SyntaxBomb - Indie Coders

Languages & Coding => AppGameKit ( AGK ) => Topic started by: Rick Nasher on January 02, 2019, 14:33:45

Title: @Qube - AGK bit broken?
Post by: Rick Nasher on January 02, 2019, 14:33:45
As you commented:

Quote...Recently AGK has become a little broke in certain areas. I hope this is fixed as a priority in early 2019 as I do love a pure coding environment.

Got bit curious, but didn't want to pollute the thread: What issues are you referring to(I mean: anything specific you came across/had to deal with)?
I probably missed the reports as I haven't been on top of it for months due to health.
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 02, 2019, 16:44:38
The latest 2018-12-12 version :

1.. Blurry text in editor.
2.. Very laggy on scrolling through source which makes it's virtually unusable.
3.. GetDeviceWidth() and GetDeviceHeight() now return retina resolution whereby before they didn't. This may seem correct but GetMaxDeviceWidth() and GetMaxDeviceHeight() only return none retina resolution and all drawing commands are still not retina resolution based.

That's just the new broken stuff :)

All this was fine in the previous version so it's just the very latest version that's a bit knackered on the Mac.

TGC have not responded yet but I assume they are only just returning from Christmas holidays.
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 02, 2019, 20:14:46
Wow, that's quite a bit then. Didn't notice this. Only found today that the editor is acting funny holding on to list of some previous projects that were released from it already.

Thanks for the update, hope they'll fix it soon.

Currently really like the kart physics project blink0k is working at.
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 02, 2019, 20:37:23
QuoteCurrently really like the kart physics project blink0k is working at.
Yeah, some nice work there. Which leads me on to a moan about AGK's physics being half done too :P - would like TGC to spend 2019 fixing bugs and making the current features more complete like 3D physics, shadows, 3D model / textures / animation. Anyone who's tried the 3D side of AGK know it's a bit flakey on what it supports and can be a bit of a pain for new comers getting an animated and textured model up and running.
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 03, 2019, 18:07:46
I think they really should take note to that, for it's a good point.
Guess they think the 3d side is too much for the average user, but it's really were the fun starts and imho a good advertorial.

Title: Re: @Qube - AGK bit broken?
Post by: RemiD on January 04, 2019, 07:37:19
ahahah  :)) , long live blitzbasic  8)
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 04, 2019, 19:47:30
@RemiD
Quoteahahah  :)) , long live blitzbasic  8)
:) You can laugh all you like, probably think I'm biased or on their pay role, ignorantly advocating AGK, but I too was pretty reluctant at first. Until I'd seen what it can do. In all respect, I don't think you have been paying much attention or tried out enough stuff to form a sound opinion. Some arguments:

- It's like a Blitz3d 2.0, pretty stable, cross-platform, 32/64bit, has in-build physics, shadows and shaders and also has quite a few features Blitz3d never had, nor will ever get, as it is dead.
- Has it got issues: yes, some and sometimes bugs get introduced by a new update, which they fix. Then again, so did Blitz3d.
- In AGK I can do things Blitz3d would never have allowed us (even with all the kludges and cumbersome workarounds ) and still maintain a decent fps on my ancient machine(s) or actually way, way better, on my more up to date smartphone.
- The things you were missing such as manipulating vertexes can be done in memory blocks. People have really been investigating and extending functionality to do just that.
- So far they fix or add( if in their abilities) what the majority wants, which we can't really say about.. well, you know who: the-one-who's-name-shall-not-be-mentioned.  :D
- I applaude your faithfulness to the blitz platform, but now I think you really are just torturing yourself with it.
- I get that you are far in your projects and do not want to give up, but it should be possible to convert them and when done, available to a wider public due to the crossplatform functionality.


