Jul 3, 2015
AppGameKit Classic: Easy Game Development - Rick [DEV]

The current 60% deal on AppGameKit is ending soon;
http://store.steampowered.com/app/325180/
AppGameKit development has continued at a fast pace and we're well into our focus on the new 3D Commands.

We could explain all of this in very technical detail, but they say a picture is worth a thousand words, so a video must be worth a few more! Click on link below to see just how well AppGameKit can handle complex 3D objects, even at this early stage of 3D development.
https://www.youtube.com/watch?v=qa-BoYVtZ4c

You'll notice that we are hitting a pretty solid 60fps with this Windows demonstration, and 3D rendering is fully functional on Android as well. We will have more information on that and other platforms soon.

For the number crunchers amougst you, The character is approximately 8,300 polygons with 100 of them being displayed in the above demo. These are not instanced objects so there's no special optimisation work in play as of yet.

We're making use of the Open Asset Import Library which means AppGameKit will support the following 3D file formats; .X .3ds .md3 .smd .md5 .lwo. .ac .b3d .dae .3d .lws .ms3d .blend .m3

Getting Physical!
In the past week we've teamed up with Stab In The Dark Software who will be implementing the Bullet Physics commands for AppGameKit. Over the next three months they will create the commands that will power the 3D Physics for your AppGameKit games. As a quick test they were able to make this early demo to show 3D objects colliding and reacting.
https://youtu.be/wbXvzlhk1Js
So there's plenty happening behind the scenes and we'll keep showing you demos as the 3D and physics progress.

The AppGameKit Team
Jul 3, 2015
AppGameKit Classic: Easy Game Development - Rick

The current 60% deal on AppGameKit is ending soon;
http://store.steampowered.com/app/325180/
AppGameKit development has continued at a fast pace and we're well into our focus on the new 3D Commands.

We could explain all of this in very technical detail, but they say a picture is worth a thousand words, so a video must be worth a few more! Click on link below to see just how well AppGameKit can handle complex 3D objects, even at this early stage of 3D development.
https://www.youtube.com/watch?v=qa-BoYVtZ4c

You'll notice that we are hitting a pretty solid 60fps with this Windows demonstration, and 3D rendering is fully functional on Android as well. We will have more information on that and other platforms soon.

For the number crunchers amougst you, The character is approximately 8,300 polygons with 100 of them being displayed in the above demo. These are not instanced objects so there's no special optimisation work in play as of yet.

We're making use of the Open Asset Import Library which means AppGameKit will support the following 3D file formats; .X .3ds .md3 .smd .md5 .lwo. .ac .b3d .dae .3d .lws .ms3d .blend .m3

Getting Physical!
In the past week we've teamed up with Stab In The Dark Software who will be implementing the Bullet Physics commands for AppGameKit. Over the next three months they will create the commands that will power the 3D Physics for your AppGameKit games. As a quick test they were able to make this early demo to show 3D objects colliding and reacting.
https://youtu.be/wbXvzlhk1Js
So there's plenty happening behind the scenes and we'll keep showing you demos as the 3D and physics progress.

The AppGameKit Team
AppGameKit Classic: Easy Game Development - The Game Creators
Following the main V2.0.14 we are releasing a small update that fixes the following items;

  • Changed SetSpriteSnap to function the same way it did in 2.0.13.
  • Corrected "uses adverts" check box in export IPA from being inverted.
  • Updated IPA export process to match recent Apple changes.
AppGameKit Classic: Easy Game Development - The Game Creators
Following the main V2.0.14 we are releasing a small update that fixes the following items;

  • Changed SetSpriteSnap to function the same way it did in 2.0.13.
  • Corrected "uses adverts" check box in export IPA from being inverted.
  • Updated IPA export process to match recent Apple changes.
AppGameKit Classic: Easy Game Development - The Game Creators
Today we're releasing a new version of AppGameKit with a range of fixes, tweaks and even some new commands!

