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AppGameKit Classic Chat / AGK Version 2.0.19 Release

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Paul Johnston
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Posted: 20th May 2016 14:04
Thanks to everyone that tested the beta, I've uploaded version 2.0.19 to Steam and the TGC site with the following changes.


I also compiled HTML5 with a higher optimization mode, so the script files are larger, but it should run faster than during the beta
Scraggle
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Posted: 20th May 2016 15:06
I'll ask this again here since the other thread is about to disappear into oblivion:

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)
Paul Johnston
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Posted: 20th May 2016 15:09
Quote: "Will we see these updates for the RPi?"

Working on it as we speak, I'll let you know when it is ulpoaded
Sph!nx
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Posted: 20th May 2016 15:59
Thanks so much! Downloading as I type this.
Regards Sph!nx
Paul Johnston
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Posted: 20th May 2016 16:05
Quote: "For it to work I really need an RPi version of RunApp()"

Currently RunApp is Windows only, but it might be expanded in future
tboy
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Posted: 20th May 2016 16:15
Great update! Adds another dimension to an already superb product.
frittblas
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Posted: 20th May 2016 16:25
is it / will it be possible to export Tier2 projects to HTML5?
Also can you get Tier2 projects to Raspberry Pi?

Thanks

/Hans
f
tboy
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Posted: 20th May 2016 16:26
@scraggle,

I'm not not sure what you're doing but out of interest, instead of using RunApp on the RPI could you use a Fullscreen 'Kiosk' mode on a browser to load on startup
and then use an HTML5 menu so you can select your games?
BraindeaD
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Posted: 20th May 2016 17:02
Hi all.
Paul, thanks for the new html5 exporter, it's a great platform for development!

I'd like to know if the following features will be considered/supported in a future:

-option to include a personalized loading bar when game starts
-ability to include third party APIs to integrate in html5 game´s portals (records, save achievements...) maybe using a code tag only usable for html5 compiler
-option to start the game in fullscreen using a command

Not sure if the following can be achieved with the current AppGameKit commands...
-save/load data
-detect if the device is in landscape o portrait... maybe it can be substituted by SetOrientationAllowed command (many publishers ask for games that detects the orientation and show a warning screen if the orientation is not the correct)
-detect if your are playing the game in a phone/tablet or in a computer (in order to use touch controls or keys) maybe can be substituted by GetKeyboardExists command...

All in all, great port to html5.
Best regards.
Jeku
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Posted: 20th May 2016 18:11
The HTML5 export is the single best thing to happen to AppGameKit since 3D was implemented. Thank you for your hard work
Senior Software Engineer - RotoGrinders
Paul Johnston
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Posted: 20th May 2016 21:18 Edited at: 20th May 2016 21:19
The Raspberry Pi version has now been updated

Quote: "is it / will it be possible to export Tier2 projects to HTML5?"

In theory it's possible, but due to the way it is compiled it would be quite difficult to support. Currently I only have it working on Ubuntu.

Quote: "can you get Tier2 projects to Raspberry Pi?"

The latest version has a template project in the Tier 2 folder for Raspberry Pi

Quote: "I'd like to know if the following features will be considered/supported in a future"

It's possible, it's still early days so we'll see what this version throws up.
CJB
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Posted: 20th May 2016 21:27
I can't see the RPi version of AppGameKit in my Account / Products area... Do I have to download from the AppGameKit site?
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CJB
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Posted: 20th May 2016 21:34
I've noticed images are loading MUCH faster now! So much so, that my "smoke & mirrors" intro to hide the fact that stuff was loading in the background now needs revising! Haha
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Paul Johnston
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Posted: 20th May 2016 21:56
The Raspberry Pi version is a separate product as it is free, you can add it to your account by clicking the download button on this page http://www.appgamekit.com/agk-pi/
kaband
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Posted: 20th May 2016 22:06
HTML 5 Exporter. Way cool! Great work. I have a quick question maybe someone can help out with.

So, I grab all the level names for my game by doing a GetFirstFile() then GetNextFile() and loop through all the files in the media directory looking for files with a particular extension. Now with HTML 5 I can't do that successfully. GetFirstFile() comes back blank and GetFileCount() comes back with 0. However, GetCurrentDir() does return media/ - im guessing the media files are held within the .data file. I take it I'm going to have to define each level name within my game for HTML5 to work?

Thanks!
CJB
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Posted: 20th May 2016 22:51
My game doesn't start in HTML5. I get the page up with the "Made with AGK" image at the bottom. It says "Loading" for a little while and then "Uncaught Exception: Out of Memory error" flashes up in place of Loading, and then nothing.


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Uzmadesign
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Posted: 21st May 2016 08:14
@Paul, what became of the "Export to Windows" feature that would allow Tier 1 users to change the icon? Been hoping for that since it was announced prior to 2.0.17. I will give 2.0.19 a whirl shortly, thanks for all that especially HTML5 capabilities.
Jambo B
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Posted: 21st May 2016 11:30
Hello,

Great job, Paul.