- People are making really interesting stuff with it. For instance there's a nice thread showing what can be done already using the somewhat incomplete physics using the current command set (vehicle physics not implemented - yet)  <here>  (https://forum.thegamecreators.com/thread/223365?page=1):
(https://i.imgur.com/LDNWgDy.gif)
(note: jerky movement is not in real life, it's a recording transferred to gif, which can be bit poor)



So.. don't be bitter and afraid, but head towards the light.  ;)
As some wise old little creature once said:
(https://goodmenproject.com/wp-content/uploads/2015/01/fear-leads-to-anger-anger-leads-to-hate.jpg)
Title: Re: @Qube - AGK bit broken?
Post by: GaborD on January 04, 2019, 21:55:13
I agree, AGK is a solid choice.
If someone likes the Blitz-style approach and is aiming at PC targets and high quality modern rendering at high speed, AGK is basically the only choice currently.
But they will have to implement a lot themselves. On the bright side, AGK is flexible enough for it.
It's just not out of the box and I have not seen addons that get you anywhere near, so there is a lot of work to be done.

I have yet to run into bad bugs, other than inconveniences one can work around, but that's just my personal experience, mileages always vary depending on what features are being used. (for instance every issue Qube listed doesn't apply to me at all. Those are still valid issues ofcourse that need to be solved, I'm just saying depending on what you do you may or may not encounter them)

One thing to keep in mind is that there will always be limitations in engines that try to serve several target platforms, especially when it's a small team working on them. But there are no similar PC focussed engines anymore it seems, so that's just the norm we have to accept.
Title: Re: @Qube - AGK bit broken?
Post by: Krischan on January 05, 2019, 00:57:15
I've also tested the AGK trial a few months ago but didn't really get into it like I did in Blitz3D and Blitzmax - just started the examples and played a little bit around, nothing special. My current most stable choice is still Blitzmax and MiniB3D with the excellent BLIDE as IDE because of the lack of a reliable alternative. I'm experimenting with OpenB3D but I'm not happy with it yet.

One thing I really love in Blitzmax is its modularity. In other words: which features do I have to do without at AGK compared to Blitzmax? I'm not coding 2D puzzles or shooters, my primary goal is still a large 3D RPG and a 3D Space Exploration game for Windows Clients. How about object orientation? Win32 API direct access? SQLite database support? Or structured code like the Superstrict mode? Or other limitations I don't know yet?

My fear is: I started with these games on Blitz3D, restarted them again in MiniB3D because of their complexity and re-re-started them several times again in OpenB3D to have shader support. A re-re-re-start in AGK? Well... this is a decision which can cost a lot of time again. I want to concentrate on the game engine and logic and finish them someday, not learning new game engines and never finish my projects.

But like GaborD said - it looks like the only choice currently. Or staying with the old stuff with the known problems and a uncertain future. It looks like I have a new release date for my games: Summer 2037 :o
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 05, 2019, 06:15:15
The bugs I've listed can be worked around. For example the IDE blurry / slow issue can be resolved by copying the geany binaries from a previous version to the latest version. The GetDeviceWidth() and GetDeviceHeight() bug is not so straight forward as on the surface you just divide by 2 but that then breaks Windows and Linux so you need to check if those commands are being called on MacOS and then divide by 2.

Sure, pretty easy work arounds but for such core features you wouldn't expect such things to break. I like AGK a lot and it's my favourite pure coding language at the moment. I just wish that TGC would be quicker at fixing these small niggles and test core functionality before releasing updates. It's great that AGK is getting updates and new features but when things like this appear it doesn't half make you want to pull out your hair. The latest version on MacOS is unusable as the IDE speed issue makes it virtually unusable. I'm sure it'll be fixed but it annoys me that such a thing as a broken IDE on MacOS has been ignored for 3 weeks without a quick update release. Cutomer support people, it's a key thing!!

QuoteHow about object orientation?
AGK does not have any OO. Having said that it does support types within types so you can structure your data in an OO fashion if you want. I'm not convinced on the whole gaming OO methodology as I've never seen one example where it's really beneficial in both productivity and speed. I use OO in business apps as it's easier to keep API heavy junk separate but with game coding I've never seen the benefit. Perhaps I'm missing something, I don't know. I can see a benefit for simple OO but pure OO on everything just seems crazy for games?

