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AGK Product Chat / AGK Roadmap

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RickV
TGC Development Director
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 5th Mar 2013 15:24 Edited at: 5th Mar 2013 15:26
Hi,

On the main AGK site we have now published a road map for AGK development. I am copying the road map below too.

Let us know your thoughts.

Rick

--------------------

AGK Development Roadmap

We're currently beta testing V1.08 and are now close to completing that work.

Following this version we will roll out these new features;

3D Animation support (bone based 3D models)
"AGO" 3D format
Shader commands
Faster Compiler
Debugger
Improved help files

Once these are in place the product will be considered a stable version and will become a full commercial version costing $99.

All existing users will gain all these updates for free.

Financial Director
TGC Team
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 5th Mar 2013 16:12
Does this mean all the things in the google bug list will be taken care of?

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
bjadams
AGK Backer
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Joined: 29th Mar 2008
Location:
Posted: 5th Mar 2013 16:49
nice to see that TGC are putting time & resources in AGK and that giving us early adopters who were here from day 1 the advantage to have gotten AGK at a discount price and be upgraded to the current version for free.

Keep up teh good work
MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: Playing
Posted: 5th Mar 2013 16:54
Thank you RickV and all at TGC!

Juande
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Joined: 2nd Sep 2011
Location:
Posted: 5th Mar 2013 18:07


This is wonderful! Thanks TGC!
Markus
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Joined: 10th Apr 2004
Location: Germany
Posted: 5th Mar 2013 18:31
Hmm, i can't export the ago 3d file format.
i use shade 13 for 3d+animation and i have Ultimate Unwrap3D Pro
as converter. a ago export plugin for Unwrap3D would be nice or
a converter for open collada or fbx to ago.
i know all of the converters make trash from a 3d file.
alternate direct interfaces in agk for 3d models would be nice too.
at first for me is the 3d hirachie more importend instead of animation because the most animations can be made with simple object rotations.
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 5th Mar 2013 18:57
I would like to add "Improved IDE" to that. At least a function listing like in DBP so large projects are more easily navigated.

And "All known bugs fixed" would be appreciated


Demo 3 is out now!
kamac
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Joined: 30th Nov 2010
Location: Poland
Posted: 5th Mar 2013 19:27
Any info on platforms roadmap though?

Follow me on twitter! @MotionStruct
Motion Struct blog
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 5th Mar 2013 19:58
Windows Phone, Blackberry and Linux would all be nice. And full support for Ouya of course


Demo 3 is out now!
kamac
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Joined: 30th Nov 2010
Location: Poland
Posted: 5th Mar 2013 20:21
I wonder, because Linux should be pretty straight-forward. Ouya - what stops you from developing for it now? (Not counting joystick support)

Windows Phone is a big topic, I doubt AGK will get it, since that would require directX port of the whole thing. That'd require Paul / Lee / Anybody from TGC who's in charge to answer here.

I would guess that we can count on Ouya and Linux though.
My biggest wish is C++ support. That'd allow a whole lot of extensions. - Fast extensions

Follow me on twitter! @MotionStruct
Motion Struct blog
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 5th Mar 2013 20:55
Quote: "My biggest wish is C++ support."

I'm assuming you mean something other than Tier 2?

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
kslam212003
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Joined: 10th Dec 2012
Location:
Posted: 6th Mar 2013 02:04
Just want to know that, when AGK can support Windows phone ?
Kobaltic
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Joined: 24th Jan 2012
Location: PA, USA
Posted: 6th Mar 2013 02:29
Is biped considered bone base animation?
Euphoria
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Joined: 21st Feb 2006
Location: United Kingdom
Posted: 6th Mar 2013 08:58
Windows Mobile
IDE improvements (Teir 1)
Bugs fixed
halley
User Offline
Joined: 27th Apr 2011
Location: China
Posted: 6th Mar 2013 09:15
I really expect the new version.

The Miracrea Games
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 6th Mar 2013 09:54
And one big reason to get Linux support is Humble Bundle. I just got an email for the 5th Android bundle. 11h ago and it have already had sales of over half a million USD. And over 76'000 people have already bought the games. Head over to the site to see how it works, and check out the demo movie on top. Only platform that AGK doesn't support is Linux.

http://www.humblebundle.com/


Demo 3 is out now!
StevenP
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Joined: 23rd Aug 2011
Location:
Posted: 6th Mar 2013 16:29 Edited at: 6th Mar 2013 16:32
It would have been nice to see some of the Tier 1 language extended a bit with such things as:
* Linked Lists
* Dictionary\Maps\Associative Arrays (same things)
* Function pointers - great for implementing such things as event driven programming - I could create a nice reusable framework using that.
* Arrays in user defined types
* Functions: passing and returning arrays and user defined types - I am curious why this can't be done now.

