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AppGameKit Classic Chat / LoadSubImage Gets Broken with the New Update

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Shokkul
9
Years of Service
User Offline
Joined: 30th Oct 2015
Location:
Posted: 20th May 2016 18:15
Hi guys,
It seems that LoadSubImage() is not working with the new update. I am trying with my old codes too and every function that uses LoadSubImage() doesnt work. Is it gonna be fixed, cause I nearly finished the game so I dont want to wait the new update.
Thanks.
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 20th May 2016 20:55
Seems to work ok here, do you have some sample code I can test?
Shokkul
9
Years of Service
User Offline
Joined: 30th Oct 2015
Location:
Posted: 21st May 2016 09:05
http://www.megafileupload.com/jmjL/media.rar these are my atlas images and txt files
for loading images you can use these


I tested so many times and everything I did was futile. I did not change the code and with the update it is not working.
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 22nd May 2016 16:27 Edited at: 22nd May 2016 16:28
Thanks for the example, fixed for the next version. This was caused by the images being larger than 2048x2048, above that size they get scaled down to fit within 2048x2048, and AppGameKit wasn't recalculating the sub image offsets properly.
Shokkul
9
Years of Service
User Offline
Joined: 30th Oct 2015
Location:
Posted: 22nd May 2016 23:15
Thank you, I will wait the next update or rearrange my atlas image to 2048x2048
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 23rd May 2016 08:13
In what why has this been fixed?
Are large images still scaled down or not?
AGK V2 user - Tier 1 (mostly)
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 23rd May 2016 12:57
At the time of writing the images were still scaled down, but they would now be done properly. I've subsequently added another fix that removes the 2048x2048 limit so it is only limited by the device capabilities. However if the device only supports 2048x2048 it will still be scaled down.

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