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AppGameKit Classic Chat / AGK Frequently Asked Questions

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Dar13
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Posted: 10th Mar 2011 03:14
iAd is an advertising SDK that allows app developers on the app store to put advertisements in their games to generate revenue, made by Apple.
iAd info


Digital Awakening
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Posted: 10th Mar 2011 10:20
Thanks for the info Dar13 Would be nice to see it supported but I don't think it is high up in priority since it's Apple specific and doesn't affect the game in any way. We are more likely to see Game Center support first but since that's also only on iOS it might not happen very soon.

If I understand things correctly they want to get the basics working in iOS first and then add the other platforms before adding more features. Their focus is "write once, deploy everywhere".

[center]
Ched80
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Posted: 11th Mar 2011 09:59
I understand the AppGameKit is due to be released next month - is this still the target? Is there a preliminary release date yet?

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Alkerak
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Posted: 13th Mar 2011 23:47
I hope it will not go above 100 euros.
And I hope my buying DarkGame Studio bonanza was not a trap ...
Hodgey
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Posted: 17th Mar 2011 06:34
Ok, I have a question, sorry if this as already been asked and anwsered. Will AppGameKit support pixel perfect sprite collision?

A clever person solves a problem, a wise person avoids it - Albert Einstein
Alex_Peres
AGK Master
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Posted: 19th Mar 2011 15:35
"Ok, I have a question, sorry if this as already been asked and anwsered. Will AppGameKit support pixel perfect sprite collision?"

YEAH!!! WE REALLY NEED PIXEL SPRITE COLLISION!!! JUST FOR A MOUSE CLICK! BUT REALLY NEED IT!!!
Diggsey
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Posted: 20th Mar 2011 12:21
Just check if the mouse is inside the shape using the physics system. Box2d has a command to test if a point is inside a shape. Pixel perfect collision is almost never necessary, and it will be even slower on embedded devices than it is on PCs.

[b]
Digital Awakening
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Posted: 20th Mar 2011 13:06
Questions:

As I understand it, publishing Tier 1 games means submitting the game to you and you will submit it to all supported app stores. Is that correct?

What is your take on free apps? With Tier 1 publishing you would receive no profit from free apps.

Hodgey
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Posted: 21st Mar 2011 07:26
Quote: "Pixel perfect collision is almost never necessary"

That's a pretty good point, I suppose we can get away with small imperfections, especially if their thumbs are covering half of the screen

A clever person solves a problem, a wise person avoids it - Albert Einstein
Conjured Entertainment
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Posted: 21st Mar 2011 15:01 Edited at: 21st Mar 2011 15:03
Are you getting close to the release yet???

Sorry, if I overlooked the release date, but I did not see it in the FAQ's.

Digital Awakening
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Posted: 23rd Mar 2011 11:50
I just had the best idea for a game!

Question:
Will AppGameKit support multitouch (or at least dualtouch) from start? So we can do 2-finger drags and pinch-to-zoom?

kamac
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Posted: 23rd Mar 2011 21:36
Quote: "
Question:
Will AppGameKit support multitouch (or at least dualtouch) from start? So we can do 2-finger drags and pinch-to-zoom?"


Quote: "Q: Are you supporting multi touch?
A: Of course! Those devices that support multi-touch will be able to use it in the AGK"


It is quote from first post . Try to read the whole post before throwing an already answered question

Digital Awakening
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Posted: 23rd Mar 2011 23:24
But that does not answer my question.

bitJericho
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Posted: 24th Mar 2011 00:26
I imagine if it offers multitouch then surely you could easily program 2-finger drags and pinch-to-zoom. What's the question at hand?

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Digital Awakening
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Posted: 24th Mar 2011 00:43
If AppGameKit supports it from the start, or version 1 if you like.

I'm probably changing my plans for first project if multitouch already works since my new idea have far more more potential but requires the same amount or less work.

