Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / AppGameKit Version 2019.09.27

Author
Message
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 27th Sep 2019 13:34 Edited at: 27th Sep 2019 13:36
I've uploaded a new version to Steam and the TGC downloads area with the following changes

- Fixed expansion file commands causing a crash on Android 9 and above
- Fixed SnapChat commands not working on Android
- Updated Android export dialog to remove unsupported versions of Android from the drop down list
- Fixed SnapChat commands not working in exported iOS apps
- Fixed gl_FrontFacing in shaders being inverted when rendering to a render image
- Added deeplink parameter to SetLocalNotification command which will get passed to the app if the notification is tapped
- Fixed virtual buttons with non-square images incorrectly recording a button press when tapped outside the image
- SetVirtualButtonSize(id, x, y) will now set the button size correctly when using non-square images

Let me know if you have any problems
Bored of the Rings
User Banned
Posted: 27th Sep 2019 13:43
thanks Paul, updating now and will do a little testing when I can.

Professional Programmer, languages: SAS, C++, SQL, PL-SQL, DBPro, Purebasic, JavaScript, others
adambiser
AGK Developer
9
Years of Service
User Offline
Joined: 16th Sep 2015
Location: US
Captain Ouais
20
Years of Service
User Offline
Joined: 12th Dec 2003
Location: France
Posted: 27th Sep 2019 21:27 Edited at: 27th Sep 2019 21:56
thx Paul
I do what i do !!!
DannyD
7
Years of Service
User Offline
Joined: 29th Aug 2017
Location:
Posted: 28th Sep 2019 02:18
Quote: "
Fixed virtual buttons with non-square images incorrectly recording a button press when tapped outside the image
- SetVirtualButtonSize(id, x, y) will now set the button size correctly when using non-square images
"


THANKS GUYS.. appreciate....

Download now and will test...
AliceSim1
6
Years of Service
User Offline
Joined: 15th Oct 2018
Location: Barcelona
Posted: 29th Sep 2019 14:59 Edited at: 29th Sep 2019 20:46
Quote: "- Fixed virtual buttons with non-square images incorrectly recording a button press when tapped outside the image
- SetVirtualButtonSize(id, x, y) will now set the button size correctly when using non-square images"


I have a problem with this update, precisely with the virtual buttons.

In my game they stopped working, the GetVirtualButtonPressed function
does not return 1, when I press the virtual buttons.

in the previous update: 2019.09.10
it works perfectly,
GetVirtualButtonPressed has been broken in this new 2019.09.27

I am forced to use the previous version.


-------------
A suggestion for virtual buttons: Possibility to change the Z depth
SetVirtualButtonDepth (id, Depth)

Virtual buttons are always painted above all sprites and texts, nothing can be painted above them.
Tone Dialer
Valued Member
19
Years of Service
User Offline
Joined: 17th Oct 2005
Location: England, well a town in it !
Posted: 30th Sep 2019 16:02
@Paul

Thank you for this latest version.
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 30th Sep 2019 17:36
Quote: "In my game they stopped working, the GetVirtualButtonPressed function
does not return 1, when I press the virtual buttons."

Can you create small example that demonstrates the problem? The example I used to test the fix worked fine.
EdzUp
22
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 30th Sep 2019 19:21 Edited at: 30th Sep 2019 19:23
I dont know if this is new but GetPointerState doesnt do anything until sync is called



Wont work here, but:


Works as intended
-EdzUp
Virtual Nomad
Moderator
18
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 30th Sep 2019 22:04 Edited at: 30th Sep 2019 22:07
did Classic receive the same 2019.09.17 Studio updates where appropriate?

The last Classic post was 2019.09.10 with 2019.09.27 next.

Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 1st Oct 2019 14:21
Quote: "GetPointerState doesnt do anything until sync is called"

This is as expected, the pointer state can't change until control is handed back to the operating system to poll the input state

Quote: "did Classic receive the same 2019.09.17 Studio updates where appropriate?"