Shaders
  • Fixed LoadSpriteShader(filename) without specifying an ID not using the correct vertex shader

App Export
  • Added a check for development profiles in the IPA export, use AdHoc or Store profiles instead
  • Fixed error about missing file or directory when exporting Amazon or Ouya APK
  • Fixed iOS export with the advert box unticked not removing the advertising identifier (IDFA) from the app

New Commands
  • CreateMemblock command will now zero the memblock during creation
  • Added GetSpriteScaleX() and GetSpriteScaleY()
  • Added WriteString2 and ReadString2 that use a faster method of reading strings from a file

Sprites
  • Added Spriter Pro support with LoadSkeleton2DFromSpriterFile()
  • Fixed SetScissor generating a warning in the debug log window
  • Added ability to loop an animation a specified number of times with a loop count greater than 1
  • Fixed a bug where drawing more than 12000 sprites that share the same image could end up drawing nothing
  • Fixed crash if an item is deleted that is currently being tweened
  • Fixed SetTextScissor not working properly when SetViewOffset or FixTextToScreen are used

iOS
  • Fixed GetResumed not being called on iOS after the app goes to sleep for the first time
  • Updated iOS AdMob SDK to 7.2.1 which fixes a black screen after showing a full screen ad

Android
  • Updated Android Google Play Services (which includes the AdMob SDK) to 7.3
  • Fixed Android not caching a full screen AdMob ad before the first call to CreateFullscreenAdvert
  • Fixed switching edit boxes on Android sometimes hiding the keyboard for the new edit box

Debugger
  • Enabled copying of debug variable values using Ctrl-C on a selected row in the Variables window
  • Enabled copying of debug log text using Ctrl-C on a selected row in the Debug Log window

Misc
  • Fixed ResetTimer not resetting to exactly 0 on some platforms
  • Fixed DrawBox command sometimes producing boxes that aren't perfectly straight
Broadcasting
  • Fixed not being able to stop broadcasting if the app generated a lot of warnings while running
AppGameKit Classic: Easy Game Development - The Game Creators
Today we're releasing a new version of AppGameKit with a range of fixes, tweaks and even some new commands!

Shaders
  • Fixed LoadSpriteShader(filename) without specifying an ID not using the correct vertex shader

App Export
  • Added a check for development profiles in the IPA export, use AdHoc or Store profiles instead
  • Fixed error about missing file or directory when exporting Amazon or Ouya APK
  • Fixed iOS export with the advert box unticked not removing the advertising identifier (IDFA) from the app

New Commands
  • CreateMemblock command will now zero the memblock during creation
  • Added GetSpriteScaleX() and GetSpriteScaleY()
  • Added WriteString2 and ReadString2 that use a faster method of reading strings from a file

Sprites
  • Added Spriter Pro support with LoadSkeleton2DFromSpriterFile()
  • Fixed SetScissor generating a warning in the debug log window
  • Added ability to loop an animation a specified number of times with a loop count greater than 1
  • Fixed a bug where drawing more than 12000 sprites that share the same image could end up drawing nothing
  • Fixed crash if an item is deleted that is currently being tweened
  • Fixed SetTextScissor not working properly when SetViewOffset or FixTextToScreen are used

iOS
  • Fixed GetResumed not being called on iOS after the app goes to sleep for the first time
  • Updated iOS AdMob SDK to 7.2.1 which fixes a black screen after showing a full screen ad

Android
  • Updated Android Google Play Services (which includes the AdMob SDK) to 7.3
  • Fixed Android not caching a full screen AdMob ad before the first call to CreateFullscreenAdvert
  • Fixed switching edit boxes on Android sometimes hiding the keyboard for the new edit box

Debugger
  • Enabled copying of debug variable values using Ctrl-C on a selected row in the Variables window
  • Enabled copying of debug log text using Ctrl-C on a selected row in the Debug Log window

