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AppGameKit Classic Chat / AGK Bitesize

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baxslash
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Posted: 3rd Jan 2012 15:49 Edited at: 3rd Jan 2012 15:51
I am writing the "AGK Bitesize" tutorials for the TGC newsletter at the moment and have a number of general subjects I'll be covering over the coming months but there are undoubtedly some specific things that people are having trouble with.

I don't claim to be the all knowing expert on AppGameKit but I will investigate (if I don't know) and try to fit in as many community requests as I can along the way.

If there are any specific issues you would like clarification on I will do my best to cover them at some point either here or in a tutorial. This thread would be a simple way to air your requests and for me to keep them in one place.

Also I hope you find the tutorials helpful!

Daniel TGC
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Posted: 3rd Jan 2012 16:46 Edited at: 3rd Jan 2012 16:46
If you write them I'll be happy to video them for you. Unless you want to do it yourself of course! I've started developing an AppGameKit project myself so all the hardware's setup.
baxslash
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Posted: 3rd Jan 2012 16:50
Thanks Daniel!

I'll send you an email so we can discuss this further

bjadams
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Posted: 3rd Jan 2012 17:19
I would like Tutorials explaining the more exotic Physics commands.
baxslash
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Posted: 3rd Jan 2012 17:31
Could you give an example of the kind of command you mean? One person's exotic is another person's ordinary

Do you mean raycasting, a certain kind of joint, polygon shape creation or something else?

Ranietz
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Posted: 3rd Jan 2012 17:53
Can you make a pinball tutorial like Diggsey did for Box2d for DBPro?
Especially on how to make the main pinball table (or any other complex shape). Diggsey's tutorial used static lines for the main table but I can't find a way to do that in AGK.
baxslash
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Posted: 3rd Jan 2012 18:02
Quote: "Can you make a pinball tutorial like Diggsey did for Box2d for DBPro?
Especially on how to make the main pinball table (or any other complex shape). Diggsey's tutorial used static lines for the main table but I can't find a way to do that in AGK."

That was a good tutorial! I remember it well.

I can certainly fit some ideas on how this might be achieved in. Lines for example could be made using thin static sprites. The next tutorial will be an intro to the physics system anyway so perhaps I will change it a little to include some examples of this and maybe a handy function or two...

Thanks for the suggestion.

Ranietz
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Posted: 3rd Jan 2012 18:33
Thanks.

Looking forward to read it.
MrValentine
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Posted: 3rd Jan 2012 20:05
Perhaps basic setups or code structure?

Like setting up a menu for example then jumping into the game...

Or ways to use wait or non blocking wait commands...

baxslash
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Posted: 3rd Jan 2012 20:11
Again, nice ideas. Thanks, there do seem to be a lot of questions on this sort of thing.

Daniel TGC
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Posted: 3rd Jan 2012 22:36
Teach them to use timers, this keeps coming up.
baxslash
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Posted: 3rd Jan 2012 22:46
I can do something with timers, anything specific?

Hodgey
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Posted: 4th Jan 2012 08:31
Quote: "I can do something with timers, anything specific?"

How about timer based movement?

baxslash
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Posted: 4th Jan 2012 09:42
I can do a TBM example sure, how about a physics based particle system that includes an example of colour fading based on timers too?

bjadams
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Posted: 4th Jan 2012 10:11
if you're doing timer based movement, cover all areas with examples how to fade sprites with time, and timer based rotation of sprites.
baxslash
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Posted: 4th Jan 2012 10:16
OK, I'll save the TBM for a single tutorial. It'll simplify things a little.

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