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AppGameKit Classic Chat / v2 Feature Requests

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MikeMax
AGK Academic Backer
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Posted: 2nd Feb 2017 09:45 Edited at: 2nd Feb 2017 10:42
the problem is that LoadObject, LoadImage or OpenToRead only load or read something in the subfolder "media" of the read or write folders... so i can't use an arbitrary path, even with a custom file chooser (which will prevent only the "auto copy" of the ChooseRawFile command). I can't insert an intermediate "media" folder everywhere on my hard disks :p

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BatVink
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Posted: 2nd Feb 2017 11:26
Quote: " LoadObject, LoadImage or OpenToRead only load or read something in the subfolder "media" of the read or write folders"


You can use SetRawWritePath() before these commands to access folders outside the media folder.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
MikeMax
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Posted: 2nd Feb 2017 14:10
i will test again ... but i have a doubt
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george++
AGK Tool Maker
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Location: Thessaloniki, Hellas
Posted: 2nd Feb 2017 18:52 Edited at: 2nd Feb 2017 18:54
Any chance to have commands for creating a pdf file from scratch?
For example:

and then

etc.
haliop_New
User Banned
Posted: 5th Feb 2017 11:46
i would like to see a function explorer in the ide
such as in Eclipse
you can see all of the functions in a small part of the main ide...
that could really fasten development then if I click on one function it will move me into the code area of that function.

speaking of tier 1 ..
Markus
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Posted: 5th Feb 2017 11:58 Edited at: 5th Feb 2017 13:42
@haliop_New
Quote: "i would like to see a function explorer in the ide"

agk v2 have this. tab beside projects "symbols".
at least for the open file.
it list also labels, you can use where u are working on "hereiam: "
AGK (Steam) V2017.01.09 : Windows 10 Pro 64 Bit : AMD (16.12.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
haliop_New
User Banned
Posted: 5th Feb 2017 22:39
ohh cool markus i did not know that . thank you.
Markus
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Posted: 6th Feb 2017 22:12
@paul
Move3DPhysicsCharacterController( objID, velocity direction vector )
it seems
1 = forward and 3 = strafe left (together)
works only if you call it alternating
AGK (Steam) V2017.01.09 : Windows 10 Pro 64 Bit : AMD (16.12.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
Qugurun
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Playing: AppGameKit
Posted: 9th Feb 2017 11:53 Edited at: 11th Feb 2017 16:15
CreateWebview
SetWebviewUrl
GetWifiConnect
Get3gconnect
https://www.instagram.com/qugurun/
janbo
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Posted: 9th Feb 2017 15:58 Edited at: 9th Feb 2017 15:59
If GameGuru get's Cube mapping
Who ever creates the News wrote: "We've also experimented with introducing cube mapping too"

Are we going to get it also ?
Will be useful to make 8 point light shadows instead of one as we are limited to 0-7 samplers or for other environment mapping techniques

Using AGKv2 Tier1
anadmanni
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Posted: 10th Feb 2017 10:06
Quote: "I would like to see an additional set of draw commands that are persistent"


I believe they are not persistent because they are a direct implementation of the OpenGL commands.

I also think it would be a nice-to-have, my workaround is to have a sprite with a render image.

ANADMANNI
haliop_New
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Posted: 11th Feb 2017 16:26
a beautifier hot key.
rearranging code with ease...
Bigsofty
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Posted: 19th Feb 2017 19:54
Official LUA support plz.
CumQuaT
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Posted: 22nd Feb 2017 09:08 Edited at: 24th Feb 2017 02:52
Paul, I've noticed a glitch. When using editbox commands in landscape mode, you don't have the ability to re-position or alter the edit box at all. In portrait mode everything works fine, but it all breaks in Landscape.

Edit: This is apparently not possible to do, which is a shame, but I thought I'd put an edit here so people know to just seek a workaround!
I work full-time making games in AGK2 and DBpro. Living the dream!
Markus
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Posted: 23rd Feb 2017 09:24
@Paul,
it seems CreateAdvert catch the mouse events also if the banner is not visible.
maybe you can make this layer area hatched?
AGK (Steam) V2017.01.09 : Windows 10 Pro 64 Bit : AMD (16.12.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
Kevin Cross
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Posted: 24th Feb 2017 00:46
Can we have the option to set a minimum window size please: SetMinimumWindowSize(width, height)

The window would stop resizing when it hits the minimum size allowed. Almost every desktop program stops at some point when shrinking the window. On a Mac you can shrink the AppGameKit app right down until only the red, yellow, and green round window buttons are visible.
damothegreat
User Banned
Posted: 24th Feb 2017 01:06 Edited at: 24th Feb 2017 01:12
There seems to be quite a lot of requests - some maybe easy coding to do, some maybe difficult and "addionals"

Ok, we all want the next ultimate game engine at low cost

most requests may not even be possible...Don't wanna give Paul an Hernia or heart attack

From what I understand Paul is purely AppGameKit - 1 man band... one thing at a time