These added features would add an amazing amount of flexibility.
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 6th Mar 2013 16:40 Edited at: 6th Mar 2013 16:41
You can pass in UDTs in function calls. In theory, you can return then from functions, but I don't think anyone has gotten that to work.

EDIT: While you can pass a UDT into a function, you cannot pass it into another function from within the first function. So, it is sort of broken. (And both this and the other issue are known and posted in the google list.)

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
StevenP
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Joined: 23rd Aug 2011
Location:
Posted: 6th Mar 2013 20:10
Ancient Lady,

I saw all of these in the Google list already but was hoping attention had been paid to them. I would really love to see these features added. At this point I am starting to see Tier 1 as just too limited and inflexible for development (for me.) I know part of that is just being used to other modern languages rather than a simplified old-style BASIC like this one. The thing is, I don't know what I gain from dropping to C++ as I feel that side-steps the purposes of me getting AGK.

I'll see. I'll keep plugging away. It just shows me how stuck in my ways I can be at my age, I guess.
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 6th Mar 2013 20:17
C++ gives you so much more control and possibilities. Linked lists are easy to create, and there are lots of standard classes that let you do things you can only dream about in Basic.

After getting fed up with strings causing problems in Tier 1, I converted my project to Tier 2 and have been very happy. Simply having a good debugger in MS Visual C++ makes a tremendous difference.

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
StevenP
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Joined: 23rd Aug 2011
Location:
Posted: 6th Mar 2013 20:40 Edited at: 6th Mar 2013 20:48
Are you finding the cross-platform aspect just as easy, though?

EDITED TO ADD: At this point I am going to be doing Windows and Android only. My older Mac Book died a little while ago so I'll have to wait on porting to Mac and iOS, anyways. I think I'll play around with using C++ and AGK.
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 6th Mar 2013 20:48
Yup. No problem at all as long as I stick with ANSI C++ (or use #ifdef's to select the right code for platform).

I only have to remember to add the .cpp files to the make list for Android for any files I add to the project (similarly for iOS/Mac).

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
StevenP
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Joined: 23rd Aug 2011
Location:
Posted: 6th Mar 2013 20:53
Sounds good. I think I'll give C++ a go.
swissolo
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Joined: 9th Jan 2010
Location:
Posted: 6th Mar 2013 21:16 Edited at: 6th Mar 2013 21:17
Quote: "* Linked Lists
* Dictionary\Maps\Associative Arrays (same things)
* Function pointers - great for implementing such things as event driven programming - I could create a nice reusable framework using that.
* Arrays in user defined types
* Functions: passing and returning arrays and user defined types - I am curious why this can't be done now."

+∞

I'd like tier 1 to at least be capable of some of the big bonuses of OOP such as trees. Workarounds can be quite painful. (in a a sense types mimic objects, so I'd like to see their power expanded. ex types in types)

swis
Joined: Tue Dec 16th 2008
Interstellar
erebusman
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Joined: 23rd Jul 2011
Location: Sacramento, CA
Posted: 6th Mar 2013 21:56
I'll admit that I have not kept up to date so I could not know about something previously announced but my #1 wish list is for the Tier 2 template situation to get resolved.

I have seen lots of talk back and forth .. some of it being that we should make our own templates ... or no wait now TGC will do them , etc.

I'm not sure what the resolution is but in the end: I recently transitioned from DBPro to AGK Tier 2 (c++) and I *LOVE* it . and I won't be going back to Tier 1/BASIC. But at the same time I am not a 30+ year programmer like Ancient Lady and I have no idea how to make templates.

If TGC doesn't put out templates then the release is useless to me until someone like Ancient Lady makes a template .. which is really kind of sad IMO. So I sincerely hope the decision went the way of providing high quality templates that have been properly tested in Tier2 for future releases.

Thank you.

Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 7th Mar 2013 16:21
Maybe TGC will do 'proper' ones when v108 is official.

