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AppGameKit Classic Chat / facebook game services

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Caps On!
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Posted: 25th Jan 2014 00:10
Does anyone know if facebook game services can be implemented in agk? Ex. High score and achievements api's. If so, how?

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Ancient Lady
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Posted: 25th Jan 2014 06:40
It is not part of the AppGameKit code set. But if you work in Tier 2, and there is an API/library, you could add it. If it can be done via a web accessable API, then you could probably do it with Tier 1 (or Tier 2) and http calls.

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Ancient Lady
AGK Community Tester and AppGameKit Master
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Posted: 25th Jan 2014 18:59
It looks like I need to learn c++ to get anything done. I have taken some c# classes but am just now getting a grasp on object oriented programming. If I understand you correctly, I can combine any c++ api and mix it with tier 2 agk?

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Ancient Lady
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Posted: 25th Jan 2014 21:05
Quote: "I can combine any c++ api and mix it with tier 2 agk?"

Probably. As long as the api does not try to do anything with the display, device or user inputs. Those are all controlled by the AppGameKit engine.

C# and C++ are fairly different syntactly. While using OOP gives you lots of options for doing things, you can also use Tier 2 without writing your own objects.

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Ancient Lady
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Posted: 25th Jan 2014 22:01
Thanks Ancient Lady, I have been looking at some c++ tutorials online. It may take me a little while but I have noticed that c++ gives you a lot more freedom than most other languages. I think c++ will benefit me greatly, I just have a lot of reading to do. One question if you don't mind, you said that I can use other api as long as they don't do anything with what agk controlls. How would I know ... for example memblocks?

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Ancient Lady
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Posted: 25th Jan 2014 22:24
I don't suspect memblocks would be so much of an issue.

More like anything that tries to draw to the display or read touches (or keyboard).

An API would be okay even if it has such commands, as long as you don't try to use them.

As for telling if they do, look at the commands they offer. If a command says something like 'OpenWindow' or 'WriteTextToScreen' (totally fictitious commands, sort of, just theoretical), then those commands wouldn't work in an AppGameKit environment.

In theory, there are things you might be able to do to add to the display, but it would require playing with some of the AppGameKit core files to allow it, as well as the Java setup stuff (for Android) and the iOS core code (for iOS). Not generally recommended unless you are a real expert in those platforms.

Cheers,
Ancient Lady
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Posted: 26th Jan 2014 01:19
Thanks once again.... you seem very knowledgeable at this. I've found what I think is a good tutorial site www.cplusplus.com. I'll see what I can do on my own, but may shoot you a question from time to time.

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Ancient Lady
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Posted: 26th Jan 2014 01:30
Quote: "you seem very knowledgeable at this"

I try. I don't know everything. But basic C++ stuff is something I know about. And I've had good experiences in Tier 2 with AGK.

My presence in this forum won't be as 'continuous' as it was before I moved to Anchorage, Alaska (currently living in a hotel) and started a proper full time job.

I'll help when I can.

www.cplusplus.com is a great place for C++ reference. When looking at pages, if it specifies C++11 for some command or feature, that is not available for AppGameKit in Android. I tried using an alternate sdk/ndk for Android that did support it, but it would not work with AGK. This is something to keep in mind if you plan to publish in Android.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
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Posted: 26th Jan 2014 05:32
I wish you well with your life in Anchorage... too cold for me! Thanks again, I'll post my progress from time to time on this forum. And so I begin my journey into c++!

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Ancient Lady
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Posted: 26th Jan 2014 08:04
Thank you and good luck with your adventure in C++.

(Anchorage has actually been warmer for the last 10 days or so than where I left to come here, Virginia.)

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master

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