SpaceFractal
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Posted: 3rd Apr 2011 12:20
I have really two thing to ask and this language look pretty nice:

1. Is is possible to checkout screensizes by you self and then scaling by your self, rather than the intepreter do that automatic?

Example in a platform game, you would property just want to shown more area than using autoscaling.

etc with a "width=GraphicsWidth()" and so on.

2. Same with the control, do you have full access to tilt, keyboard, keypad as well touch controls (both single and multi touch)?
LeeBamber
TGC Lead Developer
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Posted: 7th Apr 2011 06:26
Hi Guys,

No pixel perfect collision unless you code it yourself by reading the image detecting the ray of intersection A better way is to use the Box2D polygon wrap test as it's much quicker and more useful in a game scenario more often than not.

TGC may publish select Tier 1 apps (paid or free with monetization) where the quality is there, but alternatively you will also receive a template which will allow you to build your own Tier 1 app (if you have a Mac of course; blame Apple) through XCODE and submit it yourself the normal way. It's still byte code, but you'd be the one doing the final compile in XCODE and following the submission procedure laid down by Apple. Other platforms are less stressful

No release date yet, but keep watching my tweets as I keep posting progress updates every now and again, and the beta test group will occasionally 'leak' some juicy information from time to time.

Multi-touch WILL be supported in Tier 1, but you will appreciate the moment you use it you are destroying any chance your app will work on a device which does not have multi-touch (some tablets, Windows, Mac, e.t.c). For this reason, we are looking to add a specific command at the top of your program which specifically activates the non-universal feature you want to use (i.e. SetMutliTouchOn()). This way readers of code will know if the app is tied to a specific set of proprietary hardware components, and the coder has made a concious choice to make their app non-universal. By default, all core commands that work by default are guaranteed (as best as we can support) to run on all platforms we list.

We had not planned to have a command along the lines of GetGraphicsWidth() as there would be no need for manual scaling, but there are cases where you want to choose graphical assets based on the native resolution of the device, and it's likely this command will make an appearance in the core.

I drink tea, and in my spare time I write software.
Digital Awakening
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Posted: 7th Apr 2011 11:54
Lee:
I want to offer different control methods for different platforms. On a small device I might use pinch-open to zoom and a 2-finger drag pans the screen. But on a large device there is no zoom or pan. PCs have keyboards and 2-button mice, Mac have only 1-button mice. You can plug in a controller into your PC or Mac. There's no reason to force a single control method on all platforms.

For my current game I intend to have a single background image but have it centered on screen (cropped on small screens) not scaled (and squashed). So I would need to check the screen with and height.

Conjured Entertainment
AGK Developer
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Posted: 8th Apr 2011 16:20
Quote: "Q: What news of the AppGameKit Pricing? UPDATED!
We are still not ready to announce pricing. We will announce it closer to release. After feedback in the forum it seems a subscription model is not popular. We have therefore decided to opt for a standard pay once per version model. So you will be set an amount for Tier 1 or Tier 2 and this will ensure you own that version of AGK. You also receive 12 months of updates to that version. TGC will then look to release significant versions updates to the product which will require upgrade fees.
"

I hope we get a price soon, because then I will know we are near the release.
It will also give us time to scrape our funds together for this.

SpaceFractal
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Posted: 8th Apr 2011 19:55
yes I would also want to manual controlling anything.

Examply the game i Planning, Multi Touch and Tilt/Single Touch screen will require different settings to make sure to have best mini-game setting.

Example one game would use a double 2-way joypad image with multi touch, and with single touch its would use tilt and 2 buttons on touchscreen instead.

I pretty sure this scenerio might not been supported, which I guess its more joypad + one/two button general use?

I also want cropped image rather than scaling, since autoscaling is not needed in a platform game.

But of course its should been options for both use, so they can been enabled or disabled by default.

