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AppGameKit Studio Chat / Text created with CreateText() always appear below sprites, only happens on Mac

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Everard
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Posted: 27th Jul 2019 10:13
I already have this problem on AppGameKit Classic and reported it on AppGameKit support, AppGameKit support recognizes the problem and promised to release a fix, but it's already a month and still no fix being released.
I tried using the recently released AppGameKit Studio, hoping that they already included the fix here, unfortunately, it is still a problem.
I'm already a month delayed on my App Store release, I'm already disappointed with how AppGameKit team's customer support. I regret using AppGameKit on my mobile game. It makes me feel that I wasted my money on AppGameKit Classic and AppGameKit Studio.

Does anyone here also experiencing this problem? Any work arounds?
Everything works fine on AppGameKit for Windows, only the Mac version has this problem.
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7
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Posted: 27th Jul 2019 11:08
you might want to play around a bit with SetTextDepth(text,depth) and SetSpriteDepth(sprite, depth)

as long as text depths are smaller than sprite depths, the text should appear above
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Everard
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Posted: 27th Jul 2019 11:54
Already done that, but still didn't resolved the problem.
Does anyone here using AppGameKit on Mac? Do you also experience this problem?
Qugurun
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Playing: AppGameKit
Posted: 27th Jul 2019 15:38
Everything works right for me.
https://www.instagram.com/qugurun/

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Everard
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Posted: 28th Jul 2019 05:50
Hi Qugurun,

Thanks for confirming on your side. I tried the sample you provided and it works.

I tried to play with my codes to troubleshoot the problem, and it seems the SetTextPosition() is causing the problem.
I checked if I used the correct x and y position by removing the sprite, and the text appears in the correct position.
Can you try using SetTextPosition() on the sample you provided? On my machine, when I added it, the "Sample Text" text disappears.
Qugurun
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Posted: 28th Jul 2019 11:53
I confirm it bug.
It does not work for me as expected.
https://www.instagram.com/qugurun/
Qugurun
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Posted: 29th Jul 2019 01:19
I understand that you need to release the application already and if the next update that was promised this week not helps you can write an analog bitmap font.
https://www.instagram.com/qugurun/
Everard
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Posted: 29th Jul 2019 04:11
I'm using "Indie Flower" font which I downloaded from Google Fonts. I don't know if it's possible in bitmap font.
Hopefully, AppGameKit release a fix for this issue ASAP.

I just find it weird that this kind of problem exists despite the maturity of AGK. It seems majority are using Windows and don't release their apps on iOS. Or they just don't use CreateText()
Qugurun
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Posted: 29th Jul 2019 04:15 Edited at: 29th Jul 2019 04:16



https://www.instagram.com/qugurun/

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Qugurun
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Posted: 29th Jul 2019 04:37
My main workplace is WindowsOS and before writing the code I didn’t check the native BitmapFont method OSX, I thought you tried it.


LOL How many useless code wrote
https://www.instagram.com/qugurun/

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Everard
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Posted: 30th Jul 2019 02:28
Have you tried it with SetTextPosition()?
The text with bitmap font also disappears when SetTextPosition() was used.
Qugurun
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Playing: AppGameKit
Posted: 30th Jul 2019 12:50 Edited at: 30th Jul 2019 15:35
SetTextX() - work
SetTextPosition() and SetTextY() - not work


Oh, I was inattentive. Then look at how I implemented CustomBitmapFont.zip
https://forum.thegamecreators.com/thread/224807#msg2646858
https://www.instagram.com/qugurun/

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