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AppGameKit Classic Chat / [FUNCTION] We need the image index array!!! Please TGC!!

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xGEKKOx
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Posted: 30th Nov 2012 13:31
As i see this function was accepted on the bug notice board but never added since today,
i want to ask it again...
There are some coders (like me) that need this function, please TGC introduce it in the BETA and let us test it.
Or if is there another way we can read the image pixel by pixel index array, tell us how.

Long life to Steve!
Van B
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Posted: 30th Nov 2012 13:43
Yes, I would love some sort of image modification and reading support - even if it means addressing the memory directly.

Once we get that, we could be making Worms and Lemmings style games, as well as having some neat possibilities for collision detection. Being able to DOT and POINT would be a great start, ideally though we would be able to neatly paste images onto images as well, then a whole world of possibilities open up.

I got a fever, and the only prescription, is more memes.
MikeMax
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Posted: 30th Nov 2012 15:00 Edited at: 30th Nov 2012 15:01
+1 for me ! i would like to be able to create effects on images in Tier1 (in Tier2 it's already possible obviously but i love Tier1 broadcast :p)
lilpissywilly
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Posted: 30th Nov 2012 15:03
I concur. I was just posting a lemmings/worms style thing in showcase based on tiles instead of pixels as it happens

http://forum.thegamecreators.com/?m=forum_view&t=201869&b=48

My hovercraft is full of eels
xGEKKOx
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Posted: 30th Nov 2012 18:38
Yes i wanna do collision only on green or i wanna change only the blue pixels of my shirt soccer player!!!!
GO TGC GO PLEASE!!!

Long life to Steve!
xCept
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Posted: 30th Nov 2012 20:19
That's one feature I've been hoping for since the beginning. I know someone from TGC (Rich?) indicated they would be adding this at some point, it's just a matter of time.
baxslash
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Posted: 30th Nov 2012 21:01
I would find this very useful too. I'll see what I can do to push it for v108. No promises


this.mess = abs(sin(times#))
bjadams
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Posted: 1st Dec 2012 00:08
would love more image manipulation commands.

right now agk 108 seems to be working great, t2 is stable and has no problems.

if there are options to manipulate pixels, do blending modes, etc, it would allow users to build more intricate games
xGEKKOx
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Posted: 1st Dec 2012 01:37
Yes thx baxslash...
I'm using 108 too for Hackers Online because i wanna introduce facebook buttons.
And it seems stable.
The TGC some times ago, explained that the function we ask was too difficult for some users and can slow down the collision, but we need it.
If we got it we will be able to do really great things!!!!
First of all, the APP will be less in Kb/Mb...



Long life to Steve!
xCept
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Posted: 1st Dec 2012 02:15
Quote: " if there are options to manipulate pixels, do blending modes, etc, it would allow users to build more intricate games "


I have a functional prototype of a game that I built in another engine that I'd love to convert to AppGameKit if I could support the pixel-based manipulation that I currently use.
xGEKKOx
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Posted: 2nd Dec 2012 14:52
I hope TGC team read this

Long life to Steve!
bjadams
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Posted: 2nd Dec 2012 18:42
Well a good way to make sure that the TGC get thi sis either post this request on the Bugs board on google or on Facebook
baxslash
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Posted: 2nd Dec 2012 18:54
Paul has started putting the groundwork in for this already you'll be glad to hear. I can't make any guarantees when it will be fully functional but it is being worked on.


this.mess = abs(sin(times#))
bjadams
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Posted: 2nd Dec 2012 21:12
GREAT news!
xGEKKOx
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Posted: 3rd Dec 2012 04:41
Finally yes!!!!
I can't wait!!

Long life to Steve!
baxslash
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Posted: 5th Dec 2012 14:17
Anyone who knows DBPro will be glad to hear that memblocks are being added to AppGameKit to help with simple data manipulation like this. It also means you can turn all of your media assets into a memblock and write the memblock out as a data file making it much harder for people to steal your media.

AGK users new to TGC might want to take a look at some of the cool things that can be done with memblocks on the DBPro forums. Hopefully converting some of the community made memblock functions won't be too hard either!


this.mess = abs(sin(times#))
Paul Johnston
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Posted: 5th Dec 2012 15:15
The memblock commands will be in the next version, here's a list of them

Van B
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Posted: 5th Dec 2012 15:18
Great news Paul, just the suite of commands I've been hoping for

I got a fever, and the only prescription, is more memes.
JimHawkins
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Posted: 5th Dec 2012 15:38
Paul - what's the structure of a MemBlock?

