Posted: 14th Jun 2020 4:22
I'm all for default values in functions as it makes coding easier to have those in.
Posted: 19th Jul 2020 1:32
The posts above me are leading ideas.

- Calling created functions by a string for example: "Call( 'SetMyVar(22)' )"

- If we got a type structure like this:

+ Code Snippet
type vec_def
  x# as float
  y# as float
  z# as float
endtype

vec as vec_def


a great addition would be using "vec.[0]" in order to get "vec.x#" as there is sometimes the need to interpret structures based on algorythmic outcomes.

- 3d animation blending, loading and appending
- Bone modification while playing 3d animation

All features will also fit Studio well.
Posted: 19th Jul 2020 11:25
I'd like to see command line args exposed (if they're not already). Should be REALLY easy to implement. Something like:

argc as integer
argv as string[]
argc = GetArgC()
argv = GetArgV()

(If this is already possible in AppGameKit, please let me know how! thanks!)
Posted: 23rd Jul 2020 12:01
Xbox controller support would be nice.
Posted: 27th Jul 2020 6:03
"Xbox controller support would be nice"

I already use an USB Xbox controller, or do I miss something?
Posted: 7th Sep 2020 22:03
The SetRawMouseVisible() command doesn't work at all on my computer, so it's impossible for me to have custom cursors. This is a huge disappointment, because I don't know how to do targeting mode, and it just looks bad to have the default mouse cursor in the game.

Could you either make the above command work, or better yet, add support for custom mouse cursors? This would make me very happy.
Posted: 8th Sep 2020 0:22
It works for me
Posted: 8th Sep 2020 0:43
The help files say it doesn't work on some systems. I'm using Windows 10 on an HP laptop. It's not working. I tried both full screen and windowed modes.
Posted: 8th Sep 2020 8:10
I have a HP pavillion laptop and it works here
Posted: 8th Sep 2020 8:27
Alright, the SetRawMouseVisible command works now. I wish I could tell you what I did, but now it's working.

(Damn, that was weird. Oh well, moving on.)
Posted: 16th Sep 2020 15:49
The hide cursor command only works about half the time, pretty much randomly. Any chance to fix this and make it work 100% of the time?

EDIT: It would be good to just allow changing the cursor. I heard somewhere that it wasn't allowed to "encourage" touch screen interaction, which seems like a pretty lame excuse. Cursor changing should be simple and easy, just like it was in DarkBASIC.

EDIT #2: Also, even if the windows mouse cursor was hidden, there's a problem with clicking on the windows status bar or the close button. You have to get custom mouse cursors going.
Posted: 16th Sep 2020 15:51
here you can do...


For looping
Posted: 10th Dec 2020 1:15
Would like a modular or configurable player, so that content that isn't being used or isn't needed can be removed. This would reduce the bloatware warnings that Google gives AppGameKit apps and also allow for things like policy-affecting ad components to be removed if they are not used.
Posted: 21st Jan 2021 10:20
checking 3+ dim arrays overlapping with the graphic backbuffer
Posted: 21st Jan 2021 14:14
If you wish to load the images into a memblock just read it as pixel data and encrypt that, when loading load it and decrypt the data then load the image from the memblock, that method removed the need to write external data to a drive where you might not have write permission or have no storage space on things like mobiles for example.
Posted: 22nd Jan 2021 8:26
overloading functions
Posted: 20th Apr 2021 22:23
A simple one
the ability to have main.agc outside of the project directory
this would allow merging of projects so they could all share the same project folders

great when merging programs like editors etc which are all part of the same project
Posted: 8th Jul 2021 23:49
EDIT

I found a work around for my last request.

On a side note though... the 64 bit unsigned integer ULONG data type for large whole integers ( ranging from 0 to 18446744073709551615 ) would be nice in the future.