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AppGameKit Classic Chat / App Game Kit 108 Beta 19

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Paul Johnston
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Posted: 6th Sep 2013 19:17
Beta 19 is now available from the downloads page with the following changes

Ancient Lady
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Posted: 6th Sep 2013 19:41 Edited at: 6th Sep 2013 20:21
Oh goodie! I get to test my 'create_new_agk_version' Perl scripts again.

EDIT: Thank you for removing the space in the 'template_ios lite' and 'interpreter_ios lite' directory names!

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
baxslash
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Posted: 6th Sep 2013 19:43 Edited at: 6th Sep 2013 19:43
The getSpriteInBox bug explains a problem I was having with my lighting in Kingdom, I got around it with another check but this should be quicker... excellent.

"Everything should be made as simple as possible, but not simpler."
Digital Awakening
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Posted: 6th Sep 2013 20:30
Paul:
The tearing in full screen is now gone (Yay!). However my game is now choppy, like if I have a low FPS. Printing the FPS I get 69.9 with SetVSync( 1 ), SetSyncrate( 60,1 ) and SetSyncrate( 60,0 ). If I do SetSyncrate( 0,0 ) I get hundreds of FPS and the game becomes smooth again. Windowed is still smooth as silk regardless of my settings.

Markus
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Posted: 6th Sep 2013 21:34
@Paul thanks for fixing
=PRoF=
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Posted: 7th Sep 2013 02:02
I just encountered the Music/set folder bug in beta 18; I come to the forum because I vaguely remember reading something about it in another post, and to my surprise there is already a new Beta with a fix!

That's impressive Paul, lol; Thanks for fixing that so quickly

Digital Awakening
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Posted: 7th Sep 2013 11:21
Paul:
I just connected a 360 controller to my PC. Is there any chance of getting support for the d-pad in 108?

While I'm on the subject. The triggers both register as Z axis, one is negative and one is positive. Pressing both will give you value 0.

You also really should connect a 360 controller to your Ouya (and a PS3 controller too). The d-pad works but the triggers are registered as RX and RY. They also don't generate button presses when fully pressed. The right joystick is not detected. The Ouya controller detects the triggers as Z and RZ and when fully pressed these are buttons 11 and 12.

MrValentine
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Posted: 7th Sep 2013 13:36
YAY!

Just waiting for V2 now so I can begin testing with AppGameKit once again...



MarcoBruti
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Posted: 7th Sep 2013 13:48
is it the final beta?
Paul Johnston
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Posted: 9th Sep 2013 15:24
Quote: "The tearing in full screen is now gone (Yay!). However my game is now choppy, like if I have a low FPS"


In the Nvidia control panel there is an option called "Threaded Optimisation" if you turn this off does it have any effect?

Quote: "The triggers both register as Z axis, one is negative and one is positive. Pressing both will give you value 0."


I'm sure Microsoft did this on purpose, they want everyone to upgrade to XInput so they made that the only way to fully support the 360 controller. Using the legacy DirectInput produces the weird results you are seeing. I guess not many people are using legacy joysticks and we can upgrade to XInput, but I can't be sure.

Quote: "is it the final beta?"


I hope so
Markus
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Posted: 9th Sep 2013 18:56
i believe much people have old usb gamepads/joysticks/flight sticks/steering wheels.
but the best joke is that ms flight don't support the xbox 360 compleate because of a bug^^ in this game (the brakes don't work at all configuration).
Digital Awakening
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Posted: 9th Sep 2013 23:25
Quote: "Quote: "The tearing in full screen is now gone (Yay!). However my game is now choppy, like if I have a low FPS"

In the Nvidia control panel there is an option called "Threaded Optimisation" if you turn this off does it have any effect?"


That didn't do anything. I also noticed that while in fullscreen I get 69.99 FPS; in windowed I get 59.99 FPS (smooth). This is with vsync on.

Quote: "Quote: "The triggers both register as Z axis, one is negative and one is positive. Pressing both will give you value 0."

I'm sure Microsoft did this on purpose, they want everyone to upgrade to XInput so they made that the only way to fully support the 360 controller. Using the legacy DirectInput produces the weird results you are seeing. I guess not many people are using legacy joysticks and we can upgrade to XInput, but I can't be sure."


Whenever I hear anyone talking about controllers on PC, they always talk about the 360 controller. It's been standard for many years now, and from what I understand most games with controller support have buttons mapped for it specifically. You can even launch the Steam big picture mode with it.