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
Paul Johnston
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Posted: 5th Dec 2012 15:42
For CreateMemblock it is an empty area of memory where you can store anything. For CreateMemblockFromImage it is a 4 byte width, 4 byte height, 4 byte bit depth (currently always 32), then raw image data in RGBA format with 4 bytes per pixel.
bjadams
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Posted: 5th Dec 2012 16:04
well done guys for giving us users the tools we need!
Ancient Lady
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Posted: 5th Dec 2012 16:14
MemBlocks will be great for protecting assets. Thank you.

Cheers,
Ancient Lady
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Posted: 5th Dec 2012 16:51
I am the most excited I have ever been about AppGameKit after hearing this news! Thanks TGC!
JimHawkins
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Posted: 5th Dec 2012 17:58
Thanks, Paul

Presumably there are methods to load these out of files?

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
MikeMax
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Posted: 5th Dec 2012 17:58
Just GREAT

I want to marry the TGC Team !
JimHawkins
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Posted: 5th Dec 2012 18:00
Quote: "I want to marry the TGC Team !"


Have you SEEN them????

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
xGEKKOx
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Posted: 5th Dec 2012 18:03
Great Paul!!!!
There is a possibility to add it to the version 1076?
In the 108 there are some bugs on the sprites deleting and i can't use it.

As some users like me won't use admob and facebook and twitter, i hope it will be added in the 1076 (maybe a 1077).

Long life to Steve!
fog
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Posted: 5th Dec 2012 20:28
That's fantastic Paul. Thanks.

Unfortunately it means I will no longer have an excuse for not releasing a couple of projects I had put on hold.


Should we expect DBPro memblock like speeds?

bjadams
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Posted: 5th Dec 2012 21:12
added to 1076!?!!!

don't think so, they will be added to the latest agk version

what sprite delete problems did you find?
i create and delete sprites all the time and 108 beta5 windows seems to work great
xGEKKOx
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Posted: 6th Dec 2012 01:20
Well i didn't understand where is the problem cause, my "Breakout" game just work well on 1076, but go in error when i use the 108, and show me the assembler with the AppGameKit delete sprite error.

I tried also to verify if the sprite exists, but the error come anyway.
I have to check the animations too.

Anyway, i suggest to the TGC team, to add it also in the 1076.
If they can't, i suggest (please) to divide the main LIB from the ADMob on the Apple devices.
I don't need admob, so i don't wanna the final IPA is over 20Mb.

What you think Paul, is possible?

Long life to Steve!
baxslash
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Posted: 6th Dec 2012 10:15
Quote: "Anyway, i suggest to the TGC team, to add it also in the 1076."

I doubt we will be adding selected new features and adding them to old builds (if we even keep them) it would just be too complicated to be worthwhile. We would be building a 1076a then someone else would ask for another feature that not everyone wants added and we'd have v1076b and 1076c... I think you get the point


this.mess = abs(sin(times#))
xGEKKOx
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Posted: 6th Dec 2012 12:36 Edited at: 6th Dec 2012 12:37
Yes of course.
And what you think about the LIB question about the big file and the dividing the AdMob and Facebook and Twitter?

For example calling them :
- AgkLib
- AdMobLib
- AgkFBLib
- AgkTWLib

Long life to Steve!
Paul Johnston
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Posted: 6th Dec 2012 16:11
Quote: "Presumably there are methods to load these out of files?"


There are no commands to do this specifically, but you can read the bytes out of the file and write them to a memblock.

Quote: "And what you think about the LIB question about the big file and the dividing the AdMob and Facebook and Twitter?"


Doing separate versions for every combination would make new builds way too complicated. We also won't be adding to 1076 for the same reason.

Although the AdMob lib is 14MB, the linker only takes what it needs from the lib and the AppGameKit Player has not noticeably increased in size as a result of it.

Quote: "my "Breakout" game just work well on 1076, but go in error when i use the 108, and show me the assembler with the AppGameKit delete sprite error."


I haven't seen any problems with DeleteSprite, if you can replicate it in a small example please send me the code and I'll will check it out.
xGEKKOx
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Posted: 6th Dec 2012 17:34 Edited at: 6th Dec 2012 17:35
Thx Paul, i will post you the bug as soon as i can.
Cause i wanted to publish the update of my breakout, and changed only the libs.