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Posted: 25th Feb 2017 23:09
A command to set the window Icon would be great.
Bigsofty
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Posted: 26th Feb 2017 03:06
CreateObjectFromHeightMap()

16-bit greyscale support plz, 256 levels is pretty clumsy when doing a height-map, smoothing creates way too many "mounds" instead of features.
CE
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Posted: 28th Feb 2017 06:50
Correct cartesian co-ordinates and not a relic from CRT's. Reminds me of why "conventional" electron theory still exists
Scraggle
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Posted: 28th Feb 2017 18:31
It would be very helpful to have commands that show the collision shapes for sprites.
ShowCollisionShape(spriteID)
ShowAllCollisionShapes()


They would show the box, circle or polygon that define the collision shape for each sprite. Perhaps with an optional colour parameter.


AGK V2 user - Tier 1 (mostly)
BatVink
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Posted: 28th Feb 2017 19:33 Edited at: 28th Feb 2017 19:33
Time to celebrate...

SetPhysicsDebugOn
The debug output will draw the shape of every physics sprite set using SetSpritePhysicsOn and all non physics sprites that have a shape assigned for non-physics collision commands. The shapes will be drawn in the following colors: Cream=Dynamic physics object, Green=Static physics object, Dark Blue=Kinematic physics object, Light Blue=Non-physics object. Grey=Sleeping dynamic physics object. Additionally physics objects will be drawn as shaded with an outline, non-physics objects will be an outline only.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
blink0k
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Posted: 28th Feb 2017 22:59
Vibrate function
Scraggle
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Posted: 1st Mar 2017 07:41
Thanks Mr Bat,

I'm not using physics so I wasn't expecting to find my solution under the physics command list.
That looks like it will do the job though,
Thanks
AGK V2 user - Tier 1 (mostly)
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Posted: 1st Mar 2017 10:20
A IDE included library for created functions / program code would be great,
so that the user can add functions / programm code to it and comment them briefly.


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Ataribaby
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Posted: 2nd Mar 2017 01:59 Edited at: 2nd Mar 2017 16:04
Hello,
Please add function to set pointer location into Tier 1. Currently there is only get pointer location methods and without set it is impossible to make first person mouse look when you need recenter mouse position to get delta move. Currently when you reach one of sides with mouse pointer you cant get any delta anymore and there is no way to programaticaly recenter pointer.

Probably set pointer will make sense in windows/mac version as on mobiles you just drag finger from center always.

Thanks for considering this new feature.

Edit: My bad. Ignore this. Just found raw input methods where I can set mouse cursor pos. Sorry I was blind.
hakimfullmetal
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Posted: 2nd Mar 2017 09:15
Hello. I have a question.
Is there any way to append an object animation to another similar object yet?
Thanks.
Crazy Programmer
AGK Developer
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Posted: 2nd Mar 2017 19:40
Is it possible to add the ability to have more than 12 virtual buttons on the screen at a time?
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Posted: 3rd Mar 2017 05:19
It would be great if text editor files could be used / compiled as AppGameKit scripts.
Mobiius
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Posted: 6th Mar 2017 09:01
Quote: "It would be great if text editor files could be used / compiled as AppGameKit scripts."

I've been requesting that since the first week AGKv1 was released back in 2013(?)
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BatVink
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Posted: 6th Mar 2017 14:43
The problem there is you can make a shell application and then write AppGameKit games without having to buy it. Anybody could resell AppGameKit as their own.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Mobiius
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Posted: 6th Mar 2017 16:15
Quote: "he problem there is you can make a shell application and then write AppGameKit games without having to buy it. Anybody could resell AppGameKit as their own."

Not if the compiled scripts need to be included in the game in the same way #include does for plain text files.
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blink0k
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Posted: 6th Mar 2017 20:45
Ability to access command line parameters
blink0k
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Posted: 8th Mar 2017 01:36 Edited at: 8th Mar 2017 05:42
The ability to populate any variable at it's definition. including typed variables, arrays of typed variables etc
As an example i would like to do something like this;


If the type contains an array then something like;

blink0k
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Posted: 9th Mar 2017 20:45 Edited at: 11th Mar 2017 21:37
*edit*
Carharttguy
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Posted: 10th Mar 2017 08:43 Edited at: 10th Mar 2017 08:44
The ability to put variable declaration on one line.
So instead of:


This:



Also:

CreateObjectFromHeightMap(), support for alpha channel AND possibility to create object from image ID, not from disk, this makes it possible to manipulate heightmap from memory.
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Posted: 13th Mar 2017 08:09
a flood_fill (...) command
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Posted: 13th Mar 2017 12:06
Sound commands would be a nice feature, so it could be possible to create sounds & music by addressing the sound card.
blink0k
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Posted: 13th Mar 2017 19:52
GetWindowX() GetWindowY()
Parry
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Posted: 13th Mar 2017 21:45
How about support for Remote control buttons on the Amazon Fire TV? These devices are quite popular.
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Posted: 14th Mar 2017 12:39
Sync_while_keeping_backbuffer -> e.g. Synckb ()
Clearing_Backbuffer -> e.g. Clearbb()
Mobiius
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Posted: 14th Mar 2017 12:48 Edited at: 14th Mar 2017 12:49
Quote: "Sync_while_keeping_backbuffer -> e.g. Synckb ()"