While we wait for TGC to do Templates, I will continue to try to keep on top of that and have current ones posted in the AGK Wiki Templates page. (If I ever get a full time job with someone other than myself, this could be something I cannot keep on top of.)

As long as someone is willing to create them and share them, we are okay.

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
blueFire
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Joined: 23rd Jan 2011
Location: North Carolina
Posted: 11th Mar 2013 01:12
When on the road map will improvements be made on moving closer to one click builds for Android instead of the long process that is now in place?

Jason
bjadams
AGK Backer
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Joined: 29th Mar 2008
Location:
Posted: 11th Mar 2013 21:50
I think TGC will make official templates when 108 will go out of beta

it takes less than half a day of work to put together t2 templates for all platforms
Lucas Tiridath
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Joined: 28th Sep 2008
Location: London, England
Posted: 14th Mar 2013 12:58
Quote: "We're currently beta testing V1.08 and are now close to completing that work."

Thanks for the update! I know you probably can't give us an exact date but any chance you could give us an order of magnitude? Are we talking days, weeks or months here? It's just that my main project in Tier 2 has reached a point where I need the V1.08 commands and fixes and I'm wondering if I should wait for the stable release or not. Any advise on this would be great. Thanks.

blueFire
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Joined: 23rd Jan 2011
Location: North Carolina
Posted: 14th Mar 2013 18:51
Quote: "When on the road map will improvements be made on moving closer to one click builds for Android instead of the long process that is now in place?"


Just to clarify I am not talking about templates for T2 but the ability for T1 users to compile projects from inside the IDE with one click.

Jason
KUICS
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Joined: 1st Aug 2012
Location: Australia
Posted: 14th Mar 2013 19:03
Looking good. I'm getting a book on 3D game mathematics for my birthday, so hopefully I can apply a bunch of that knowledge with these new features! (namely shaders)

www.kuics.com - KUICS Australia PTY LTD
Alien Menace
AGK Developer
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Joined: 11th Jan 2005
Location: Earth (just visiting)
Posted: 17th Mar 2013 23:00 Edited at: 17th Mar 2013 23:02
I'd like to see AGK finally catch up to GLBASIC and BlizBasic by adding a FOREACH command and support for dynamic lists.

How about adding Encryption/decryption commands to all the media load/save commands? Also, general encryption commands would be nice to encrypt save game files. Produce this as a separate module, I'd pay for it!

I'd also like to see the particle system improved to make it easier to do explosions.

It would be nice if swipe, rotate, pinch, and pan commands were added. I'd pay for this too!

Apps published: 3
gbison
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Joined: 15th Dec 2010
Location: USA
Posted: 18th Mar 2013 01:47
Hey folks,

I'm not going to say much here other than we dropped AGK a month or so back and ported our work to a complete engine. Seems like we just couldn't get the things we needed done as fast as we wanted. However, there were a few things I'd like to mention.

My biggest issue with AGK was the IDE. In my opinion, I would not raise the price tag a dime until this has been delt with to an extent that's as good as Indigo is for DBP. I'm not asking for Visual Studio here, but the basics would be nice. Then I would address the google bugs.

As far as features go, anything I want would be getting into the realm of a full blown engine and AGK is a language, so I'll let everyone else handle that. That being said, my one request coming from a VB back ground would be to see a little OOP integration. Don't force folks into it (like C#), just allow them to do something similar to a struct or if possible the ability to write small classes and instantiate them, members and methods are a great thing! On top of that, some data structures/access would be awesome! Dictionary, Maps, Lists, Stacks, Queues, MySQL..

In any instance what ever you do, have fun doing it!



"The greatest trick the devil ever pulled, was to convince the world he didn't exist."
xCept
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Joined: 15th Dec 2002
Location:
Posted: 18th Mar 2013 02:20
An improved IDE and debugger is essential, including a built-in logging command. It becomes quite tedious having to either log to an external text file or print to the screen to trace any bit of code. As I recall, Freedom Engine had log support and it was mentioned AGK would be getting one as well but I'm not sure of the status.
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 22nd Mar 2013 17:17 Edited at: 22nd Mar 2013 17:21
I can tell that TGC is quite serious about getting the next version out.

A whole bunch of google issues have changed status!

And I just spent a bunch of time updating the TGC AGK Community Tester status page.

Great Job!

