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Posted: 15th May 2016 14:39 Edited at: 15th May 2016 14:40
Hi
Thank you very much for this new version, a lot of interesting features/fixes.

I have tested the new html5 export.
It work fine, I have just two "errors" :
- I don't see my fonts and I don't know why
- The game seems to Lag (it work well in 2.016), or the character seems to "flick".

Here my test (just a little game to test ^^) :
http://dracaena-studio.com/games/SuperKang.html

Paul, I can send you the agk files & Media if needed .
AGK2 tier1 - http://www.dracaena-studio.com
Zigi
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Posted: 15th May 2016 15:05
When I try to load an .fbx model, (just a simple cube made in blender) I get this error message in HTML5 and I don't get the cube loaded:
Failed to load object "cube.fbx" - FBX-Tokenize (offset 0x1f) block offset is out of range1 AGKPlayer.js:1:29932

Shizki
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Posted: 16th May 2016 00:40
I just noticed that I can't load ".BMP" files any more. Not a major problem though.
MobileCreator
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Posted: 16th May 2016 01:47
Congrats for the HTML5 support. This is the last platform TGC needed to support in order to compete toe to toe to similar tools! Awesome

Paulo
----------
Paulo
http://c64programming.wordpress.com
CJB
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Posted: 16th May 2016 08:59
I don't think SetSoundInstanceRate is working in HTML5.
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JohnnyMeek
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Posted: 16th May 2016 09:51
GetDevicename() returns linux for HTML5



Paul Johnston
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Posted: 16th May 2016 13:42
Quote: "Error: Array index out of bounds, Index: 21, Array Length: 20 in Source/LevelUp.agc at line 24 in Source/LevelUp.agc at line 24"

Can you send me an example so I can tack it down

Quote: "seems like text input and edit boxes doesn't work in HTML5."

Thanks, fixed for the next version

Quote: "I just noticed that I can't load ".BMP" files any more"

Correct, all platforms now use libPNG and libJPEG to load images rather than the platform specific load routines

Quote: "I don't think SetSoundInstanceRate is working in HTML5."

It's probably not implemented in our HTML5 compiler

Quote: "GetDevicename() returns linux for HTML5"

Thanks, fixed for the next version
Mobiius
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Posted: 16th May 2016 13:56
Shizki wrote: "I just noticed that I can't load ".BMP" files any more. Not a major problem though."

BMP support has been dropped. Only jpg and png is supported.
Digital Awakening
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Posted: 16th May 2016 18:55
Paul:
Will we ever see controller support for HTML5?
Paul Johnston
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Posted: 17th May 2016 00:08
Quote: "Will we ever see controller support for HTML5?"

Possibly, I'll see if I can get it working
Digital Awakening
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Posted: 17th May 2016 23:01
Paul:
Is HTML5 only for Tier 1 or can we use Tier 2 as well?
Paul Johnston
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Posted: 17th May 2016 23:51
Tier 1 only
Alien Menace
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Posted: 18th May 2016 02:14 Edited at: 18th May 2016 02:15
I haven't been able to get RunApp() to work at all...

RUNAPP("C:\Windows\System32\calc.exe", "")

or

App_ID=RUNAPP("C:\Windows\System32\calc.exe", "")

Am I doing something wrong?
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adambiser
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Posted: 18th May 2016 06:52
Thanks for the beta update. I haven't tried it out yet, but is there a way to detect when the game goes into the background on Windows? I know about GetResumed(), but this only tells us when the app regains focus. Meanwhile, in the background the game was running and they died, time ran out, etc.

Thanks again. The HTML5 support is definitely something I'd like to try out soon.
Digital Awakening
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Posted: 18th May 2016 12:35
Hmm, so if I want to release my next game on the web then I shouldn't switch to tier 2. Makes you think about it.
Paul Johnston
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Posted: 18th May 2016 13:10
Quote: "I haven't been able to get RunApp() to work at all"

RunApp references files the same way as OpenToRead, so the exe file must be in the read or write folder.

Quote: "is there a way to detect when the game goes into the background on Windows?"

Not at the moment, but it is easy to add. I'll get that in the next version.
adambiser
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Posted: 18th May 2016 17:44 Edited at: 18th May 2016 17:44
Quote: "Not at the moment, but it is easy to add. I'll get that in the next version"

Great! Thanks!
Alien Menace
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Posted: 18th May 2016 18:28 Edited at: 18th May 2016 18:34
So, this should work... right?

SetRawWritePath ("C:\Windows\System32\")
App_Running=RunApp("calc.exe", "")

But it does not seem to work either. Honestly, I do not see the point of sand boxing a PC-only command like this.
If it has to stay this way for some reason then how about adding RunAppRaw() and let people specify the exact path
to the executable.