QuoteWin32 API direct access?
This you can do with the plugin side of AGK. One of the updates in 2017 or 2018 allowed the option of external DLL's / plugins.

QuoteSQLite database support?
Paul ( the developer of AGK ) has mentioned about adding this in but also on the AGK forums they (https://forum.thegamecreators.com/thread/219939) began an SQLite plugin but I don't know how compete it was.

QuoteOr structured code like the Superstrict mode?
AGK has an Option Explicit (https://www.appgamekit.com/documentation/language/35_option_explicit.htm) option

QuoteA re-re-re-start in AGK?
Difficult to advise on as issues you may come across differ from others experiences. Best advice I can offer is that AGK is really simple to learn, has many great things going for it and is a very capable language. It's also updated and supported ( even if not at the speed I'd like ). It has it's plus / negative points but for the last few years it's been my #1 go to for a pure coding environment. It's a very capable language and one that's provided a lot of fun with.
Title: Re: @Qube - AGK bit broken?
Post by: blinkok on January 05, 2019, 07:47:05
QuoteAGK does not have any OO
Don't forget AGK Tier 2 is C++. So OO is an option there
Title: Re: @Qube - AGK bit broken?
Post by: MikeHart on January 05, 2019, 08:25:02
And then quite a few ports to other languages like C# for an example.
Title: Re: @Qube - AGK bit broken?
Post by: RemiD on January 05, 2019, 10:35:47
Quote
In all respect, I don't think you have been paying much attention or tried out enough stuff to form a sound opinion.
actually, i have tested to convert my templates / projects in Darkbasic, GLBasic, Unity, Blitzmax + minib3d, in the past, and it always took more time to convert my ideas into code than with Blitz3d... (Xors3d is the exception, quite good imo)
of course you can't use shaders in Blitz3d, but do you really need them for your simple little games / tools ? (i can have nice lighting shading, reflections effects, glow effect, in blitz3d... to be honest per pixel lighting shading is missing for nice spotlights)


Quote
also has quite a few features Blitz3d never had, nor will ever get, as it is dead.
tank universal is still available on the steam store, isn't it ? not so "dead"...


Quote
Has it got issues: yes, some and sometimes bugs get introduced by a new update, which they fix. Then again, so did Blitz3d.
mmm... now i am waiting for a list of the bugs not fixed in Blitz3d (i know only 2 and there are simple workarounds)


Quote
showing what can be done already using the somewhat incomplete physics using the current command set (vehicle physics not implemented - yet) <here> :
nice ! (you can achieve the exact same result with Blitz3d + JV-ODE or Blitz3d + Newton or Blitz3d + Bullet )


concerning your wise quote, i am not the one annoyed by missing functions / bugs / slowdowns, i don't really care, i am just slightly trolling ;-)
Title: Re: @Qube - AGK bit broken?
Post by: Krischan on January 05, 2019, 14:29:10
Thanks for the input. Yes OO is not needed to create games but with increasing source complexity I started to "misuse" the OO features of Blitzmax to structure my code in a pseudo-OO style to avoid too many Globals by simply "outsourcing" function groups into a Type and use the Type as a structured Global "replacement". For example: Camera handling, BSP parsing, Flag states, Media management and so on. So I don't use a simple CreateCamera(), PositionEntity Camera,x,y,z anymore, I use a construct like "Global CAM:TCam = New TCam" and can access this from everywhere as "CAM.X = 123", CAM.Update(). It's hard to explain but it makes my source more structured and reusable.

But it is strange to read posts where people try to create a single Triangle in AGK. I'm using procedurally content a lot and rely heavy on creating and manipulating my own meshes and surfaces. So initially, AGK looks more like a limited Blitz3D sandbox to me, capable of creating a large scale of games, mostly 2d. But creating meshes, primitives and manipulating them is crucial for a usable 3D game engine IMHO.