PS. Mac can nicely use more than one mouse button.
wattywatts
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Posted: 10th Apr 2011 07:37
It's weird that this hasn't been released yet. From the time I first heard about it till now, I've purchased dragonfiresdk and published my first app in the app store. (ps it's called iGoBananas, check it out if you want!)
I'm still interested in this if there may be 3d support in the future, but it seems like "early 2011" has already come and gone if you ask me.
Is April still "early"?
kamac
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Posted: 10th Apr 2011 10:58
Sadly, i must agree with wattywatts. Seems that release time of AppGameKit has extended.

DMXtra
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Posted: 11th Apr 2011 08:59
Good things take time guys. Just finish with your apps with what you are using now. No sense on trying to get into something new when you can just finish what you have.

April has always been the month it was due out and yes that is still early (you have 8 more months of the year).

However, even if it is delayed that is a good thing, because you want to give them time to get it right and not rush a buggy product, they have done this in the past and it has hurt them. Let's just let them focus on creating a great product.

Dark Basic Pro - The Bedroom Coder's Language of choice for the 21st Century.
Ched80
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Posted: 12th Apr 2011 17:30
I'd be suprised if more details on price and release date were not mentioned in issue 100 of the newsletter

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Ched80
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Posted: 15th Apr 2011 22:48
Hmmmm it's all gone quiet.

Are the 'select few' using the beta now? are they allowed to report back to us with their feedback?

I'd love to see some more sample code or a peak at the Development Area.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
DrT
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Posted: 20th Apr 2011 22:52
What percentage of the commands in DBPro's Box2D plugin will AppGameKit (tier 1) support?
DrT
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Posted: 23rd Apr 2011 22:28
Will the AppGameKit (tier 1) bytecode be compressed and/or encrypted?
darzon
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Posted: 24th Apr 2011 21:16
I was wondering when AppGameKit will be released. in summer ?? or next year??
And about the prices of AppGameKit tier 1 and tier 2 ??
do you think that prices will be less $500 or greater ?

thank you
Rich Dersheimer
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Posted: 2nd Jun 2011 23:23
So many of the features asked about will be added later. I'm worried that paying the initial fee for one year's support and upgrades won't cover all the features to be added.

Other than that, I'm ready to buy!

kamac
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Posted: 3rd Jun 2011 00:31
Quote: "I was wondering when AppGameKit will be released. in summer ?? or next year??"


Quote: "Early 2011"


Conjured Entertainment
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Posted: 3rd Jun 2011 04:23 Edited at: 3rd Jun 2011 04:33
Quote: "do you think that prices will be less $500 or greater ?"

My guess would be that the price would not venture far from the price range of their other products, which would mean less than $500 for sure.

Quote: "So many of the features asked about will be added later. I'm worried that paying the initial fee for one year's support and upgrades won't cover all the features to be added."

The extra features will come soon, this method just helps to speed up the release, which seems to be the common demand from the potential users.
Gettings our hands on the most basic version still gives us time to get the basics down whilst we wait for the rest.

Quote: "Other than that, I'm ready to buy!"

Count me in.
I am looking forward to the release, whenever they feel it is ready.

Mobiius
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Posted: 25th Jun 2011 02:46
I think we've waited long enough for a release date? Even if it's a rough "ball park" estimate. It's no longer "early 2011!"

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DMXtra
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Posted: 25th Jun 2011 09:30
I guess you missed the memo, the new date was July 2011, but it probably will take a little longer than that I would think.

App Game Kit (A.G.K.) - Want to be creative on many platforms at once? This is the tool you need.
Mobiius
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Posted: 25th Jun 2011 21:29
Guess I did. Thanks.

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blueFire
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Posted: 26th Jun 2011 05:01
I suspect early in July 2011 is when they will start taking orders (and thus we will discover the price) and we will actually get our hands on the product toward the end of July 2011 (at least for those who pre-order it if a pre-order period is offered).

Note that this is only a guess (I could easily be wrong) but I suspect there will be more concrete information pertaining to the release date (and the price) in the next issue of the newsletter or in the forums when the next newsletter is released.

Jason
DMXtra
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Posted: 26th Jun 2011 10:35 Edited at: 26th Jun 2011 10:36
Here is what the June 2011 newsletter says....

