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AppGameKit Classic Chat / AGK V2 Kickstarter

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Lavaflyer
12
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Joined: 2nd Jul 2012
Location: Wisconsin, U.S.
Posted: 25th Jun 2013 19:51 Edited at: 25th Jun 2013 19:54
Just pledged, looking forward to my gold badge! One question, I'm a little unsure about, what you are going to do with the money if you're between 5,000 and 10,000 pounds because your video only highlighted the stretch goal additions(10,000 to 45,000 pounds) to AGK. Also, I wished you had switched the basic ide, debugger additions to your stretch 1 goal rather than ouya and advanced animations. To me a debugger and improved IDE are the most important additions AppGameKit sorely needs! Well, now it's up to us, the community, back this project - it MUST REACH 15,000 POUNDS!
apocolyp4
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Posted: 25th Jun 2013 19:57
Ive Pledged 25 quid. It looks like you will make the 5000 target within the hour!
Lost Dragon
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Posted: 25th Jun 2013 20:12
Quote: "Also, I wished you had switched the basic ide, debugger additions to your stretch 1 goal rather than ouya and advanced animations."


Me too. I hope it at least reaches the IDE goal.

It's already up to almost 5k and it's only day one so I think it has a good shot.

BatVink
Moderator
21
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Location: Gods own County, UK
Posted: 25th Jun 2013 20:20
It's about to go over, it's increasing as I watch, incredible!

MikeMax
AGK Academic Backer
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Location: Paris
Posted: 25th Jun 2013 20:22
57£ ... and it will be fully backed !
Ian Rees
AGK Developer
12
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Joined: 3rd May 2012
Location: Wales, UK
Posted: 25th Jun 2013 20:23
Grooovy!
16
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Joined: 22nd Aug 2008
Location: Delray Beach, FL USA
Posted: 25th Jun 2013 20:23
Woo hoo! Just went over 5G's!

MikeMax
AGK Academic Backer
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Posted: 25th Jun 2013 20:24
Fully Backed ! WELL DONE !
Lost Dragon
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Posted: 25th Jun 2013 20:24 Edited at: 25th Jun 2013 20:25
Congrats guys!

Now let's see those stretch goals.
Ancient Lady
Valued Member
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Location: Anchorage, Alaska, USA
Posted: 25th Jun 2013 20:25
And away we go! Awesome!

I am actually not surprised.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
BatVink
Moderator
21
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 25th Jun 2013 20:26 Edited at: 25th Jun 2013 20:26

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Lavaflyer
12
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Joined: 2nd Jul 2012
Location: Wisconsin, U.S.
Posted: 25th Jun 2013 20:26
Woot, now let's make the improved IDE (and debugger,etc.) possible! 15k here we come!!
Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 25th Jun 2013 20:27
backer
XanthorXIII
AGK Gold Backer
13
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Joined: 13th May 2011
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Posted: 25th Jun 2013 20:27 Edited at: 25th Jun 2013 20:31
Pledged and now its officially funded. There I just upped it to £100
MikeMax
AGK Academic Backer
12
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Location: Paris
Posted: 25th Jun 2013 20:27
Still 44 Days ... 5000 * 44 = ? lol
xCept
21
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Joined: 15th Dec 2002
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Posted: 25th Jun 2013 20:29
Congrats! That was much faster than I would've expected.

It would be great if this project would get featured on Kickstarter's home page, or even just in other game development sites. I hope many of the stretch goals can be reached!
Tristanlogd
11
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Joined: 23rd Jun 2013
Location: Virginia
Posted: 25th Jun 2013 20:32
What is the Crib Sheet going to be? I am thinking of upping my pledge but I am not sure what the Crib Sheet is.
Satchmo
19
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Joined: 29th May 2005
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Posted: 25th Jun 2013 20:36
Pledged 25 Euros (39 freedom dollars)! Luckily got one of the last early bird rewards haha. Cannot wait until this product is released, the tgc team has done great work so far!

MikeMax
AGK Academic Backer
12
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Posted: 25th Jun 2013 20:57
It's a good start but not finished !

I hope more pledges (and real ones) will be done for the next goals
Rickynzx
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Location: Troon, Scotland
Posted: 25th Jun 2013 21:03
Hi

Im in.

