yeah, but I never thought AppGameKit would need that since the power of virtual resolutions... until fixed.
cause you know it makes it a bit harder I need to recreate everything with new coordinates and sizes...
RenderToImage and rotations should be fixed so we should not care about it.
It's kind of a new fix for AGK...
will post code later on once I'll get it done.
cause at this moment... it is working but everything is messed up since if I start at portrait the sizes of the buttons are miscalculated right...
so for now what I'm planning is, if you start the app at portrait it will not load anything or rather create any sprites and only once it is in the right angle only then it will create all the sprites and everything...
then if you go to portrait a new over the screen (depth 0) sprite will appear with animation to turn it again to left or right (90 or -90)
so it does take a bit of thinking with AppGameKit, on a normal Android app you just need to declare the layouts which can be a headache also .. so I'm figuring out the best possible solution or for say the most relevant.
code will follow soon maybe with the animation also