Quote: "
and of course the next newsletter when we are sure to have more information on the release of AppGameKit Community Edition.
"


Then it says this in the next paragraph....

Quote: "
The App Game Kit is now targetted for release during July 2011- you can register now to be the first to receive new information by signing up at the website: http://www.appgamekit.com/
"


So, it sounds like they are going to release a "Community Edition" in July, but release the real thing over the next few months.

That's my take at least.

App Game Kit (A.G.K.) - Want to be creative on many platforms at once? This is the tool you need.
2Beastmode4u
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Posted: 8th Jul 2011 21:01 Edited at: 8th Jul 2011 21:02
If I bought Tier 2, would I still be able to publish through TGC because I don't own or want a Mac.


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KISTech
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Posted: 8th Jul 2011 21:22
From the first post in this thread.

Quote: "
Key Tier 2 Points

All Tier 1 features included
Access to the AppGameKit API
You can sell what you make via app stores
"


2Beastmode4u
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Posted: 8th Jul 2011 22:00
Thanks, I saw that but I wasn't sure if they counted that as a feature... more like a constraint.


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KISTech
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Posted: 8th Jul 2011 22:03
After re-reading your question, I would think you would be able to develop your app in Tier 1 to publish to a particular App Store such as the Apple store, and then use Tier 2 to publish yourself to the other stores.

2Beastmode4u
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Posted: 8th Jul 2011 22:42
So, I would or wouldn't be able to use TGC to publish if I only had Tier 2? Sorry, that last statement seemed to go against your first one.


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KISTech
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Posted: 8th Jul 2011 23:19
From your question I gathered that you would write an app in Tier 2, and you want to publish to the Apple app store, but you don't want to buy a Mac to do it. (which would be required for Tier 2)

You could, in theory, write your app using Tier 2 to publish to the other app stores, and re-write your app in Tier 1 to have TGC publish it only to the Apple app store.

We'll have to wait and see what TGC has in mind.

darzon
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Posted: 10th Jul 2011 12:17
I read that to test your app on device ,you have to download
a player and sync it to your development machine.
But on IOS device this is impossible . to do this you have to jailbreak your device.
I don't want jailbreak my iphone .
there is another method (not the simulator) to test app without
jailbreak ?
or this player is an app certified by apple ?
Mobiius
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Posted: 10th Jul 2011 16:47
I believe the player will be an approved app. It makes sense.

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darzon
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Posted: 11th Jul 2011 10:40
I like to know about Tier 1 :

1) do you think that I have to pay every year to renew sofware license (like other framework) or only one time for lifetime ?

2) Will be a public free versione (trial or demo) to download ?

p.s. execuse me for my english
Lucas Tiridath
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Posted: 11th Jul 2011 16:26 Edited at: 11th Jul 2011 16:37
Quote: "do you think that I have to pay every year to renew sofware license (like other framework) or only one time for lifetime ?"

Last thing I heard was that you would have to pay for a year's worth of updates but you could continue using it un-updated after the year had passed at no extra cost.

darzon
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Posted: 11th Jul 2011 18:09
anyone knows if the modules for DarkBasic (treemagic,Darkmatter,etc etc) will be available (=rewritten) for using with AppGameKit ?
I think that they give very power to AGK.
KISTech
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Posted: 11th Jul 2011 20:38
At the moment AppGameKit is 2D only, and does not support plugins. It would be very difficult to support plugins that would be as cross-platform as the AppGameKit is.

DMXtra
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Posted: 11th Jul 2011 23:41
1) AppGameKit is ONLY 2D at the moment. It says in the FAQ that they are open to adding in 3D at a future point.

2) If you have Tier 2, you should be able to add to the AppGameKit language.

App Game Kit (A.G.K.) - Want to be creative on many platforms at once? This is the tool you need.
KISTech
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Posted: 12th Jul 2011 00:06
Good point. There would be a lot more you can expand on with Tier 2.

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