Just a quick one: the HTTP commands don't seem to be working yet.

CreateHTTPConnection(), etc.

James
Yodaman Jer
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Posted: 21st May 2016 15:10
Great work Paul! Definitely glad to see the progress AppGameKit is making this year
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BatVink
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Posted: 21st May 2016 16:13
Quote: "Just a quick one: the HTTP commands don't seem to be working yet.

CreateHTTPConnection(), etc.
"


Do you mean in HTML 5? Only the Async version works.
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Jambo B
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Posted: 21st May 2016 16:25 Edited at: 21st May 2016 16:26
Thanks BatVink - I'll have a play with the Async versions.

James

Edit: Yes, sorry, I did mean in HTML5. Works as normal on Windows.
Timshark
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Posted: 21st May 2016 16:36
Hi Paul - html 5 - wow

But - I get errors when running the exported html in Chrome, Edge and IE.
Different errors:
Chrome error = "Script error"
Microsoft Edge errer = "NetworkError for: AGKPlayer.data"
internet Explorer error = "No access"

This the code
xCept
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Posted: 21st May 2016 21:09
@Timshark, you will want to throw them up on a local server; if you try to open them directly you'll run into a lot of problems. Easiest way is to just install WAMPServer and make sure it is running. You can then copy the generated HTML folder to C:\wamp\www\ (or wherever you installed WAMP) and access it via http://localhost/yourgame/

However, I don't think it works in IE under any circumstances right now.
Timshark
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Posted: 22nd May 2016 11:39
@ xCept

Wampserver up and running. Works now. Thanks!
BatVink
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Posted: 22nd May 2016 17:24 Edited at: 22nd May 2016 17:26
I decided to try one of my apps in HTML 5, and hit a couple of problems. My testing was done in Chrome...

1. Export as HTML, 2D only
2. Get error...unrecognised instruction at 103 in main.agc. This was the command SetGlobal3DDepth(), so I commented it out.
3. Export again, reload the game (using CTRL-F5 to reload everything). Same error message.
4. Add an extra blank line of code to move the supposed error to line 104 (commented out line, in orange):



5. Same error, on the same line 103
6. Export to HTML as 3D to try and work out what is going on. Get the following error on loading...

Quote: "Uncaught abort(41) at Error at jsStackTrace (http://devink.co.uk/games/circles/AGKPlayer.js:1:26777) at stackTrace (http://devink.co.uk/games/circles/AGKPlayer.js:1:26960) at abort (http://devink.co.uk/games/circles/AGKPlayer.js:3:10635) at Array.DWb (http://devink.co.uk/games/circles/AGKPlayer.asm.js:16:18524) at RSb (http://devink.co.uk/games/circles/AGKPlayer.asm.js:13:822959) at Object.KTb [as ___cxa_is_pointer_type] (http://devink.co.uk/games/circles/AGKPlayer.asm.js:16:1494) at ___cxa_find_matching_catch (http://devink.co.uk/games/circles/AGKPlayer.js:1:205028) at ___cxa_find_matching_catch_2 (http://devink.co.uk/games/circles/AGKPlayer.js:1:252631) at gEb (http://devink.co.uk/games/circles/AGKPlayer.asm.js:13:447530) at fEb (http://devink.co.uk/games/circles/AGKPlayer.asm.js:13:445679) If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information."


7. Changed the folder name so that local browser disassociated the files with previous loads. Now, I get an error at line 165 (unrecognised instruction), another blank line:



This program works in Windows and Android.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt

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zxretrosoft
AGK Developer
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Posted: 22nd May 2016 17:33 Edited at: 22nd May 2016 17:34
I have similar error, many errors actually

I am sorry for poor English
Paul Johnston
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Posted: 22nd May 2016 22:40
Quote: "But - I get errors when running the exported html in Chrome, Edge and IE."

Firefox is the only browser I've found that can run locally without using a server.

@BatVink - I had similar annoying problems that I discovered were caused by CloudFlare caching our pages so changes I made would sometimes go through and sometimes not. I ended up using a clean page on our site that isn't cached and that seemed to work better, and if you use Chrome, press F12 and in the Network tab you can disabled browser caching. I'm not sure what's causing the abort message, but it could be caused by mismatched files from 2D and 3D exports in the cache.

@zxretrosoft - I downloaded the files from your site, and if I replace the .mem file with the one in the 2.0.19 export it works. Where did you get the current .mem file?
zxretrosoft
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Posted: 22nd May 2016 22:45 Edited at: 22nd May 2016 22:45
Thanks! I did nothing, just export from AGK2 to HTML5.