This is my current 3D RPG project, a oldschool one like Lands of Lore, Dungeon Master or Eye of the Beholder (I've attached a just-for-fun virtual game box I've just created trying out Photoshop CC): I've written a custom made 2D Leveleditor which exports a MAP file. This MAP file already contains information about the whole 3D level geometry, additional prefabs, doors, lights, model placements and texture coordinates and is imported into NetRadiant to add additional assets (MD3,B3D) like props and to finally render a BSP file with a Lightmap which contains all level information. The BSP, Lightmap (TGA), Textures (TGA, Diffusemap+Normalmap) and assets (B3D, TGA, Diffusemap+Normalmap) are then imported into my Blitzmax+OpenB3D engine, the BSP is parsed, the level meshes are created, entity placement is done, textures are loaded and everything is rendered with GLSL shaders there. Savegame and variable ingame data handling will be organized using a SQLite database which acts as a savegame, too.

The game has about 30 levels, some are outdoor. It has secret doors (manipulating level geometry by moving objects) and alpha meshes (for example metal gates you can see through), a GUI and so on. The lighting is done using static lightmaps and a dynamic torchlight using a pixel shader to light the close environment around the party only. I use Normalmaps, Shaders, Fog and I plan to use Shadows and some kind of HDR.

The question is how to achieve a similar result in AGK or have a proper workflow replacement for the Level generation and manipulation. How is the memory management designed in AGK? I must reuse already loaded assets and load/unload currently (un)needed assets. This was a hard piece of work to code in Blitzmax and it still doesn't work perfect there.

But anyway - what products would you suggest to learn AGK and create such a 3D RPG game with your own assets, a 3D Level Editor and Shader Presets? I've checked the AGK homepage and found these products useful:

- AppGameKit
- GameGuru
- AppGameKit - GameGuru Loader
- AppGameKit - Shader Pack
- AppGameKit Official Tutorial Guide Vol 2

With a discount code this currently costs about $150, not cheap for a try, but not too expensive for a try. However, the offered additiional 3D assetpacks don't meet my needs or do I need some packs to get into it? I'd prefer to create all the assets by myself.
Title: Re: @Qube - AGK bit broken?
Post by: RemiD on January 05, 2019, 15:34:32
@Krischan>>i have a first person view + torchlight demo (using a per pixel lighting shading shader and normal maps), and the result is very nice, not sure why Xors3d is dead, it would have been great to play with shaders with a blitzbasic syntax...
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 06, 2019, 17:31:47
@Krischan
Indeed these are the preferred tools. I doubt I'd paid that much though, for I bought them when on individual sales which happen every now and then. I think I've spent tops 90 euros if not less.

You might wanna take a look at this thread AGK Generic Info (https://www.syntaxbomb.com/index.php/topic,3905.msg10526.html#msg10526)(the first post). It has a free trial link in it.


If you want to buy, there are 2 options: via their TGC/AGK site or via Steam.
I preferred the first option and also purchased the Shader Kit, which is a nice addition if your system can handle it(on my admittingly old laptop it's a bit slow, on my phone, which is newer, no problem at all).
Later on I also got the GameGuru and Loader orderable via Steam, plus some additional free downloadable content.
I found that GG-Loader software checked if you have both GameGuru and AGK installed from Steam, which I didn't of course.
Luckily if you drop them a line about that, they'll provide you with a Steam AGK version too for free, which is pretty awesome.

Must say that GameGuru on my old laptop is way too slow to be usable, but on a system with a decent videocard and memory it works great and can be used as a level editor of which the content can be ported back into AGK using the GG-Loader.


So far I too have basically build stuff by hand using primitives, but not really on the vertex manipulation level.
Appears AGK is more geared towards creation of models in external tools and then manipulating them using shaders(which can create stunning effects), so I guess it's a bit more of a hassle to do things on the vertex level for lesser coders(like me  ;), but for skilled people shouldn't really pose a problem. Perhaps it's also considered as more old fashioned or something?

Apparently it can be done though as shown for example in threads by, among others TomToad in  Vertex and Surface Commands  (https://forum.thegamecreators.com/thread/221755) and Puzzler2018 in  MeshMemblock Function(s)  (https://forum.thegamecreators.com/thread/222071?page=1)

Some interesting project threads to check..