Well Paul i understand the problem for Facebook or Twitter, but for AdMob i don't understand.
Isn't better to get it separated ? Or make it Optional ?

For example if i add MessageUI, SystemConfiguration and the AdMob i need users download it from home, and i always take my games under 20Mb to get downloaded from 3G too.

Don't get low this thing...

I will never use AdMob (like some other Apple OS developers), so why i have to add this lib???
For me become a problem that i need to solve.

Now, just the last thing, think of users like me, that are ok with the 1076 but want only added the RGBA indexing....or some other commands and no 3D....

IMHO the error was on the 1076 -> 108, maybe it was better to add 2D command before and stabilize it.
Anyway i bet $1000000 dollars that a 1077 (without 3D) version will be much appreciated from users.

Long life to Steve!
Paul Johnston
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Posted: 6th Dec 2012 17:49
The lib needs to be included because the interpreter doesn't know in advance whether the bytecode file will contain AdMob commands or not, so it must be compiled into the interpreter. If you are using tier 2 you might be able to get away with not including it, but the size issue shouldn't be a problem since the AppGameKit Player for iOS is still 2.5MB even with the AdMob lib in project.
JimHawkins
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Posted: 6th Dec 2012 20:03
Quote: "Anyway i bet $1000000 dollars that a 1077 (without 3D) version will be much appreciated from users."


Sorry xGEKKOx - nobody ever winds versions back like that. Far too confusing!

-- Jim DO IT FASTER, EASIER AND BETTER WITH AppGameKit FOR PASCAL
bjadams
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Posted: 6th Dec 2012 20:21
Paul he is using T2 that's why he asked if the libs can be separated so he won't include the bits he doesn't use
xGEKKOx
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Posted: 7th Dec 2012 16:04 Edited at: 7th Dec 2012 16:05
Yes exactly, T2, how can not iclude what i don't need?
Help me!

Long life to Steve!
xCept
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Posted: 9th Dec 2012 05:18
I just noticed this post on the FE blog:

Quote: "We have finally put the capping stone on the commands for V108, with the latest being a set of memblock commands which will be very useful for manipulating image data. This last set of commands really opens up the capabilities to create image data very fast using just code. This will have very specific benefits for Freedom-Engine as no media would be required to download, allowing your apps to originate artwork instantly. A full and final command set will be revealed soon when we release BETA6 of AppGameKit V108."


So I am happy to see it looks like these commands will already be worked in by the next beta!
xGEKKOx
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Posted: 9th Dec 2012 12:17
How to not include AdMob?
How to not include Facebook?
How to not include Twitter?

Someone done this on XCode on Tier 2?

Long life to Steve!
IronGiant
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Posted: 9th Dec 2012 16:43 Edited at: 9th Dec 2012 16:47
yes , Memblock commands, reminds me of the old peek and poke days, when a screen was just a row of bytes stacked on top of each other and you peeked and poked till your screen looked purrty,

or ya used LDA and STA in assembler. same diff only way faster.

Would be nice to just screw with an images bits in memory then send it to the Video device.

but we will need bit mixing commands like:
XORImageBit(SourceBit,DestBit[,x,y])
ANDImageBit(SourceBit,DestBit[,x,y])
ORImageBit(SourceBit,DestBit[,x,y])

same with full images....
XORImage(SourceImage,DestImage[,x,y])
ANDImage(SourceImage,DestImage[,x,y])
ORImage(SourceImage,DestImage[,x,y])
CopyImage(SourceImage,DestImage[,x,y])

masking commands would be handy also, just a thought.

Keep up the good work guys!.

It's Bird! , It's Plane!, No its a rocket powered Squirrel holding some acorns and a smile!
xGEKKOx
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Posted: 18th Dec 2012 17:05
Any news on how to chose OPTIONAL the various library we need to add?
Is there someone can help me in TIER 2 (Xcode) how to don't include the AdMob and facebook and twitter but using the 108???
Please and thx.

Long life to Steve!
bjadams
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Posted: 19th Dec 2012 14:03
Gekko, Paul has now took over AGK. He is the only one able to help you, but making the inclusion of those dependency libs optional
xGEKKOx
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Posted: 20th Dec 2012 01:52
Oh, sorry, cause in the past posts i read that is possible.
I will wait! Thx.

Long life to Steve!

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