Also, any chance of adding drive commands?

GetCurrentDrive
GetDriveCount
GetFirstDrive
GetNextDrive

Still have this dream of being able to write a file saving routine for my level builder that doesn't have to be hard-coded.
I love my Altair 8800 Replica.

http://altairclone.com/
Paul Johnston
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Posted: 19th May 2016 00:34
I'll make RunApp search the write path, then the read path, then the system path environment variable, which should cover the location of common apps like calc.exe. So you would only need to do RunApp( "calc.exe", "" )
Alien Menace
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Posted: 19th May 2016 04:56 Edited at: 19th May 2016 05:01
Well calc.exe was just an example. I really want to use this new command to write a front-end but why on earth neuter it like this? Now that we have a method of launching an exe from within AppGameKit (and thanks for the thought BUT), there are these arbitrary rules associated with it which makes the command far less useful. I want my user to choose which executable they want to run. I cannot understand why a PC-only command is being hamstrung by AGK's original tablet-centric rules. Come on man, I'm a peacock, you gotta let me fly!
I love my Altair 8800 Replica.

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Mobiius
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Posted: 19th May 2016 09:16 Edited at: 19th May 2016 09:17
Preben
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Posted: 19th May 2016 11:27
HTML5: OpenBrowser don’t work , it is a must for html 5 games.

Other then that i can only say, wow Paul what a great job.

A few test, out of the box no changes:

3D: 44 fps on my slow computer in html5, Amazing. Press ‘p’ while playing for debug info.
http://www.slungo.com/mobile/afps/scifi3.html

2D: ( press “hint” then “refresh” then the “cancel” button to activate the robot. )
http://www.slungo.com/mobile/match3candy/match3candy.html

2D:
http://www.slungo.com/mobile/waggle2/waggle2.html
best regards Preben Eriksen,
Alex_Peres
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Posted: 19th May 2016 12:11
Where can I get the android-ndk-r11b ?? On the google site it's only r11c version...
Paul Johnston
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Posted: 19th May 2016 15:38
Quote: "Well calc.exe was just an example. I really want to use this new command to write a front-end"

This would work in the current version

SetFolder("")
SetRawWritePath ("C:\Windows\System32")
App_Running=RunApp("calc.exe", "")

and this would work in the next version

App_Running=RunApp("calc.exe", "") // searches path
or
App_Running=RunApp("C:\Windows\System32\calc.exe", "") // straight pass through


Quote: "I cannot understand why a PC-only command is being hamstrung by AGK's original tablet-centric rules"

Although Microsoft still allows apps free reign over most of the file system it recommends apps only write to the User's Documents or AppData folder, so there's no telling how strict they will become in future. Apple have started requiring Mac apps be sandboxed. Since AppGameKit wasn't designed to be a system tool we decided to stick to the recommended restrictions. But I'll consider adding some drive letter commands in future.

Quote: "HTML5: OpenBrowser don’t work , it is a must for html 5 games."

Fixed for the next version

Quote: "Where can I get the android-ndk-r11b ?? On the google site it's only r11c version"

r11c should work fine, the NDK versions seem to be fairly good with backwards compatibility
Alien Menace
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Posted: 20th May 2016 06:31
Thanks Paul. I tried the first example by using SetFolder("") and that works, the exe runs fine and exiting returns back to AGK. Nice. The problem now is that the exe that is run cannot find any of the files it needs in it's directory. Is it possible to pass the run location to the executable? The DBP equivelent of this command has a directory parameter that deals with this issue:

EXECUTE FILE Filename, Commandline, Directory, Wait Flag

Would it be possible to mirror this command or do something similar in AppGameKit?

HTML5 what a surprise that was!
Thanks.
I love my Altair 8800 Replica.

http://altairclone.com/
Scraggle
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Posted: 20th May 2016 08:25 Edited at: 20th May 2016 10:15
Will we see these updates for the RPi?
I have plans afoot to create an arcade gaming machine powered by an RPi and running a front end menu to select from a number of AppGameKit retro remakes. For it to work I really need an RPi version of RunApp()
AGK V2 user - Tier 1 (mostly)
CJB
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Posted: 20th May 2016 08:42
Quote: "I have plans afoot to create an arcade gaming machine powered by an RPi and running a front end menu to select from a number of APK retro remakes."


So do I!
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BatVink
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Posted: 20th May 2016 15:32
Quote: "I have plans afoot to create an arcade gaming machine powered by an RPi"


Mine is already in the making Got my buttons, LEDs, diodes etc. I just forgot to buy some time.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
CJB
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Posted: 20th May 2016 16:49
Quote: "I just forgot to buy some time."
I know exactly how you feel! It's just SO expensive these days!!!
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