Is this why we can't access the d-pad on the 360 controller? Is there any way to allow us to switch between the inputs in code? Otherwise I would say XInput only.

Brother
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Posted: 11th Sep 2013 19:53
Thank you Paul

I am not english so xcuse my syntax, grammary or anything else wich could occure some ununderstanding
SolusHunter
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Posted: 12th Sep 2013 12:38
I'm finding my app crashes almost without fail after trying to return to from the openBrowser() command.

I've made sure that the openBrowser is only called once. But when in Android 4.2.2 I use the recent apps button to return to the game it just displays a black screen, at which point the tablet is pretty much unusable (home, recent apps buttons no longer work and cause a System UI crash) until I reboot it.

I'm using Dolphin as my default browser. It seems more likely to crash if Dolphin has more than one tab open

Asus TF101 Tegra 2.

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Ched80
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Posted: 13th Sep 2013 09:08
I seem to be experiencing a lot of.erroneous array access crashes with this new beta.

I'm using tier1 and my code new crashes in random places claiming an array has been accessed with too few parameters. When I look at the offending line in the code, the correct number of parameters is there and the lines in question didn't fail when running beta 18.

It's hard to be more specific without sharing my entire code and letting you test it. But if that's what you want I'll upload it.

JohnnyMeek
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Posted: 13th Sep 2013 10:08
Quote: "I seem to be experiencing a lot of.erroneous array access crashes with this new beta.

I'm using tier1 and my code new crashes in random places claiming an array has been accessed with too few parameters. When I look at the offending line in the code, the correct number of parameters is there and the lines in question didn't fail when running beta 18.

It's hard to be more specific without sharing my entire code and letting you test it. But if that's what you want I'll upload it."


I've also been experiencing the same issue.
baxslash
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Posted: 13th Sep 2013 10:47
I had a similar issue just the other day when I tried moving some UDT declarations to a file other than "main.agc", Paul that might be a place to start looking.

Do you have any UDT declarations in files other than main.agc guys?

"Everything should be made as simple as possible, but not simpler."
MikeMax
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Posted: 13th Sep 2013 10:55
For me and my 3D game everything is going well.

No more tearing in fullscreen with setsyncrate(60,0) (setvsync 1 or 0) and arrays works like a charm

Thanks Paul !
JohnnyMeek
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Posted: 13th Sep 2013 11:17
Quote: "I had a similar issue just the other day when I tried moving some UDT declarations to a file other than "main.agc", Paul that might be a place to start looking.

Do you have any UDT declarations in files other than main.agc guys?"


I have a separate file that declares all my variables.
Ched80
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Posted: 13th Sep 2013 11:56
All my UDTs are declared in the main.agc.

Digital Awakening
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Posted: 13th Sep 2013 12:17
I have UDT declarations all over the place and have no problems with any of them.

baxslash
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Posted: 13th Sep 2013 12:21
Oh well, I just noticed that's when it gave me the error. Maybe not the only trigger then...

"Everything should be made as simple as possible, but not simpler."
=PRoF=
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Posted: 13th Sep 2013 14:14
All my UDT's are Type'd and Dim'd in source files other than the main.agc and I have had no problems with them with the new beta.

Although I'm only using single dimension or double dimensioned arrays; maybe it's a problem with arrays that have more than 2 numbers in the brackets?

JohnnyMeek
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Posted: 13th Sep 2013 14:28
I have some 3 & 4 dimensional arrays.
AgentSam
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Posted: 13th Sep 2013 14:38 Edited at: 13th Sep 2013 14:40
Quote: "claiming an array has been accessed with too few parameters"


What's the exact error message?

Quote: "When I look at the offending line in the code, the correct number of parameters is there and the lines in question didn't fail when running beta 18."


Could you show us what the offending line looks like; then we could try to replicate the problem and create an issue report with an example. (Because currently people are just chatting around the problem with very few details.)

Cheers,
AgentSam
MarcoBruti
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Posted: 13th Sep 2013 15:59
Quote: "Do you have any UDT declarations in files other than main.agc guys?"

I generally use a dedicated globals.agc source file, in which I put globals and type declarations. I have recompiled some of my apps, and no compile-time error has been showed.
Is this a compile-time issue or a run-time error?
Santman
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Posted: 14th Sep 2013 15:44
I've raised thearray issue before, or one similar. Are you using other rreferences as parameters within the array? For example a=array(val(string$), val(string2$)), or something along those lines? I had the issue, but doing the parameter calculations before the array call fixed it. I think the compiler struggles with this, especially if you are using an array ref as a parameter with an array.

