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AppGameKit Classic Chat / AppGameKit V2017.3.31 Released!

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BatVink
Moderator
21
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 3rd Apr 2017 10:43
Quote: "There is no real advantage to using C# or pure basic."

There is when you use the language every day and don't code in C++. It's one of about 6 languages I need to use in my job, I don't want to add another.
If I can write a plugin in 3 or 4 hours, why do I want to add several days of learning a new language and stalling for hours/days whenever I hit an alien error message?

@chamaeleon, thanks for the info. I misread the instructions and put it in the project folder. I'll try again shortly.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
pinete
12
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Joined: 28th Jul 2011
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Posted: 3rd Apr 2017 11:29
Hi Mobiius,
Thanks a lot for the reply.
I'm not trying to compile or work with a plugin, just a simple App that compiled perfectly on previous versions..
So my point is that apparently the last update have a problem debugging apps.
Happen the same to you?
Paul Johnston
TGC Developer
21
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 3rd Apr 2017 13:51
Quote: "when Debugging (just clicking on the Debug button) a popup appears saying "Failed to open bytecode for reading"."

Fixed for the next version. It is related to the Android broadcast issue, projects with spaces or special characters in the name will fail to debug on Windows and Linux. I've attached a fixed version of the Windows player that you can use to solve the problem. Place it in the "Tier 1\Compiler\interpreters" folder.

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pinete
12
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Joined: 28th Jul 2011
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Posted: 3rd Apr 2017 14:44
Thanks so much Paul, much appreciated
Jerry McGuire
7
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Joined: 25th Mar 2017
Location:
Posted: 4th Apr 2017 03:29
YEY!!!
Thank you very much for updating the AppGameKit Player for iOS!!!!
Bored of the Rings
User Banned
Posted: 4th Apr 2017 13:16 Edited at: 4th Apr 2017 13:16
creating DLL's in c++ very easy, if anyone wants to know how I might be able to find some time to do a video....
Professional Programmer, languages: SAS, C++, SQL, PL-SQL, DBPro, Purebasic, JavaScript, others
Phaelax
DBPro Master
21
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Joined: 16th Apr 2003
Location: Metropia
Posted: 4th Apr 2017 14:23
Still not big on one style of naming conventions I see.

Quote: "#import_plugin"


Why not just #import? Or importPlugin? What other command uses underscores? It's just like the inconsistency with creating things. Sometimes you use the would create, other times it's make. It drives me insane!


Quote: "Why is everyone so afraid of using C++ to create the DLL?
There is no real advantage to using C# or pure basic."


Except that C# is just nicer to use and pure basic is about as simple as it gets. And slightly off topic here, but does C# utilize a GC like java or do you still have to manually deallocate memory like C? Cause that would be another benefit of C#.

"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
BatVink
Moderator
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 4th Apr 2017 14:33
Quote: "does C# utilize a GC like java or do you still have to manually deallocate memory like C?"


It has its own GC management. In Visual Studio 2015 you can visualise it working as your program runs in debug mode, it's a beautiful thing
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
PartTimeCoder
AGK Tool Maker
9
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Joined: 9th Mar 2015
Location: London UK
Posted: 4th Apr 2017 18:23
BOTR wrote: "creating DLL's in c++ very easy, if anyone wants to know how I might be able to find some time to do a video...."


creating the DLL is the easy part, I got visual studio 2017 running and working with AppGameKit just great, however finding libs and includes for things like xml and sqlite that dont make VS throw a fit is proving to be next to impossible, PureBasic on the other hand has all this and much more and altho its as simple as it gets it still outperforms every other basic language out there, I cant speak highly enough of it

I got PureBasic communitating with AppGameKit now and have started wrapping up the AppGameKit function set but it may take a while to complete, writing prototypes for 1727 functions is not my idea of fun, lol, and I have basework for XML, INI and SQLite plugins within 4 days, it would take me 4 months in C++

what I personally would like to see is a video on using AppGameKit with C# as I have never used it and most google searches I did for finding info for C++ gave me C# results IE: "System.Xml" (AGK or I personally, badly needs native xml and database support, lol)

does anyone have any ideas on how to go about adding some kind of callback function in AppGameKit that the DLL can call to add event driven routines like a button click in a child window, also probably one for Paul, some function to get the handle of the AppGameKit window so I can add dialogs and parent them to AppGameKit, just think, embedded ListViews, TreeViews and ComboBoxes, full on UI options.

PSY
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Location: Laniakea Supercluster
Posted: 4th Apr 2017 18:49
Quote: "creating DLL's in c++ very easy, if anyone wants to know how I might be able to find some time to do a video...."

I would greatly appreciate that
PSY LABS Games
Coders don't die, they just gosub without return
BatVink
Moderator
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 4th Apr 2017 20:29
Quote: " some function to get the handle of the AppGameKit window so I can add dialogs and parent them to AppGameKit, just think, embedded ListViews, TreeViews and ComboBoxes, full on UI options."


This may be what you are looking for - https://forum.thegamecreators.com/thread/214395
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
PartTimeCoder
AGK Tool Maker
9
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Joined: 9th Mar 2015
Location: London UK
Posted: 4th Apr 2017 21:03
Quote: "This may be what you are looking for"


yes thats exactly what I was looking for, nice frame work there to that will work for my DLL callbacks no problem.
DavidAGK
AGK Developer
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Posted: 5th Apr 2017 20:23
Thanks Paul for the continued work on AppGameKit - as someone who has put two years into a project in AppGameKit it's comforting to see it growing! Great work keep it up!!!!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Blendman
10
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 6th Apr 2017 13:34
@PartTimeCoder : could you show me the code in purebasic to create a plugin which work with agk ?
AGK2 tier1 - http://www.dracaena-studio.com
PartTimeCoder
AGK Tool Maker
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Location: London UK
Posted: 6th Apr 2017 14:39 Edited at: 6th Apr 2017 14:49
@Blendman, Sure

As stated before you will need to install v5.44 x86 LTS with unicode turned off, I have yet to convert this to support unicode (will need pseudotypes for this), x64 just would not work

This is what I got so far, its going to take time to wrap up all AppGameKit functions and not sure I will find the time


To return a string back to AppGameKit you allocate a memory buffer


and the commands.txt file you give the name of the DLL function


Hope that helps
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 7th Apr 2017 16:59
Important DLL info
In your Commands.txt file, make sure the last line has a Carriage Return. Otherwise it will not work, you will get an "undecorated" error message.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Stab in the Dark software
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Playing: Badges, I don't need no stinkin badges
Posted: 9th Apr 2017 17:27
Quote: "x64 just would not work"


AGK is 32 bit(x86) only
The coffee is lovely dark and deep,and I have code to write before I sleep.
Lucas Tiridath
AGK Developer
15
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Joined: 28th Sep 2008
Location: Kings Langley, UK
Posted: 10th Apr 2017 09:32
Hey. So I just got around to trying the new version, and I still can't compile the Tier 2 iOS templates (light or full version). Is it just me that is having this problem? Specifically, I'm getting the linker error


As far as I can see, the framework search paths are setup correctly, and GoogleMobileAds are listed in the list of frameworks to link to.

Anyhow it would be great to know if this is just me or if it's a more general problem. I first noticed it in the previous update (I mentioned it in that thread too), but it may have existed for longer as I've not been updating my project with every version before that.
Jerry McGuire
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Posted: 2nd May 2017 17:10 Edited at: 2nd May 2017 17:13
Thanks for the virtual buttons upgrade!

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