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AppGameKit Classic Chat / AppGameKit Version 2019.06.11

Author
Message
Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 11th Jun 2019 19:36
I've uploaded a new version with the following changes

* Fixed text using new fonts jumping with moving across the screen
* Improved Android AR error message
* Fixed a memory leak in SetMeshMemblockVertexColor
* Fixed very short sounds failing to loop

Let me know if you have any problems
Bored of the Rings
User Banned
Posted: 12th Jun 2019 11:18
thanks Paul
Professional Programmer, languages: SAS, C++, SQL, PL-SQL, DBPro, Purebasic, JavaScript, others
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 12th Jun 2019 14:25
Thanks
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Sph!nx
15
Years of Service
User Offline
Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 12th Jun 2019 18:24
Much appreciated!
Regards Sph!nx
Phobos70
7
Years of Service
User Offline
Joined: 14th May 2016
Location: Italy
Posted: 12th Jun 2019 19:12
Thank you!
Tone Dialer
Valued Member
18
Years of Service
User Offline
Joined: 17th Oct 2005
Location: England, well a town in it !
Posted: 12th Jun 2019 19:24
Thank you Paul
Rick Nasher
6
Years of Service
User Offline
Joined: 25th Jul 2017
Location: Amsterdam
Posted: 12th Jun 2019 23:36
Many thanks! That audio thing will solve my issues.(thought was I did something wrong )
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 13th Jun 2019 01:04
Awesome. Thanks
Jambo B
14
Years of Service
User Offline
Joined: 17th Sep 2009
Location: The Pit
Posted: 13th Jun 2019 21:40
Great stuff. Thanks for your ongoing support.
theblackbones
5
Years of Service
User Offline
Joined: 31st Jan 2019
Location: France
Posted: 14th Jun 2019 16:15
Thanks Paul
Volvi
4
Years of Service
User Offline
Joined: 15th Jun 2019
Location:
Posted: 15th Jun 2019 14:36
Hey folks. Having a bit of trouble with the new version. Previous version didn't seem to do this, but downloaded the update and recompiled and my text is automatically shuffling to the back of the screen behind any sprites, no matter what I use for SetSpriteDepth or SetTextDepth. Is this something I've messed up or the update has? Thanks folks.
bstebbs
11
Years of Service
User Offline
Joined: 10th Jan 2013
Location:
Posted: 17th Jun 2019 13:52
I am trying to make a ball move extremely fast in AppGameKit and for the life of me cannot get it to work. Any ideas how to make this work?

//Set the Physics Gravity to 0,0 so that the world is like a Blockbreaker game where the ball bounces off everything.
SetPhysicsGravity(0,0)

//Loaded the ball image and created the sprite. Set Physics to Dynamic, set Restitution = 1 so the ball has full bounce. And, set Friction = 0 so there's no friction. Thus, ball should move as freely as possible
Ball = LoadImage("Player.png")
Player = CreateSprite(Ball)
SetSpritePhysicsOn(Player,2)
SetSpritePhysicsRestitution(Player,1)
SetSpritePhysicsFriction(Player,0)
BallForce# = 5000.0

do
//Then in my Do Loop, I am drawing a line to know what direction the ball will move and that's done with the GetPointerState()=1 state as it constantly draws a new line to the mouse pointer while the mouse is pressed down.
if GetPointerState() = 1 //Means the pointer is pressed down
DrawLine(GetSpriteX(Player)+(GetSpriteWidth(Player)/2),GetSpriteY(Player)+(GetSpriteHeight(Player)/2),GetPointerX(),GetPointerY(),255,0,0)
endif
if GetPointerReleased()
//Then when I release the Mouse, I calculate the XDiff# and YDiff# values which is just how far the GetPointerX() is from the X position of the ball (Player) and the GetPointerY() is from the Y position of the ball.
XDiff# = GetPointerX()-(GetSpriteX(Player)+(GetSpriteWidth(Player)/2))
YDiff# = GetPointerY()-(GetSpriteY(Player)+(GetSpriteHeight(Player)/2))
//Then I determine which if these 2 values is higher because I want to bring the difference down to values <= 1.0 so that I can apply a consistence Velocity to it.
HighVal# = XDiff#
if YDiff# > HighVal# then HighVal# = YDiff#
XDiff# = XDiff# / HighVal#
YDiff# = YDiff# / HighVal#
//At this point, XDiff# and YDiff# are both <=1.0 Then I apply a BallForce# value to each so I can determine how much Velocity to apply to the ball.
XDiff# = XDiff# * BallForce#
YDiff# = YDiff# * BallForce#
//But no matter how big I make BallForce#, the ball only moves so fast. It just moves an average speed across the screen. I can't get it to more super fast across the screen.
SetSpritePhysicsVelocity(Player,XDiff#,YDiff#)
endif
//I have also grabbed the XForce# and YForce# values based on the balls Velocity and then multiplied it to these values and applied it back to the Velocity at this point and checked the before and after values. MAKES NO DIFFERENCE. The ball
//continues to go at the same speed. WHAT IS GOING ON HERE??? Why can't I apply a super fast Velocity or Force or ANYTHING to an object and make it go super fast? This has got me puzzled!!!
XForce# = GetSpritePhysicsVelocityX(Player)
YForce# = GetSpritePhysicsVelocityY(Player)
print(str(XForce#) + " : " + str(YForce#))
Sync()
loop

bstebbs
11
Years of Service
User Offline
Joined: 10th Jan 2013
Location:
Posted: 17th Jun 2019 15:31
I figured out the issue. Has nothing to do with my code. It's the SetSyncRate command. By default, SetSyncRate(30,0) is used. But, if you change 30 to say 120, then the objects really fly across the screen fast, which is what I was trying to accomplish. In case anyone else is having this same issue and wants to know how to change it, now you know.
McFish
8
Years of Service
User Offline
Joined: 10th Nov 2015
Location: Finland
Posted: 20th Jun 2019 07:46
Could we have updated versions to humble bundle page? Latest version HB offers is dated:

01/18/2019 (windows)
01/03/2019 (Linux)
01/18/2019 (Mac)
Sph!nx
15
Years of Service
User Offline
Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 21st Jun 2019 16:08 Edited at: 21st Jun 2019 16:08
Might be a bit of softy here but seeing all the gratitude above and the general atmosphere in this community makes me happy to be a part of it.

(OMG, I've been around here for ten years already... Getting old. Lol)
Regards Sph!nx
N.I
AGK Developer
7
Years of Service
User Offline
Joined: 11th Apr 2016
Location:
Posted: 31st Jul 2019 04:36
Google says that Google Play ’s target API level requirements will be raised to 28 on August 19 2019.
Does the latest AppGameKits support it?
Qugurun
Valued Member
9
Years of Service
User Offline
Joined: 8th Dec 2014
Playing: AppGameKit
Posted: 31st Jul 2019 05:32
N.I https://forum.thegamecreators.com/thread/224785
https://www.instagram.com/qugurun/

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