May be a different thing, but I have more than ten arrays covering more than, 50000 variables, and my code is still fine.
Naphier
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Posted: 18th Sep 2013 22:47
Just wondering if there are plans for Windows/Mac FB integration in AGKv1 or v2?
I could really use this otherwise porting my next game to Windows may not happen.
Thanks

Ancient Lady
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Posted: 18th Sep 2013 22:52
I responded to this issue in the other thread started about it. It comes down to, in part, Facebook not having the mentality that someone on a Windows or Mac box would use anything other than a browser for Facebook access.

There are no Facebook programs for Mac and Windows that could 'pass back' control to another program running the the desk top.

So the issues are more on Facebook's side than AGK.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
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Posted: 18th Sep 2013 23:57
Maybe that's right, which leaves me at a stalemate and no HTML5 port coming for AppGameKit anytime soon (not even slightly discussed - Freedom Engine dead) means I may have ultimately made the wrong decision being loyal and using AppGameKit as my platform. It means I'll not have access to a HUGE part of the market. Yes, many say that FB games are on a decline, but that's a decline from an enormous peak.

Anyway, just had to rant as my hopes have been dashed on this front, though I knew it wasn't likely to happen (whatever the reason may be).

I guess I'll just release a non-FB version for Windows/Mac and depending on the success of the game I'll have to work it up in Game Maker just so I can get HTML5.

Anyway, that's enough ranting from me...

Ancient Lady
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Posted: 19th Sep 2013 05:15
I can almost envision how to use a web server to handle the issue.

Using http calls, you can invoke the Facebook login page which takes an input of another web page to go to (passing Facebook information into it) after the login is complete. Then, assuming the actual app window title is always the same, you might be able to use some Javascript to bring the app window to the front. I'd have to try a test to see if that is possible (the javascript part). If I can make that successful, then it should be possible to use http calls to Facebook.

Within the app itself, it should have a function to handle the return from background call. If it is possible to bring the app window to the front, it will then get one of those AppGameKit call backs. The function called for when GetResumed() returns 1 (something that should be checked near the top of your main loop) can check a variable set when you send off the http call to decide if it has just come back from a successful Facebook login.

Like I said, I can visualize the entire sequence. If I can find the time, I will try a couple of simple tests and post the results, if it works.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
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Posted: 19th Sep 2013 16:04
Thanks for thinking about it. I'm pretty much over it (not like it was really news - I just needed to gripe about it and lack of development for HTML5).
We've decided to only provide a non-FB integrated version for Windows and Mac. If the game is popular enough I'll just have to rewrite it in Game Maker so I can get HTML5 unless AppGameKit decides to support it in the next year, but given that any questions about HTML5 porting have gone unanswered I highly doubt it will happen. Which is a bummer because I've really enjoyed TGC products.

xGEKKOx
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Posted: 19th Sep 2013 21:42
iOS 7 is completely not supported!!!
Xcode do not compile for iOS 7, armv7, armv7, arm64

Will TGC update this soon?
Please tell me it soon because i need to update all my apps.

Long life to Steve!
BatVink
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Posted: 19th Sep 2013 22:40 Edited at: 19th Sep 2013 22:53
T1: Has anybody noticed a problem with scaled sprites being invisible to GetSpriteHit()? I am about to test in more detail but just throwing it out there in the meantime.

[EDIT] It's just me, in isolation it's fine. Must be something else.

baxslash
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Posted: 20th Sep 2013 11:17
Quote: "T1: Has anybody noticed a problem with scaled sprites being invisible to GetSpriteHit()? I am about to test in more detail but just throwing it out there in the meantime.

[EDIT] It's just me, in isolation it's fine. Must be something else.
"

Could be you need to reset the shape?

"Everything should be made as simple as possible, but not simpler."
Naphier
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Posted: 20th Sep 2013 21:36
Was just checking through the issues list to see if any more of my starred issues have been addressed. Apparently not.
I'm just wondering what might be finished for AppGameKit v1?
There are currently 63 accepted defects and 129 accepted enhancements of medium priority.
There are ones like issue 369 (redimming multidimensional array data loss) that are well over 1 year old.
All of the fixes in that last few revisions seem to address things that once worked, but were broken by an update. Is that all that's going to happen with v1 or will some of the 63 accepted defects be fixed?