Minecraft clone thread (https://forum.thegamecreators.com/thread/221407?page=1)

Making a simple Old School Style FPS Game in AppGameKit 2  (https://forum.thegamecreators.com/thread/221520?page=3)

Title: Re: @Qube - AGK bit broken?
Post by: Krischan on January 07, 2019, 20:29:48
Rick, the Memblock stuff doesn't look like Blitz3D, rather than rocket science. Very complex. I think a more user-friendly layer like in MiniB3D would make sense here :o And thanks for the Steam notice - I would prefer the first option, too and wait for the next sale - there is no hurry :D
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 08, 2019, 00:40:24
I agree that it's not as user friendly as the Blitz3d commands indeed, it's working like in memory banks.
I'd rather see them implemented as native commands.

Quite a few commands are on the wishlist still hehehe.
Title: Re: @Qube - AGK bit broken?
Post by: plenatus on January 08, 2019, 07:54:56
Btw.: And for the ebooks: http://www.digital-skills.co.uk/buyebook.html 
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 09, 2019, 01:53:46
So a new version was released a few hours ago and well, erm, it's now even worse :o - Well, on MacOS anyway.

1.. IDE blurry / slow scrolling bug - Still there

2.. GetDeviceWidth() / GetMaxDeviceWidth() now all return retina but if SetWindowSize( 1920, 1080, 0 ) and do a GetDeviceWidth() you get returned value of 3840. Of course the first thought is just to divide by two but then that brakes non retina systems.

3.. SetVSync() - New bug \o/ - this command is now ignored / overridden by SetSyncRate, which according to the manual shouldn't be.

Sure I could work around all these bugs but that means redoing code when they are eventually fixed. For now I'll stick to version 2018-07-12

I have reported this bugs in the main AGK release announcement thread but I think I should create dedicated bug threads... Yeah, I'll do that now. I want my AGK fixed :P
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 09, 2019, 18:09:22
Seen your post at AGK forum.
Seems purely Mac related(afaik) and they'll probably fix soon but, to prevent an unneeded reinstall I'll await the next version.

Thanks for the update.
Title: Re: @Qube - AGK bit broken?
Post by: GaborD on January 09, 2019, 19:12:35
The IDE thing sounds really annoying. Hopefully they will fix it quickly.
Title: Re: @Qube - AGK bit broken?
Post by: RemiD on January 10, 2019, 06:50:40
@Rick >> what a difficult time to be a fanboy, when everyhing goes bad :)) ( stay strong, maybe, in the near future, AGK will be functional and usable :P )
Title: Re: @Qube - AGK bit broken?
Post by: blinkok on January 10, 2019, 08:00:15
It is quite stable on Windows. Apple is the problem and it appears that the problems are on the apple side except for the DeviceWidth/Height issue
I definitely think AGK need GetWindowHeight/Width commands
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 10, 2019, 16:28:50
@RemiD
Quote@Rick >> what a difficult time to be a fanboy...
And I'm not a Mac user so not affected. lol

Dunno who's the "fan boy" here, but the logic is undeniable:
Who's the one *still* clinging onto a dead-for-long(RIP) single platform language against better judgement, with some kind of misplaced loyalty and fear of the new, while crossplatform alternatives are readily available and developed upon?  :P

Nothing personal, you know I respect you as a coder, you did some mighty cool things, but.. don't be silly, just finish your game finally and switch over here. ;)


[EDIT]
You might wanna check(if you wanna make some money):
Driving Test Success app named Apple's top paid app for 2018 (https://www.thegamecreators.com/post/driving-test-success-app-named-top-paid-app-for-2018-by-apple)
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 10, 2019, 19:42:53
Quotewhat a difficult time to be a fanboy, when everyhing goes bad :)) ( stay strong, maybe, in the near future, AGK will be functional and usable :P )
It's a difficult time for Mac users who want the latest and greatest version of AGK :-[