Good luck

Rickynzx
Zwarteziel
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Location: Netherlands
Posted: 25th Jun 2013 21:53 Edited at: 25th Jun 2013 21:54
O_O

it's already funded! TGC, Have yourselves a beer while you congratulate each other And: keep the momentum going...! those 100 'early bird' tiers were fantastic news for a lot of people. You might want to consider creating/keeping a party-atmosphere through either updates or by 'inserting' new limited tiers over time, like the Divinity: Original Sin-guys did (among others). These things can help a lot.
Lost Dragon
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Posted: 25th Jun 2013 22:03
I wish one of the big Ouya supporters would step up and pledge 5k. That would be awesome. I wonder if those guys even know this is going on.
BraindeaD
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Posted: 25th Jun 2013 22:05
Hi all,
First of all, congratulations TGC team!!!
Rick, is possible pay via PayPal now that 5,000£ goal is reached? Is still available the 25£ step via PayPal?

Thanks in advance.
Tone Dialer
Valued Member
19
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Location: England, well a town in it !
Posted: 25th Jun 2013 22:08
To Rick, Lee, Paul and the whole team.

I made my pledge, I really want full OUYA support, I got my email and tracking number, my OUYA is on its way...

I wish you all well, AppGameKit is a great product, lets hope for at least £15K as the IDE needs some work

Q1. Will work on AppGameKit V1 end with the next full release V109 ?

Q2. Will the user submitted Help example files be part of AppGameKit V2 ?

jlahtinen
15
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Location: Finland
Posted: 25th Jun 2013 22:19
Going to pledge for sure. Love OUYA-support. WP8 support would be very cool also.
Impetus73
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Location: Volda, Norway
Posted: 25th Jun 2013 22:40
Will pledge £150 tomorrow, when I get the tax return money

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
Tapewormz
22
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Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 25th Jun 2013 22:53 Edited at: 25th Jun 2013 22:55
How can you guys start working on V2 when V1 isn't even complete yet? Will people who purchased V1 get V2 as an update for free? I mean, isn't V1 still in beta?

This seems like a really slimy move to me Rich.

Edit: REALLY REALLY REALLY SLIMY.
xCept
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Posted: 25th Jun 2013 23:06 Edited at: 25th Jun 2013 23:08
Quote: "How can you guys start working on V2 when V1 isn't even complete yet? Will people who purchased V1 get V2 as an update for free? I mean, isn't V1 still in beta?"


No. AppGameKit is currently at v1.076 (official release, not beta). The betas are for the next v1.08 release. Besides, I think AppGameKit users have already received more than was promised via free updates; the original plan was to charge money for all major updates but AppGameKit users have gotten hundreds of new commands for free.

Quote: "I wish one of the big Ouya supporters would step up and pledge 5k. That would be awesome. I wonder if those guys even know this is going on."


That is an excellent idea and one I think Ouya would embrace if they are made aware of this product and Kickstarter. Many developers have expressed disappointment in creating apps for the Ouya platform so this would be mutually beneficial to both companies.
Burning Feet Man
16
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Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 25th Jun 2013 23:20
I worry that TGC fragment their user base too much. I do want to encourage any development from TGC, but at the same time, where's all the DBPro love gone? They teased us with DBPro Elite, then shut up shop. ;_;

FPSReloaded, AppGameKit V2, DBPro Elite... surely some duct tape could stick these products together, making a one stop shop that'll please everyone? Software "Suites" have been about for some time, Microsoft, Adobe, Autodesk etc... Maybe a TGC Suite is on the horizon?

Help build an online DarkBASIC Professional help archive.
DarkBasic Help Wikia
baxslash
Valued Member
Bronze Codemaster
17
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Joined: 26th Dec 2006
Location: Duffield
Posted: 25th Jun 2013 23:22
@Tapewormz, V1 is not in beta. V1 was released at the very start.

Personally I have been massively impressed with what I've got for my money and that's why I'm willing to pledge £100 towards future development despite being unemployed at the moment.

What exactly are you saying is "slimy" about TGC asking for funding in such a transparent and legally binding way?


this.mess = abs(sin(times#))
Tapewormz
22
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Location: Winnipeg, Mantoba, Canada
Posted: 25th Jun 2013 23:33
Does agk 1 even compile a proper ios app yet? Last time I checked it required a player.