Thanks.

Digital Awakening
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Posted: 21st Sep 2013 00:39
Naphier:
I think that's something Paul can only fix once he has gotten into the compiler that Lee wrote. Seems like he's currently on new features, judging from the KS updates. Dynamic arrays/lists is on the list so I think this is in that area. Who knows when/if these fixes will make it to v1?

Quote: "I still have a branch for version 108 so I can update it separately from version 2, but unless 108 has a major bug we want to focus our efforts on version 2. "


east
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Posted: 23rd Sep 2013 13:33
I just upgrade to AppGameKit 108 beta 19 from AppGameKit 1076 yesterday and there are two issues that I noticed:

- agk::Random(min, max) behave strangely if min and max is negative. it returns value close to 60000. it works fine on 1076. it's not a big issue actually since there are many workaround for this.

- when I tested my game on my android device, I noticed that the volume button on my device is disabled. It works fine on 1076. My device is Samsung Galaxy Note N7000 and the OS version is ICS 4.04. Is there any workaround for this issue?

Thanks.
baxslash
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Posted: 23rd Sep 2013 13:47
Quote: "- agk::Random(min, max) behave strangely if min and max is negative. it returns value close to 60000. it works fine on 1076."


Quote: "Random

Description

Generates a random number between two given values. The result may be equal to either of the given values. The total range of values is limited to 0-65535. The random number generator is built into AppGameKit so a particular seed value will produce the same sequence of numbers on every platform."

This is expected behavior. I'm not sure if this was a bug in the previous version but it seems to be correct to the documentation.

You can never have too much sausage
Santman
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Posted: 23rd Sep 2013 15:13
East,

I have a galaxy note 2 and I've not noticed any problems. Can you upload something that I can test?
east
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Posted: 23rd Sep 2013 17:05
I just tried to build an apk from the existing android template and the volume button doesn't work when in game. I also tried this game https://play.google.com/store/apps/details?id=com.joshwebsites.nb that created by a fellow forum member and the volume button doesn't work either. However in the game https://play.google.com/store/apps/details?id=com.thegamecreators.horsemeat that made by TGC the volume button works fine. I'll try it on other devices tomorrow.
Paul Johnston
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Posted: 24th Sep 2013 17:25
Looks like I missed off a line in the tier 2 version of jni/main.c simply find the line

and add this one immediately after it

then recompile it with cygwin.
east
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Posted: 24th Sep 2013 18:15
Thanks for the fix, the volume button works fine now..
Naphier
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Posted: 24th Sep 2013 21:32
Wondering if we can at least get the compiler to report subscripts being OOB on UDT arrays instead of just crashing. My head hurts from having to debug for this issue...

=PRoF=
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Posted: 24th Sep 2013 22:22
Quote: "Wondering if we can at least get the compiler to report subscripts being OOB on UDT arrays instead of just crashing. My head hurts from having to debug for this issue..."


+1

JimHawkins
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Posted: 24th Sep 2013 23:18
That's a run-time error. The compiler can't be expected to cope with re-dimensioned arrays or even static arrays if an arbitrary index is used during program run.

That's a debugger issue.

-- Jim - When is there going to be a release?
Naphier
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Posted: 24th Sep 2013 23:34
Yes, debugger... not compiler. It's in there for non-UDT arrays and works fine. Just need it for UDT arrays.

nz0
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Posted: 7th Oct 2013 12:27
Is there any chance we can have more PC keyboards keys supported before 108 is made final?

It does seem incredible when I get emails from users who want to map keys such as numeric keypad and it is not possible.

It's kind of essential to be able to do this for AppGameKit to be used to develop PC games...

Santman
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Posted: 7th Oct 2013 13:31
nz0,

Cant agk capture any scan code from a keyboard? I use on screen keyboards myself as I'm aiming at android mainly, but will be looking to add pc functionality later (nothing worse than a forced on screen keyboard when you have a real one!) so I've never tried this, but I would have thought a scan code is a scan code??
Markus
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Posted: 7th Oct 2013 13:33 Edited at: 7th Oct 2013 13:39
@nz0
did not GetRawKeyState( key 0 to 255) give all keys back for a hardware keyboard?

@east, (ups,don't saw page 2)
there exist also a RandomSign ( value ) or maybe -Random(x,y).
as the description said for Random the parameter from/to should be positive. negative from/to i would expect the interpretation of value 0 (in Range 0-65535), seems agk have no limit inside this random func.

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