Posted: 27th Sep 2018 8:12
As I assume print() is mainly only used for debugging purposes can we have an option to either add a drop shadow to it, or a semi-transparent background so that the text stands out over the top of your graphics? I use print() a lot to track variables while the app is running on the device (I'll be honest I don't really know how else to properly debug with AGK) but no matter what print text colour I choose it's often hard to see over the top of some areas of the screen because of the images that lay underneath it.
Posted: 30th Sep 2018 11:04
Hi Paul,

If you could implement something along the lines of SetObjectMeshFromMemblock() but for more of a finer option

say for example, we just need to change a very small vertexes on a mesh

i.e
+ Code Snippet
for i= vertexfrom to vertexto
        SetMemblockFloat(memblock,72+i*36,0)
        SetMemblockFloat(memblock,76+i*36,0)
        SetMemblockFloat(memblock,80+i*36,0)
        SetMemblockFloat(memblock,84+i*36,0)
        SetMemblockFloat(memblock,88+i*36,0)
        SetMemblockFloat(memblock,92+i*36,0)
	SetMemblockFloat(memblock,96+i*36,0)
        SetMemblockFloat(memblock,100+i*36,0)
        SetMemblockInt(memblock,104+i*36,0)
 next


Then a command to only set the object vertexes like with the above instead of rebuilding the whole object

Something like

SetObjectMeshFromVertexes( Object, VertexFrom, VertexTo )

I think this will speed things up heavily on changing vertexes on an object
Posted: 7th Oct 2018 14:14
Getting an "Unknown error occured" when posting, anyone else?
Posted: 14th Oct 2018 17:18
- placing graphics at the complete screen at any time & relative to other system objects / windows
Posted: 21st Oct 2018 20:42
Selecting a block of code and undoing that block of code only.
Posted: 24th Oct 2018 17:02
ide like to see the command AddObjectShapeObject(myObject,addObject, positionVec3, rotationVec3, sizeVec3 )

To be used with physics collisions like
+ Code Snippet
SetObjectShapeCompound(myObject)
 AddObjectShapeObject(myObject)
AddObjectShapeObject(myObject,addObject1, positionVec3, rotationVec3, sizeVec3 )	
AddObjectShapeObject(myObject,addObject2, positionVec3, rotationVec3, sizeVec3 )	
AddObjectShapeObject(myObject,addObject3, positionVec3, rotationVec3, sizeVec3 )	
AddObjectShapeObject(myObject,addObject4, positionVec3, rotationVec3, sizeVec3 )	

Which would give greater control with the current physic object commands and allow for something like a torus object
to be used where it may just have 4 objects which consist of a break down of the Torus object into quarter sections
Posted: 25th Oct 2018 8:33
SetObjectMeshVisible(obj,mesh,mode)

Needed this for years , and should be a easy one

Edit: No need i added it myself, will add it to github when i have a full branch
Posted: 10th Nov 2018 16:18
I have a request for DeleteSprite( iSpriteIndex )

deleting individual sprites is slow but the command deleteallsprites is fast. can we have a range that could be deleted so it can perform the task faster? or can the deletesprite code be looked at cause its slow with 10k sprites to delete.
what? 10k sprites you say? Yes! its for an emulated display of pixels. During runtime it works fast ...they just dont want to delete very fast once created.

so for my request .... a range of sprites to delete would be nice instead of needing to delete all of them for speeds sake.

i also thought of using a memblock for a single sprite..... however thats much slower to update then individual sprites.
Posted: 12th Nov 2018 0:33
I would love to have a Dictionary type in Tier 1.

+ Code Snippet
Type ThingType
    Value1 as Integer
    Value2 as Integer
EndType

ThatThing as ThingType
things as Dictionary[String, ThingType]
if things.exists("this")
    // Since Tier 1 has no concept of null, trying to get something that doesn't exist would just raise an error.
    // either things["that"] or things.get("that") for getting values.
    things["that"] = ThatThing  // or things.put("that", ThatThing)
    things.delete("this")  // Raise an error or be silent.
endif
// Also things.keys() and things.values() to return all keys and values in the direction.
Posted: 12th Nov 2018 1:11
Dictionary would be cool.
For now you could use .insertsorted(item) and .find(item)
Posted: 12th Nov 2018 3:07
[s]@blink0k: insertsorted and find are nice, but too limited for what I had in mind since they don't offer key->value lookup.[/s]
When used with arrays of user-defined types, insertsorted and find use the first item in the UDT for sorting and finding in the array.
Posted: 13th Nov 2018 3:50
@blink0k: Sorry, I did not realize how insertsorted and find work with UDT arrays. Thank you for mentioning them! Now that I understand, I think they will work.
Posted: 5th Dec 2018 0:20
SetVirtualButtonTextColor()
SetVirtualButtonTextSize()
SetVirtualButtonTextFont()

+1 for TTS for Desktop
Posted: 5th Dec 2018 20:15
SetSandboxMode(mode)
mode = 1 // Input files read from media folder, Output files written to local folder
mode = 0 // Input files read from media folder, Output files are written to media folder
Posted: 7th Dec 2018 12:07
If it's not too much trouble include your help or wants here with the goal that they are in a sorted out are for AppGameKit to decide whether they are practical to do.

Alter (including highlights as we go so they are all to finish everything):

Steam Store incorporation - If we need genuine Windows improvement, including the developing outside the box scene, at that point this is an absolute necessity have today. Steam Store is by a long shot the most prominent store on PC. It's likewise accessible on Mac now, and Linux.

Enhanced controller bolster - Currently we can't distinguish the 360 d-cushion and the triggers are broken. I think the equivalent goes for the PS4 controller. The 360 controller is standard on PC with numerous diversions supporting it out of the case. The PS4 controller is developing in fame. - Looks like Paul is getting this in now!

Linux bolster - Getting AppGameKit to keep running on Linux shouldn't be too hard since AppGameKit utilizes OpenGL. It's a stage we realize will keep on existing for quite a while. It is extremely prominent among independents. On the off chance that you need your diversion on Humble Bundle, at that point Linux is a major preferred standpoint. Since it works simply like a PC or Mac making recreations for Linux would similarly as simple. We additionally have the up and coming Steam OS and Steam Boxes which are Linux based. So it's the ideal next stage for AGK.
Posted: 10th Dec 2018 10:48
Simple request: Make it possible to add folders in the IDE, so that we can manage files in folders.
Posted: 10th Dec 2018 15:55
I have another idea:
Make it possible to create plugins from Tier 1 code. e.g: I made a simple GUI kit, but the problem is: Using it requires importing several files, so a lot of functions get exposed that a user doesn't need but does show up with function hinting etc.
If we could create a plugin, distributed as a single package, with some settings (expose this type, expose this function, do not expose this function etc) things could get powerful.

Any feedback?
Posted: 10th Dec 2018 19:54
I like the idea of plugins maybe compiled code segments that are dropped into the game and called via commands etc, seeing as AGK2 is interpreted not compiled it wouldn't be to hard to implement as the only step would be unscrambling the byte code
Posted: 11th Dec 2018 6:44
@Carharttguy: Allowing module-private methods would be helpful and would allow dropping in tier 1 files without exposing a bunch of internal functions and without doing plugins.

In the meantime, you could prefix internal functions with something to make make them less likely to be used.
Posted: 15th Dec 2018 17:35
2D Lights ?