In my opinion it's slimy to start work on v2 when v1 isn't even complete or working correctly. If it's complete and works the way it's supposed to then fine. I gave up on AppGameKit 1 awhile ago because ios games required a player. Honestly, I'm over mobile games now. That fad has come and gone with me.

I'm just going to stick with Game Maker Studio and Dark Basic Professional.
Lost Dragon
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Posted: 25th Jun 2013 23:33 Edited at: 25th Jun 2013 23:37
I don't know where the big Ouya hangouts and news sites are but some official TGC marketing person should probably slip them notes about this KS to get that ball rolling.

I assume TGC people noted the big game, indie game, and indie developer hangouts already?

Regular users can do a lot just telling their friends. The more people pledge the more stuff everybody gets.

Edit: People are selling their iOS apps in the App Store so it must be working okay.
Ancient Lady
Valued Member
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Location: Anchorage, Alaska, USA
Posted: 25th Jun 2013 23:49
I have had no problem creating/testing Tier 1 in iOS apps.

I create my own iOS Player every time a new release comes out.

The Player is only needed for testing from the AppGameKit IDE. You do NOT use it for publishing.

Tapewormz, the current AppGameKit is pretty complete IMHO (and I've been professionally coding for more than 30 years). I am able to write code on my PC and then build the same app in iOS/Mac/Android/Windows in either Tier.

And I repeat, the published games do NOT require the Player, that is only for when you are testing. You create discrete apps with your own name (both package and product title) and your own graphics and your own code (either Tier 1 byte code file built in AppGameKit IDE or straight Tier 2 code). The app is compiled and linked on a Mac and then you can test it on connected iOS devices. And once an app has been run from Xcode, it stays on the iOS device.

When you are ready to actually publish, then you use the same Xcode project to create the package required by Apple.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 25th Jun 2013 23:49 Edited at: 25th Jun 2013 23:51
Quote: "Does agk 1 even compile a proper ios app yet? Last time I checked it required a player.

In my opinion it's slimy to start work on v2 when v1 isn't even complete or working correctly. If it's complete and works the way it's supposed to then fine. I gave up on AppGameKit 1 awhile ago because ios games required a player. Honestly, I'm over mobile games now. That fad has come and gone with me.

I'm just going to stick with Game Maker Studio and Dark Basic Professional. "

You are not that regular at the agk showcase?

Your ios game dont nead an player but to be compiled on an mac.

apple stopped tgc from launching a similar player to wath android have and are now more or less forced to offer a crippled ios player.
But the players are only used for testing your apps on intended devices during development.

And if you are happy with game makers ios offerring so will no one stop you
But the last time i checked so do they charge alot for each device you want to release your app on.
And seams to have even poorer 3d support on mobile devices.

But this whas a while since i checked there site as they couldt offer wath i wanted.

Edit .....
Darn lady! you beat me to it

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
xCept
21
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Posted: 25th Jun 2013 23:50 Edited at: 25th Jun 2013 23:51
Quote: "Does agk 1 even compile a proper ios app yet? Last time I checked it required a player."


AGK has been able to compile apps for iOS since the beginning. It uses a "player" as the interpreter to test your app on the various devices and to execute bytecode when you program in Tier 1, but the final product built through Xcode is a standalone app that is indistinguishable from any other on the market (using your app name and your code). There have been plenty of apps released on iOS, Android, AppUp and elsewhere through AppGameKit Tier 1 and Tier 2.
xGEKKOx
AGK Master
15
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Joined: 7th Dec 2008
Location: Italy
Posted: 26th Jun 2013 00:09
When Apple will pay me i will do the donation!!!
Good luck for the Kickstarter.
ahhhhhhh there is none of my apps in the screenshot ahuaauuhahu!!!!!

Long life to Steve!
baxslash
Valued Member
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17
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Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 00:34
Quote: "I'm just going to stick with Game Maker Studio and Dark Basic Professional."

Ok, I see why you don't want TGC working on AppGameKit then.