Luckily I don't need it right now for anything special so will be sticking with version 2018-07-12 until it's fixed. I'm sure it will be fixed as it's still in active development :P
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 10, 2019, 21:54:00
@Qube:
QuoteLuckily I don't need it right now for anything special so will be sticking with version 2018-07-12 until it's fixed. I'm sure it will be fixed as it's still in active development :P


One of the advantages when a language isn't actually dead.  ;D
Title: Re: @Qube - AGK bit broken?
Post by: MikeHart on January 12, 2019, 09:15:38
Quote from: Qube on January 10, 2019, 19:42:53
It's a difficult time for Mac users who want the latest and greatest version of AGK :-[


True to that. What apple is doing gives a lot of tool devs a headache.
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 18, 2019, 16:44:47
@Qube:
Appears they've fixed some things for those mac issues and added some new stuff:

AppGameKit 2019.18.01 Released! (https://www.thegamecreators.com/post/appgamekit-20191801-released)

QuoteAnother January maintenance build for AppGameKit users. In this version we've added some new commands and made some important updates for the Mac:
•Added ExtractZipASync, GetZipExtractProgress, and GetZipExtractComplete commands to unzip files in the background
•Added GetWindowWidth/Height to return the size of the window, which may differ from GetDeviceWidth/Height on retina displays
•GetMaxDeviceWidth/Height now return the non-retina sizes on Macs with retina displays so they can be used with SetWindowSize
•Fixed ResizeImage not working with animated GIF images
•The debugger can now display the contents of a type variable
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 18, 2019, 18:39:55
Quote from: Rick Nasher on January 18, 2019, 16:44:47
@Qube:
Appears they've fixed some things for those mac issues and added some new stuff:
The Mac version is still 2019-01-08 even though the included change log states 2019-01-18. I'm sure Paul will sort that out soon enough and re-upload.
Title: Re: @Qube - AGK bit broken?
Post by: GaborD on January 18, 2019, 21:00:32
They seem to be really good with reacting to bug reports. I saw your threads over there, hope it's sorted soon.

Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 19, 2019, 03:55:48
Quote from: GaborD on January 18, 2019, 21:00:32
They seem to be really good with reacting to bug reports. I saw your threads over there, hope it's sorted soon.
Yup, Paul updated the Mac version a few hours ago and the new commands have sorted my issue \o/ - Also the IDE whilst still not perfect works a lot better. It's still a bit blurry and slow but no longer a deal breaker. I think the IDE side is something that will fix itself with the updates done via the 3rd parties that make up Geany.

Overall though, very happy with the support from TGC and the AGK team.
Title: Re: @Qube - AGK bit broken?
Post by: Rick Nasher on January 19, 2019, 11:33:00
QuoteOverall though, very happy with the support from TGC and the AGK team.
Indeed, they really do listen. Not to everything I guess, but if it's within their grasp they will certainly do it.

Quote
Also the IDE whilst still not perfect works a lot better. It's still a bit blurry and slow but no longer a deal breaker. I think the IDE side is something that will fix itself with the updates done via the 3rd parties that make up Geany.
You might be right.
Or.. is the blurriness tied to a new update regarding the screen resolution/dpi on MacOS?
I recall that Microsoft introduced something like that couple of years back (http://windows10_dpi_blurry_fix.xpexplorer.com/), when they decided to go and support very large resolution screens, but that sort of messed up apps(and even their own stuff..  ;D) that didn't deal with that properly. Had a lot of angry customers calling for that!


[EDIT: just seen your comments about it pointing into MacOS direction (https://forum.thegamecreators.com/thread/223587).. ]

Dunno if related but found:
https://www.howtogeek.com/358596/how-to-fix-blurry-fonts-on-macos-mojave-with-subpixel-antialiasing/ (https://www.howtogeek.com/358596/how-to-fix-blurry-fonts-on-macos-mojave-with-subpixel-antialiasing/)

and:
https://blog.macsales.com/46527-is-macos-mojave-making-some-fonts-blurry-heres-how-to-fix-it (https://blog.macsales.com/46527-is-macos-mojave-making-some-fonts-blurry-heres-how-to-fix-it)


Is it just the font or the entire GUI that's blurry?


Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 19, 2019, 16:04:45
@Rick Nasher - Thanks but those mostly apply to non retina displays. I did try them out just in case but nothing :P

Could be something with either Geany, GTK or Scintilla. Funny thing though is that if you download Geany and load up some source code it's both clear text and fast scrolling which then suggests it's something to how it's configured for AGK. Hard to tell as Paul's looked at it but has yet to pin down the issue.

Luckily the IDE is more useable than the last two versions so patience is key now :)
Title: Re: @Qube - AGK bit broken?
Post by: Derron on January 19, 2019, 18:17:50
Dunno how it is implemented but if they use Geany+Plugin then just place their plugins in your own Geany and use it there.

Else: Geany is GPL so any change will be "open source" - means you can freely build your own Geany with their changes.


bye
Ron
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 19, 2019, 20:35:08
QuoteDunno how it is implemented but if they use Geany+Plugin then just place their plugins in your own Geany and use it there.
It's more customised than that.

QuoteElse: Geany is GPL so any change will be "open source" - means you can freely build your own Geany with their changes.
Wouldn't have a clue on where to start and it's not something I'd want to learn :P
Title: Re: @Qube - AGK bit broken?
Post by: Derron on January 20, 2019, 14:08:31
They should provide you the "buildable source solution". Modified GPL code can only be kept closed if you use the tool internally ("inhouse").

But I understand that this is not of interest for you :-). They should have (maybe they even did try!) to write their stuff as "plugin" + language highlighter. But as far as I know Geany some stuff can only be implemented when directly extending the source code (especially extending "scintilla" to allow for stuff more advanced than simple syntax highlighting). So it would have needed some Pull Requests to make Geany "extendible" in that important areas.

BTW:
https://github.com/TheGameCreators/AGKIDE

Maybe you can build your own AGKIDE version from an earlier commit - and find out _when_ it got blurry.


bye
Ron
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 20, 2019, 15:21:04
@Derron - If the situation gets dire then I'd just have to dive in a learn all the bits and pieces if needed. Might be easier to write my own Mac IDE? :P
Title: Re: @Qube - AGK bit broken?
Post by: MikeHart on January 20, 2019, 16:21:33
You guys can find the AGK IDE source code here:


https://github.com/TheGameCreators/AGKIDE
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 20, 2019, 18:24:53
Quote from: MikeHart on January 20, 2019, 16:21:33
You guys can find the AGK IDE source code here:

https://github.com/TheGameCreators/AGKIDE
Derron linked to that in his post above ;D
Title: Re: @Qube - AGK bit broken?
Post by: blinkok on January 20, 2019, 20:57:10
Quote@Derron - If the situation gets dire then I'd just have to dive in a learn all the bits and pieces if needed. Might be easier to write my own Mac IDE?
I know MadBit has written an editor (http://madbit.bplaced.com/?page_id=204)
I don't think it runs on mac but i'm sure he'd be interested in any help porting it
Title: Re: @Qube - AGK bit broken?
Post by: Qube on January 20, 2019, 22:45:28
Quote from: blinkok on January 20, 2019, 20:57:10
Quote@Derron - If the situation gets dire then I'd just have to dive in a learn all the bits and pieces if needed. Might be easier to write my own Mac IDE?
I know MadBit has written an editor (http://madbit.bplaced.com/?page_id=204)
I don't think it runs on mac but i'm sure he'd be interested in any help porting it
Ah, I had forgotten about that 3rd party IDE. I see it looks like there is a Linux version in progress. I think I'll find a contact for him and see if a Mac port is possible :)

This afternoon I had a 15 minute blast with the default Geany app and managed to get it to compile AGK code. It looks like as a rough alternative I can use the latest Geany with the AGK compiler and I just need to sort out syntax highlighting and a few other things. My be worth spending a few hours getting a bog standard alternate IDE up and running. Still tempted to code my own IDE but not convinced myself it's going to be worth all the time and effort :P