All the changes to AppGameKit Classic are in the AppGameKit Classic change log. Where changes were applied to both Classic and Studio they will appear in both the Classic and Studio change logs.
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 2nd Oct 2019 11:15
This version uses about 1-2 mb more gpu memory on android?
Waths the change?
I noticed it only because iam cutting down memory usage for older mobiles.
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 4th Oct 2019 12:03
Waths the reason agk only support android 4.4 and api 19 now?
I lost many users with the transition from 4.1 and api 16.

I only wonder if its tuning and performance issues?
Xaby
FPSC Reloaded TGC Backer
17
Years of Service
User Offline
Joined: 17th Apr 2007
Location: Berlin
Posted: 5th Oct 2019 09:44 Edited at: 5th Oct 2019 09:45
what?

the OUYA only supports Android 4.1, so what now? The OUYA export is there, but also no Android 4.1 in the drop-down.

I am working long time on a game for the OUYA, but now I can't use App Game Kit Studio anymore for export? And also App Game Kit Classic has only Android 4.4?
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 8th Oct 2019 17:09
Quote: "This version uses about 1-2 mb more gpu memory on android?"

I don't know what could have caused that

Quote: "the OUYA only supports Android 4.1, so what now?"

I was not aware that Ouya only went up to 4.1. I'll add the old versions back into the APK export dialog

Quote: "Waths the reason agk only support android 4.4 and api 19 now?"

The SnapChat commands require 4.4 or above, but if you're not using those then I think it should be fine to use lower versions, I'll add the option back in to the next version

EdzUp
22
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 12th Oct 2019 03:59 Edited at: 12th Oct 2019 04:29
Fyi got a message from Google that you will only be able to submit games with API over 28 from November.

https://support.google.com/googleplay/android-developer/answer/113469#targetsdk

Apparently after November 1st any attempt to submit a APK below android 9 will be rejected.
-EdzUp
SFSW
22
Years of Service
User Offline
Joined: 9th Oct 2002
Location:
Posted: 14th Oct 2019 05:15
@EdzUp - AGKV2 and Studio should both be good to go there as they were recently set to target API 28 back in August. Google's system may alert you to older builds of your games that may be on other branches (such as an old beta branch when you have already rolled out a current release build). So there can be some false alarms related to old builds of a game on other branches. If you export using recent AGKV2/Studio updates (08-01-2019 or later for AGKV2 and 08-05-2019 or later for AGK-Studio), those builds shouldn't prompt an alert.
EdzUp
22
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 22nd Oct 2019 04:32
Thanks SFSW
-EdzUp
AliceSim1
6
Years of Service
User Offline
Joined: 15th Oct 2018
Location: Barcelona
Posted: 5th Nov 2019 22:05 Edited at: 5th Nov 2019 22:16
@Paul
Quote: "Can you create small example that demonstrates the problem? The example I used to test the fix worked fine."


In my game this function is used:
SetViewOffset
to move certain Sprites of the game ... and others fixed FixSpriteToScreen.
With the text elements I also fix them FixTextToScreen
Everything is OK.

It turns out that if SetViewOffset and Virtual buttons are used, they are affected ... it is a BUG introduced this latest update!
that is to say: SetViewOffset will move the coordinates of the Virtual buttons (the graphic change is not visible), but if the active button coordinates with SetViewOffset

using SetViewOffset should not affect the coordinates of active virtual buttons.
The virtual buttons only work well if I set SetViewOffset (0,0), the problem is that I don't want the Sprite content to move


Kevin Cross
21
Years of Service
User Offline
Joined: 15th Nov 2003
Location: London, UK
Posted: 12th Nov 2019 21:50
Push notifications come through with a blank message when the app is open and focussed. Tested Android only.
OryUI - A WIP AGK2 UI Framework
Kevin Cross
21
Years of Service
User Offline
Joined: 15th Nov 2003
Location: London, UK
Posted: 15th Nov 2019 19:45
To update on my last message. The blank notifications are coming through for users that are testing an alpha version of my app. So it's definitely a new bug with AppGameKit and not just happening on my device. They are blank if a push notification is sent why they have the app open and focussed. I believe in the past push notifications wouldn't come through at all if the app was open. I'd prefer that then blank notifications
OryUI - A WIP AGK2 UI Framework

Login to post a reply

Server time is: 2024-11-22 10:35:07
Your offset time is: 2024-11-22 10:35:07