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AppGameKit Classic Chat / Trial version

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com_1
13
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Joined: 21st Jul 2011
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Posted: 22nd Jul 2011 05:16
Hello people.

Sorry for my english.
I would like to know about "AGK Trial version".
That it will be disabled and how quickly will run the code? (compilation of code)
And where all this will be displayed? (in the browser window, or will be a simulator?)

Please explain.

no comment
SamuraiCrow
13
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Joined: 20th Jul 2011
Location: Minnesota, USA
Posted: 22nd Jul 2011 20:44
This is the first I've heard of any such "AGK Trial version". Does it exist? Will it work on a Mac?
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 23rd Jul 2011 03:01
A trial version hasn't been decided on yet. So at the moment it doesn't exist.

Rampage
16
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Joined: 4th Feb 2008
Location: New Zealand
Posted: 23rd Jul 2011 06:23
Quote: "*Write once, deploy everywhere architecture
*Powerful and easy to use commands
*Fast 2D game engine native to each platform
*Screen resolution independent
*Built-in physics for the best in game dynamics
*Input device agnostic
*Access to full source code
*Extensive on-line documentation
*Free to try"


Regards,

Max
KISTech
16
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Location: Aloha, Oregon
Posted: 23rd Jul 2011 18:25
Details will come when they come I guess. We'll all know a lot more on August 15th or shortly thereafter.

com_1
13
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Joined: 21st Jul 2011
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Posted: 23rd Jul 2011 19:48
I wrote a similar letter addressed to Rick Vanner. ("Financial Director - The Game Creators Ltd")

Here's the answer:
Quote: "I'm now out of the office on a family break. I'll be back Tuesday 2nd August."


"KISTech" - maybe you can explain something ? (you've already tested the beta version)

no comment
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 24th Jul 2011 01:01
I can answer questions about the AppGameKit itself. Beyond that I don't have any more information than you do.

If it's about the language, feel free to ask.

com_1
13
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Joined: 21st Jul 2011
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Posted: 24th Jul 2011 02:33
Quote: "If it's about the language, feel free to ask."


Yes, I have a few questions.
I'm interested in speed of execution of code or compile.
Press "F5" and then what? (go to drink tea until no window opens for your project)

And second question concerns the graphic commands.
You could not enumerate a list of commands responsible for managing the image. ("loadimage or alphamode" - for example)

I would not want that be "AGK" looked like a "Monkey language". (he, unfortunately, I was very disappointed)

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KISTech
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 24th Jul 2011 18:59
Compiling and execution is very quick. There is a Build and Run button in the IDE that when clicked I barely get my finger off the mouse button and the app is already running.

There seems to be a few comparisons being made with Monkey. I have no experience with Monkey, so I can't really compare them, but I did release the source code for a quick little Asteroid Blast game that you can look at here. The source is in my post about half way down the page.

So if you've seen Monkey code, you can compare it to this.

NOTE: Some commands have changed their syntax slightly since that was posted.

com_1
13
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Joined: 21st Jul 2011
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Posted: 24th Jul 2011 20:49
Quote: ""KISTech""
- Thank you for your clarification.

And thank you for your attention - people.

no comment
DMXtra
22
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Joined: 28th Aug 2002
Location: United States
Posted: 26th Jul 2011 00:36
Monkey the language in many ways is like a basic version of Java or C++. It is Object oriented out of the box.

It's only good decent quality IMO is that you can convert code from Monkey into different platforms native code. In other words you could build monkey code and translate it to X Code for ios devices and you can then add on stuff by yourself in xcode like iAds.

However, it is missing a lot and only comes with the bare bones basic things. According to Mark no major features are expected until after April 2012. Only small updates and bug fixes.

o No physics support (you have to create it yourself)
o No networking support
o No virtual joystick support (you have to build your own)
o The IDE is very simple. The IDE is really just too simple
o No built in way to do collisions (you have to build your own)
o No multidimensional arrays
o Poor documentation (horrible and very basic)
o Has issues with speed on many platforms (speed can be a big issue)

I could go on and on, but I will stop there. Mark (the creator of Monkey) basically leaves it up to the community to fill in the gaps. Which for $120 is not good.

That is my perspective on what Monkey is all about, of course monkey does support more platforms at the moment, but HTML5 is just too slow and unusable.

Yes, you can make games with Monkey, but a lot of the work you have to do yourself. So, honestly for gaming it's not that great for $120 US dollars, that is kind of expensive for what you get.

App Game Kit (A.G.K.) - Want to be creative on many platforms at once? This is the tool you need.
com_1
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Joined: 21st Jul 2011
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Posted: 26th Jul 2011 16:02
I'm not a fan of the "Monkey" and totally agree with you DMXtra

I love the quality, and I would like to believe that "AGK" do not repeat the fate of "Monkey".

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