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AppGameKit Classic Chat / What's your experience with AGK?

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Yodaman Jer
User Banned
Posted: 21st Nov 2014 17:48
Hi all,

I have been a member of this community for years, having programmed with DarkBASIC and DarkBASIC Professional throughout the years.

Recently, I have become far more interested in mobile development as well as developing 2D games in general, so naturally I am very interested in AppGameKit!

I am just wondering what your personal experiences with it are? A lot of people over in the Geek Culture board seem to like it, but a lot of others are concerned about how slow Tier 1 is with math and other rudimentary stuff like that. However, I've played around with the demo and everything works pretty much as expected.

I"m still interested in your personal experiences, though! What kind of games do you develop with it? How easy do you find it to use? How much do you enjoy using it?

I think I'm going to love it when I can finally buy it!


Meh game development blaugh!
29 games
19
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 21st Nov 2014 20:16
I use Tier 1 and it feels exactly like DBC/Pro, with the same rewards and pitfalls, but with better syntax.

The new editor for AppGameKit V2 alpha 9 is brilliant, code compiles incredibly quickly and the inbuilt APK builder is very, very useful.

I've only experienced slow down on low spec hardware but I feel it then becomes a case of targeting apps at particular devices. I think a lot of it depends on what you want to do and, like DBPro, optimising things is very much key if you want to push things to the limit.

Even though the 3D is limited, I've managed to do some fun things, such as code my animation, and I'm even beginning to learn shaders. I actually find the current 3D commands to be better than the DBPro native equivalent.

Yodaman Jer
User Banned
Posted: 21st Nov 2014 21:04
Yeah, I've seen some great 3D examples already - that Island Simulator in the AppGameKit Showcase board is pretty impressive!

I'm very curious as to how people have managed to code animation, but I suppose it's very similar to coding animations in DBC?

Glad to hear the editor is a lot better, the one based off of CodeBlocks is pretty sucktacular. I've never liked CodeBlocks.


Meh game development blaugh!
Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 22nd Nov 2014 00:52
Quote: "that Island Simulator in the AppGameKit Showcase board is pretty impressive!"


Thank you! Maybe we could build an open source 3d engine in V2 with the community, so everyone could profit from this


Quote: "I'm very curious as to how people have managed to code animation, but I suppose it's very similar to coding animations in DBC?"


The awesome animation code was written by softmotion The basic trick is, that every limb is a single object, and the animation from frame 1 to frame 2 is a simple position/rotation offset, but softmotion could explain this better


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Yodaman Jer
User Banned
Posted: 22nd Nov 2014 03:50
Oh, ok. I can see that being a little bit of extra work but also very, very similar to how zzz created animations for his game SoulHunter he made with DBC all those years ago.

Actually, it sounds like a more fun way to do it, too! Nobody likes visual animation editors, right?

And an open source 3D engine would be a great idea, I think! Once I actually obtain AppGameKit v2 I would love to help contribut to something like that.


Meh game development blaugh!
Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 22nd Nov 2014 04:44 Edited at: 22nd Nov 2014 04:47
Quote: "And an open source 3D engine would be a great idea"


I also think this idea could help the community to grow faster
The mechanics of a 3d engine are not that hard to do, I could manage the Open Source Project in V2. But first I finish the Island Simulator to get all the features running


[/url]
Naphier
14
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 22nd Nov 2014 07:39
It's a pretty solid engine. We've published 4 games so far with it. The language syntax is much better than DBPro. The performance is good. Every time I think I've got a performance issue it either ends up being poor coding or a limitation of the device I am testing on. V1 has a lot of little bugs. Mainly just annoyances.

RE: open source. I wish they'd make the whole thing open source so that we could make more modifications as needed. TGC can't keep up with the changing mobile landscape with its limited staff so we really need to be able to get in to the source code for the interpreter to be able to make changes. Right now it is fairly impossible to do things like update the Facebook SDK, change the IAP SDK, implement more functionality for stuff like Google Play Services, Game Center, Amazon Game Services, etc. I've been able to mod some stuff and HockeyKid has been able to mod some stuff but it would be 100x easier if the interpreter was open source.

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