What do I do? Please, where do I get the right mem file?
I am sorry for poor English
Paul Johnston
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Posted: 22nd May 2016 22:57 Edited at: 22nd May 2016 22:58
I see what's happening, the files are fine but for some reason your web server is adding the following code to every page, including the .mem file


It's adding a script from the domain http://c.imedia.cz if you don't recognise this then I'd be concerned that the server has been hacked
zxretrosoft
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Posted: 23rd May 2016 07:10
Thank you.
Yes, this is advertising from the server. But you are right! This is the problem! It would somehow removed?
I am sorry for poor English
Scraggle
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Posted: 23rd May 2016 08:19 Edited at: 23rd May 2016 08:34
Quote: "Currently RunApp is Windows only, but it might be expanded in future"

Please do!
I see no other way of creating my arcade machine with out. The games that I want to include are already written so I need to call the exe from a menu.
AGK V2 user - Tier 1 (mostly)
CJB
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Posted: 23rd May 2016 11:52
When it is ready, where can I play your arcade machine Scraggle?
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Scraggle
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Posted: 23rd May 2016 12:31
It's a physical unit, so err.... my place?
AGK V2 user - Tier 1 (mostly)
CJB
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Posted: 23rd May 2016 12:33
Cool! Let me know when and I'll bring the beer
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tboy
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Posted: 23rd May 2016 13:00
Quote: "Please do!
I see no other way of creating my arcade machine with out. The games that I want to include are already written so I need to call the exe from a menu."


@Scraggle,

Have you tried node.js? Look into require('child_process').execFile ?

You could always create a menu using another language? Python? Java? You could even write a C program and run it as a CGI script (Apache needs to be configured to allow this).



Rozen Software
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Posted: 23rd May 2016 14:30
It seems that function GetHTTPResponse does not return any data. I noticed that problem from version 2.0.18 on Android, Windows and HTML5 (for v. 2.0.19).
tboy
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Posted: 23rd May 2016 15:45
I gave GetHTTPResponse a quick test and it worked fine on my system, using XAMPP locally.

Tested for Windows and HTML5.

Code from the AppGameKit examples:



PHP Code:

Alien Menace
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Posted: 24th May 2016 01:28
OK, well since this question didn't get answered in the beta thread I guess I will re-ask it here:

Quote: "
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?
"


In essence, even though the executable will run, it cannot locate it's own ini file in the same directory it was ran from.
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BatVink
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Posted: 24th May 2016 08:47
What is the application that you are running? By Windows standards, it should always check its own application folder first for an ini file.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Paul Johnston
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Posted: 24th May 2016 15:36
Quote: "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?"

I'll add it to my list of things to do, but if you have the source code for the app being run then you can get it's current directory by doing
Behdadsoft
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Posted: 24th May 2016 15:45
Hi.

Please Fix Black borders forever in SetDisplayAspect and SetVirtual Resolution.

Thanks.
BatVink
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Posted: 24th May 2016 17:29
You only get black borders if the display aspect is not the same as the device window. this is expected behaviour. I see in your other thread that you hard-coded the values.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Behdadsoft
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Posted: 24th May 2016 17:40
Quote: "You only get black borders if the display aspect is not the same as the device window. this is expected behaviour. I see in your other thread that you hard-coded the values.
"


this is my code:

Mobiius
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Posted: 25th May 2016 08:43
Yep, you set the window size, but not the resolution. If you want a 1280x800 window, set the virtual resolution to 1280x800 also.
Behdadsoft
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Posted: 25th May 2016 09:41
Quote: "Yep, you set the window size, but not the resolution. If you want a 1280x800 window, set the virtual resolution to 1280x800 also."


instead use setvirtualresolution() I used SetDisplayAspect (16.0 / 10.0).
Mobiius
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Posted: 25th May 2016 16:12
That should make the 3d display match the window, but may not make the canvas match the window.
nz0
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Posted: 28th May 2016 19:28
Not sure if this was introduced at this version, but GetManagedSpriteCount() now returns 0.
Also, GetManagedSpriteDrawnCount() doesn't seem to return a realistic value.

CJB
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Posted: 1st Jun 2016 10:07 Edited at: 1st Jun 2016 10:28
More bugs found (from other threads, but mentioning here in the hope that Paul spots them. SetLocalNotifications is very important for my current project):

SetLocalNotification doesn't work if your app is closed (only works when your app is open and minimised). See: https://forum.thegamecreators.com/thread/217222

Unable to submit iOS apps to store (warning about Beta Toolchains). See: https://forum.thegamecreators.com/thread/217220

LoadObjectWithChildren Crash: https://forum.thegamecreators.com/thread/217234

CreateObjectFromObjectMesh - Collisions: https://forum.thegamecreators.com/thread/217233
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Uzmadesign
adambiser
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Posted: 1st Jun 2016 20:39
Thank you for adding GetPaused()!

I'm still getting a crash on my XP SP3 VM in VirtualBox. Can anyone confirm this behavior with a real XP box?

I originally posted this in the 2.0.18 thread. The crash started with builds 2.0.17 onward.
2.0.19, 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.

Code used:
Duffer
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Posted: 3rd Jun 2016 19:47
Been a while since I visited the forums. I've got AGK2 but havent really delved deeply yet. My question is - just how much support is there in latest version for:

1) databases / sql / ini / data files

2) 3d terrain

3) rigged 3d humanoids - and 3d animation

??
a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...

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