Of course AppGameKit is great for producing Windows and Mac apps too, in fact it runs far faster than DBPro in my experience (3D and 2D). It just hasn't got the same level of quality for 3D as DBPro (yet). I can't really comment on GMS as I haven't used it but from a quick look of the features you get for $100 I'll stick with AppGameKit thanks


this.mess = abs(sin(times#))
RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 26th Jun 2013 00:44
Hi,

Well what a day this has been. Never expected such a fast funding rate. Thanks to everyone who has backed us so far. There's still a way to go to ensure we hit those stretch goals and I'll be working flat out to get our campaign known all around. So please share ideas as to what you think we should do to find more backers.

Due to the massive demand we decided to add 200 extra early bird deals. These will be the last ones so grab one if you missed out.

@ Lost Dragon - yes we will be sending out a press release
@ Tristanlogd - crib sheet will have all the AppGameKit commands printed on it with the parameters - quick reference guide.
@ BraindeaD - we'll setup the paypal option on Wednesday (didn't expect to be doing it so soon!)
@ Tone Dialer - V1.08 will be the cut off point to V1. We'll freeze that code and start working on V2. Help files will all be part of V2 and the examples will be part of it.
@ Tapewormz - we will always fix issues in V1 as and when they are reported. Did you see we released 14 betas for V1.08? We need to fund the next version and this is the route we have chosen to take. I hope you choose to back us and help us. It's out intention to make a great product for you all.
@ Burning Feet Man - we are now only focusing on AppGameKit and Reloaded, in both the short and long term (no more fragmentation and going off with new ideas for us)


Cheers! I think I'll play some Last of Us to chill out before sleep!

Rick

Financial Director
TGC Team
Digital Awakening
AGK Developer
22
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Joined: 27th Aug 2002
Location: Sweden
Posted: 26th Jun 2013 00:58
Rick:
You should talk to Ouya about mentioning you in their dev portal http://www.ouya.tv/develop/.
And this seems like a popular unofficial site http://ouyaforum.com/forum.php.

I have personally Tweeted to both @playouya and @OUYAForum_com.

MyQly
12
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Joined: 6th Jul 2012
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Posted: 26th Jun 2013 01:27
Congrats on reaching the initial funding goal!

Consider it backed!
defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 26th Jun 2013 04:39
I backed it!

Current Project: The Underground: Awakening
Impetus73
13
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Joined: 28th Aug 2011
Location: Volda, Norway
Posted: 26th Jun 2013 12:07
Backed it with £150 You go AppGameKit!

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
Superior Interactive
AGK Developer
12
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Joined: 2nd May 2012
Location: United Kingdom
Posted: 26th Jun 2013 12:24
We've pledged. Congratulations on reaching the first funding goal!

Richard Hanson,
www.superiorinteractive.com
JohnnyMeek
11
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 26th Jun 2013 13:04
I pledged. Good luck with the stretch goals.
Funnell7
13
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Joined: 8th Sep 2011
Location: UK, England
Posted: 26th Jun 2013 16:09
Forgot to mention yesterday... Baaaccckkkeeeddd!!
XanthorXIII
AGK Gold Backer
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Posted: 26th Jun 2013 17:26
For the Crib sheet can we get that in ether Tier 1 or Tier 2?
I'm currently working from the Tier 2 side of things.
RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 26th Jun 2013 18:05 Edited at: 26th Jun 2013 18:06
Hi,

Anyone who cannot pledge via Kickstarter can now pledge direct to TGC via the Paypal Pledge Page.

We will keep a running total of Kickstarter + Paypal pledges and announce it daily. This will help us know when we reach new stretch goals.

A press release is being sent out by our PR agency today too.

Rick

Financial Director
TGC Team
BraindeaD
16
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Joined: 30th Mar 2008
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Posted: 26th Jun 2013 20:19
Pledged via PayPal!
Ancient Lady
Valued Member
20
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Location: Anchorage, Alaska, USA
Posted: 26th Jun 2013 21:03
The Kickstarter site has gone over 7K!

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Lost Dragon
14
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Joined: 22nd Aug 2010
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Posted: 26th Jun 2013 23:14
You should make add-on tiers for your swag: $5 for the crib sheet, $20 for shirt, $50 for 3 hours worth of debugging from some experienced AppGameKit user (ok I made that up but...), etc.

You should be able to fix the pricing so it works without anyone in high-priced tiers feeling ripped off.

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