Misc
  • Fixed ResetTimer not resetting to exactly 0 on some platforms
  • Fixed DrawBox command sometimes producing boxes that aren't perfectly straight
Broadcasting
  • Fixed not being able to stop broadcasting if the app generated a lot of warnings while running
AppGameKit Classic: Easy Game Development - Rick [DEV]
Thanks to the great feedback and support since the debugger released we're now able to bring you a new version of AppGameKit with these features and fixes;
  • Updated help files to fix squashed logo in the top left
  • Fixed Android apps sent to background returning as a blank screen
  • Fixed broadcasting sometimes not being able to stop
  • Typing a new variable expression in the debug tab whilst the app is paused now evaluates it immediately
  • Fixed occasional crash on Android when ending a broadcasted app
  • Fixed Facebook commands causing a crash on Android when used in an exported app
  • Fixed fullscreen window on Windows sometimes shifting sprite positions downwards
  • Fixed exporting of iOS apps from the IDE not passing validation
  • Fixed declaring a local variable immediately after declaring a global variable in a function causing the local declaration to be skipped
  • Fixed having a global variable declaration on the first line in main.agc causing a compiler crash
  • Fixed resizing arrays with more than 2 dimensions using .length on the base array causing a crash
  • Changed IDE project file to always save paths with forward slashes to make them portable across platforms
  • Updated Chartboost SDK on Android to 5.2.0
  • Added option to APK export to support expansion files, currently these can only contain video files and are loaded with LoadVideo("expansion:MyFile.mp4")
  • Fixed SaveSound producing corrupt WAV files
  • Fixed IPA export sometimes producing an error when nothing was wrong
  • Added xxhdpi and xxxhdpi icons to the Android interpreter, when exporting use a 192x192 icon from now on
  • Added new Android Tier 2 project interpreter_android_expansion that supports expansion files and builds
    with API 21
  • Fixed tweens not changing a value if the start and end values are the same
  • Added tween interpolation mode of -1 to turn off interpolation for a specified value
  • Fixed tween chains containing delays jumping to the first frame of the next tween before the delay was finished
  • Added SetTweenChainTime to jump to a specific time in the tween chain
  • Added GetTweenChainEndTime to return the total length of the tween chain
  • Fixed iOS exported apps being able to change orientation during startup before SetOrientationAllowed can take effect
  • Fixed iOS exported apps always resuming in the initial interface orientation instead of the current interface orientation, if allowed
  • Changed the Android text input method to use a hidden Android editbox to receive input, this should support third party input methods
  • Fixed Android keyboard not being able to accept input on Android 5.0 when in landscape mode
AppGameKit Classic: Easy Game Development - Rick
Thanks to the great feedback and support since the debugger released we're now able to bring you a new version of AppGameKit with these features and fixes;
  • Updated help files to fix squashed logo in the top left
  • Fixed Android apps sent to background returning as a blank screen
  • Fixed broadcasting sometimes not being able to stop
  • Typing a new variable expression in the debug tab whilst the app is paused now evaluates it immediately
  • Fixed occasional crash on Android when ending a broadcasted app
  • Fixed Facebook commands causing a crash on Android when used in an exported app
  • Fixed fullscreen window on Windows sometimes shifting sprite positions downwards
  • Fixed exporting of iOS apps from the IDE not passing validation
  • Fixed declaring a local variable immediately after declaring a global variable in a function causing the local declaration to be skipped
  • Fixed having a global variable declaration on the first line in main.agc causing a compiler crash
  • Fixed resizing arrays with more than 2 dimensions using .length on the base array causing a crash
  • Changed IDE project file to always save paths with forward slashes to make them portable across platforms
  • Updated Chartboost SDK on Android to 5.2.0
  • Added option to APK export to support expansion files, currently these can only contain video files and are loaded with LoadVideo("expansion:MyFile.mp4")
  • Fixed SaveSound producing corrupt WAV files
  • Fixed IPA export sometimes producing an error when nothing was wrong
  • Added xxhdpi and xxxhdpi icons to the Android interpreter, when exporting use a 192x192 icon from now on
  • Added new Android Tier 2 project interpreter_android_expansion that supports expansion files and builds
    with API 21
  • Fixed tweens not changing a value if the start and end values are the same
  • Added tween interpolation mode of -1 to turn off interpolation for a specified value
  • Fixed tween chains containing delays jumping to the first frame of the next tween before the delay was finished
  • Added SetTweenChainTime to jump to a specific time in the tween chain
  • Added GetTweenChainEndTime to return the total length of the tween chain
  • Fixed iOS exported apps being able to change orientation during startup before SetOrientationAllowed can take effect
  • Fixed iOS exported apps always resuming in the initial interface orientation instead of the current interface orientation, if allowed
  • Changed the Android text input method to use a hidden Android editbox to receive input, this should support third party input methods
  • Fixed Android keyboard not being able to accept input on Android 5.0 when in landscape mode
AppGameKit Classic: Easy Game Development - Rick [DEV]
AppGameKit V2.0.12
Today we're rolling out version 2.0.12 of AppGameKit which now sports a new debugger in the IDE!