Quote: "EnableClearColor / EnableClearDepth

Description

Sets whether the frame/Depth buffer should be cleared when Sync or Swap are called. By default this is set to true. The only reason to call this command is if you have a background sprite, or set of sprites, that completely cover the screen so the background color will never be visible. In these cases some GPUs can benefit from turning the clear color off. Please note that in many cases the last drawn frame will remain on screen, however, this is not guaranteed, and you should not create effects that rely on it as they may not work in future, and won't work on mobile devices. To create effects that maintain the contents of the previous frame it is recommened that you use SetRenderToImage to capture the output of one frame and then draw it into the next frame, i.e. you render everything to image 1, then in the next frame you paste image 1 into the background of a new render target and then draw the new frame. For example draw everything in frame 1 to image 1, then in frame 2 you draw image 1 with a full screen Quad object to image 2, and then draw everything in frame 2 to image 2. You can then swap the render targets so in frame 3 you draw image 2 with a full screen quad back into image 1, then draw the objects in frame 3 to image 1. Continue to alternate between image 1 and 2, so frame 4 would first have image 1 drawn with a full screen quad to image 2, then draw everything in frame 4 to image 2. It is important to not continue drawing everything to the same image, i.e. draw frame 1 to image 1, then frame 2 to image 1, and so on because mobile devices use an internal deferred renderer that will keep an ever increasing list of things to draw to image 1. If the image is never cleared then performance will degrade."
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Increase
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Posted: 14th Mar 2017 13:28
Cool, thanks a lot !
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Posted: 14th Mar 2017 22:35 Edited at: 14th Mar 2017 22:46
( Windows )

SetWindowAllowResize( 1 ) needs to be fixed, it sets the 1,1 coordinate to something like 5,5


Compare


SetWindowAllowResize( 0 ) // <=== the key line

SetErrorMode(2) : SetWindowSize( 1024, 768, 0 ) : SetVirtualResolution( 1024, 768 ) : SetOrientationAllowed( 1, 1, 1, 1 ) : SetSyncRate( 30, 0 ) : SetScissor( 0,0,0,0 ) : UseNewDefaultFonts( 1 )

do : drawline (1,1,200,1,255,255,0) : drawline (1,1,1,200,255,255,0) : sync() : loop // this code works right, coordinates start at 1,1


TO


SetWindowAllowResize( 1 ) // <=== the key line

SetErrorMode(2) : SetWindowSize( 1024, 768, 0 ) : SetVirtualResolution( 1024, 768 ) : SetOrientationAllowed( 1, 1, 1, 1 ) : SetSyncRate( 30, 0 ) : SetScissor( 0,0,0,0 ) : UseNewDefaultFonts( 1 )

do : drawline (1,1,200,1,255,255,0) : drawline (1,1,1,200,255,255,0) : sync() : loop // // this code works wrong, coordinates start at like 5,5
CumQuaT
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Posted: 16th Mar 2017 01:33
This has probably been requested before, but man I'd love to see the broadcaster app have a console output which links in with some logging commands in the language so that we can see real-time console output from the broadcasted app back in the IDE.
I work full-time making games in AGK2 and DBpro. Living the dream!
BatVink
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Posted: 16th Mar 2017 06:24
Have you tried Log() in debug mode?
It's basic but gives you the ability to log data and also to create a watch window of variables.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
CumQuaT
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Posted: 17th Mar 2017 07:20
Yep, that works quite well. But what I'd like to see is that Log data be sent back to the IDE's Debug Log while Broadcasting to device, as the environment shifts a lot when running an app on-device vs running it on the PC.
I work full-time making games in AGK2 and DBpro. Living the dream!
CumQuaT
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Posted: 19th Mar 2017 07:59 Edited at: 19th Mar 2017 11:27
Another quick feature request which would make my UI work a hell of a lot easier... Some sort of HIDEALLTEXT() and SHOWALLTEXT() command set.

I know I could make a function that looks for them and hides them, but it'd be nicer to have a command set.
I work full-time making games in AGK2 and DBpro. Living the dream!
blink0k
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Posted: 22nd Mar 2017 02:10 Edited at: 22nd Mar 2017 02:12
(Optional) Second parameter for SetPhysicsWallTop/Bottom/Left/Right which defines the X or Y position of the wall (Top/Bottom is Y position, Left/Right is X position)
CumQuaT
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Posted: 22nd Mar 2017 13:12
Another request (hopefully a simple-ish one)...

I'd love access to turn the torch on or off if the phone has one!
I work full-time making games in AGK2 and DBpro. Living the dream!

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