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AppGameKit Classic Chat / Has anyone tried 2.0.20 on Xbox One yet?

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Digital Awakening
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Posted: 11th Jul 2016 21:39
Last update someone posted about how to make an AppGameKit project run on Xbox One by using the HTML5 export. Now with the latest version controllers should also work. Has anyone tried yet?
Mobiius
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Posted: 11th Jul 2016 22:32
I've just tried the HTML5 version, and controllers don't work for me.
apocolyp4
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Posted: 11th Jul 2016 23:05
I was the one who posted about running AppGameKit games on an Xbox One. Ive not had time to fully test the new AppGameKit 2.0.20 but I can confirm that the controllers do work. I noticed my games run a lot slower on the Xbox One, but I think that might be due to my inefficient coding rather than the AGK.
Digital Awakening
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Posted: 12th Jul 2016 07:42
apocolyp4:
Then I remembered correctly who it was, but I could not remember how to spell your name. Meant to look it up before posting, but I forgot.

My game runs a lot slower in a browser. For some players it runs so slow that the framerate drops enough that they fall through smaller platforms. That's well below 30 FPS. And this is a game that runs around 60 FPS on the same resolution on my Ouya, which is old mobile hardware.
apocolyp4
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Posted: 12th Jul 2016 12:01
I think it might be a combination of our game code not being optimised enough for HTML5 browsers, and the how well the web browsers has implemented WebGL. For example one of my games will have similar slowdowns when running on Mozilla Firefox browser, but will run perfectly fine as a HTML5 app while deployed as a Windows 10 app.

The FPS example that comes with the AppGameKit as an HTML5 project has frame rate drops on my PC while playing it on a browser, but runs at a constant 60fps running on the Xbox One.
Digital Awakening
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Posted: 12th Jul 2016 12:57
Quote: "The FPS example that comes with the AppGameKit as an HTML5 project has frame rate drops on my PC while playing it on a browser, but runs at a constant 60fps running on the Xbox One. "


Have you tried printing out the screen resolution and compare the two? It could very well be that it runs smoother on your Xbox because it's rendering to a smaller resolution. Still, I would assume that anything running inside a browser is extra slow.
apocolyp4
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Posted: 12th Jul 2016 14:05
I modified the FPS example so that set both to run at 1280 x 720 pixels. The only issue so far seems to be that when I start using the controller on the Xbox One the game will pause for a frame every 1 second.
Mobiius
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Posted: 12th Jul 2016 14:22
Did you have to do anything different to get the controller to work in HTML5?
apocolyp4
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Posted: 12th Jul 2016 16:32
No the commands just worked without needing to change anything. Make sure you call CompleteRawJoystickDetection() first.
Mobiius
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Posted: 12th Jul 2016 17:04
I already do call the detection command. Damn...
apocolyp4
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Posted: 13th Jul 2016 00:01
What type of controller are you using? I'm using an Xbox 360 Controller on the PC for the HTML5 builds on Mozilla Firefox and Windows 10 Universal App builds, and the Xbox One pad on the Xbox One and both work. Both of those wireless connections .
Mobiius
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Posted: 13th Jul 2016 10:10
I'm using a wired xbox one controller, on windows 10, in chrome running the html5 app through a web server.

Perhaps it's my code checking for a keyboard as default input before checking for a controller?
apocolyp4
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Posted: 13th Jul 2016 20:35
I don't think that would cause it as this code I use works perfectly:

jumpButtonPressed = GetRawKeyPressed(32)

if GetRawJoystickButtonState(1, 1) = 1
jumpButtonPressed = 1
endif

Try changing the raw joystick number to see if that is the issue.

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