EDIT: Since (as of about 2 minutes ago) everything listed as 'invalid', "won't fix" or "fixed" has disappeared from the google list, the only place to look at them is on the TGC AGK CT site.

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
xCept
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Joined: 15th Dec 2002
Location:
Posted: 22nd Mar 2013 18:42
Exciting news Thanks also for that link to your status page AL, very helpful.
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 22nd Mar 2013 19:37
When I got the "fixed" email on my reported issue with the filtering after resuming the app I got a smile on my face


Demo 3 is out now!
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 22nd Mar 2013 19:48
@xCept - I created for us group of Community Testers and the AGK developers to have a place just for the tests and stuff that we were doing for AGK. Clicking on a title in the list will bring up the Google issue page, even when it no longer appears in the issue list. This came in handy updating the statuses today.

@DA - Yup, I was excited seeing those as well.

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
JimHawkins
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Joined: 26th Jul 2009
Location: Hull - UK
Posted: 22nd Mar 2013 23:14
I love the one entitled "CRITICAL CRITICAL CRITICAL bug!" which has the comment "Not a bug" in the status list!

-- Jim DO IT FASTER, EASIER AND BETTER WITH AGK FOR PASCAL
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 23rd Mar 2013 00:03
Yeah, I got a kick out of that one as well.

Cheers,
Ancient Lady
AGK Community Tester and AGK Master
AutOmatIc
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Joined: 17th Sep 2009
Location:
Posted: 29th Mar 2013 08:26 Edited at: 29th Mar 2013 08:29
...oops sorry double post...stupid phone..

-remember that you are unique, just like everyone else-
AutOmatIc
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Joined: 17th Sep 2009
Location:
Posted: 29th Mar 2013 08:27
Just got agk today and just wanted to say great job so far and am really happy that when the price does go up we will not have to pay for an upgrade kudos and keep up the good work! ....now back to the grindstone for me...so much to learn...

-remember that you are unique, just like everyone else-
RickV
TGC Development Director
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 29th Mar 2013 20:12
@AutOmatIc - glad you like it so far. We'll keep improving it and by doing so we should grow a large community of users around it.

Rick

Financial Director
TGC Team
xGEKKOx
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Joined: 7th Dec 2008
Location: Italy
Posted: 2nd Apr 2013 15:13
I already made 7 friends of mine buy it!!!!
GO TGC GO!!!


Long life to Steve!
RickV
TGC Development Director
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 2nd Apr 2013 17:14
@ xGeKKOx - thanks for selling work! New customers help us develop the product further.

Cheers,

Rick

Financial Director
TGC Team
halley
User Offline
Joined: 27th Apr 2011
Location: China
Posted: 3rd Apr 2013 03:20
I tested AGK 1088 and 1089, the FPS is very low in iPhone 4, when I load 5 pictures, the FPS is 20. It means I can't use it to develop a game. Anyone meet this same issue?

The Miracrea Games
AgentSam
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Joined: 14th Mar 2012
Location: Virtual Space
Posted: 4th Apr 2013 21:23
Ancient Lady wrote:
Quote: "Since (as of about 2 minutes ago) everything listed as 'invalid', "won't fix" or "fixed" has disappeared from the google list, the only place to look at them is on the TGC AGK CT site."


The issue entries you mention haven't disappeared from the official AGK issues list. But they won't be listed in the results, UNLESS you manually change the "Search within" setting to "All issues". This setting is set to "Open issues" only, by default.

Cheers,
AgentSam
Naphier
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 12th Apr 2013 06:13
Just getting ready to launch my app and noticed that there's no adverts for windows... I'm assuming also nothing for Mac.
Are these somewhere on the roadmap? I imagine many would like to use ads in their submissions to AppUp and I see many developers using admob.
Just curious.
Thanks!

xCept
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Joined: 15th Dec 2002
Location:
Posted: 12th Apr 2013 06:51
@Naphier,

Although Admob is only supported on iOS and Android, you can use Inneractive for Windows/Mac development (Inneractive also works on iOS, Android and I believe Blackberry with the latest beta).

http://www.appgamekit.com/documentation/Reference/Advert/SetInneractiveDetails.htm
Naphier
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 12th Apr 2013 06:56
Thanks, xCept. I didn't realize that and was avoiding inneractive because a few folks here said they didn't like it, but maybe I'll give it a shot. Admob ads are really slow to load and since my ads will be on the main menu, they need to be there fast before the user clicks into the game.

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