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 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.
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
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 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!