The long awaited debugger allows you to track changes to any type of variables, array and types. Simply add the variables you want to track in the Debug variables list and these will update as your step through your code. Break points can be placed anywhere in your code and you can step through it line by line when you want to hunt down an elusive logic error. The call stack will show you where code is being called from.

You can even Debug your code direct to your device. For example you can step through your code on your Windows PC and see the results on your Android phone running the AppGameKit Player app, all the values will be reported back to from the app and displayed in the IDE.

We hope you enjoy exploring this new feature of AppGameKit, it's very new so please report any issues back to us if you find any.

Other fixes in this version
  • Fixed an occasional crash caused by calling GetDeviceID()
  • Fixed enlarging a multi-dimensional array using .length sometimes causing a crash
  • Added a media refresh call after PrintImage() on Android to make the file appear to external apps
  • Fixed repeated broadcasting apps leaking memory on the receiving device
  • Fixed saving an image to the pictures folder with PrintImage on Android not refreshing the file system
  • Fixed Android sensors all returning zero until the app is sent to the background and resumed
  • Fixed a crash when passing a type returned from one function into multiple sub functions
  • Fixed render images not being restored properly after resuming on Android
  • Added SetEditBoxCursorPosition command to bring a certain portion of the text into view
  • Fixed iOS exported apps not having the beta entitlement used for the new TestFlight implementation
  • Fixed iOS exported apps missing the push notification entitlement
  • Fixed network messages sent from one client to another not being received
  • Added option to iOS export to add or remove the Advertising Identifier from the exported app
  • AGK apps run on Windows will remember their last window position when closed so they don't always start in the center of the screen
  • Changed app closing on Android to use the finish activity method rather than force quitting the app, which looks like a crash to some devices

We hope you enjoy this new version. Have a Happy Easter next week, we'll be back to start on the new 3D commands very soon!
AppGameKit Classic: Easy Game Development - Rick
AppGameKit V2.0.12
Today we're rolling out version 2.0.12 of AppGameKit which now sports a new debugger in the IDE!

The long awaited debugger allows you to track changes to any type of variables, array and types. Simply add the variables you want to track in the Debug variables list and these will update as your step through your code. Break points can be placed anywhere in your code and you can step through it line by line when you want to hunt down an elusive logic error. The call stack will show you where code is being called from.

You can even Debug your code direct to your device. For example you can step through your code on your Windows PC and see the results on your Android phone running the AppGameKit Player app, all the values will be reported back to from the app and displayed in the IDE.

We hope you enjoy exploring this new feature of AppGameKit, it's very new so please report any issues back to us if you find any.

Other fixes in this version
  • Fixed an occasional crash caused by calling GetDeviceID()
  • Fixed enlarging a multi-dimensional array using .length sometimes causing a crash
  • Added a media refresh call after PrintImage() on Android to make the file appear to external apps
  • Fixed repeated broadcasting apps leaking memory on the receiving device
  • Fixed saving an image to the pictures folder with PrintImage on Android not refreshing the file system
  • Fixed Android sensors all returning zero until the app is sent to the background and resumed
  • Fixed a crash when passing a type returned from one function into multiple sub functions
  • Fixed render images not being restored properly after resuming on Android
  • Added SetEditBoxCursorPosition command to bring a certain portion of the text into view
  • Fixed iOS exported apps not having the beta entitlement used for the new TestFlight implementation
  • Fixed iOS exported apps missing the push notification entitlement
  • Fixed network messages sent from one client to another not being received
  • Added option to iOS export to add or remove the Advertising Identifier from the exported app
  • AGK apps run on Windows will remember their last window position when closed so they don't always start in the center of the screen
  • Changed app closing on Android to use the finish activity method rather than force quitting the app, which looks like a crash to some devices

We hope you enjoy this new version. Have a Happy Easter next week, we'll be back to start on the new 3D commands very soon!
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