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AppGameKit Classic Chat / Implications of TGC's GameGuru product and AGK development?

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baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 31st Mar 2015 16:51 Edited at: 31st Mar 2015 16:52
Quote: "I have been considering such a move myself, but fear that it's going to go the same way DBPro has."

I'm not worried. Game Guru is just a new version of FPSC, it's a separate product. TGC are using AppGameKit for their highly successful Driving Test apps which are topping the charts on iOS and Android on a regular basis (UK paid education apps by Focus Multimedia in case you're looking) right now. I can't see them stopping working on AppGameKit any time soon

Using AppGameKit V2 Tier 1
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 31st Mar 2015 17:15 Edited at: 31st Mar 2015 22:25
Talking about engines, Unreal used to have a separate sound engine which cost through the nose... A prime example is CryEngine, yeah CryEngine is ~$10 a month, but the sound and the ONLY sound engine they use costs....... ~$10,000+ .......EDIT [PER TITLE] Per release....... Per platform last I checked... And you pay that pre-release... And CryTek is wondering why their engine, albeit so advanced is not getting any traction....... Facepalm

Unity also had a similar model in the past, not sure if they include a basic sound engine now...

You really have to read up on EVERY feature and YOU MUST read the Licence and the small print...

The detached sound system in the past is what put me off Unreal and Unity and might be the stigma keeping me uninterested...

Adrian
21
Years of Service
User Offline
Joined: 11th Nov 2003
Location: My Living Room
Posted: 31st Mar 2015 21:43
Quote: "ONLY sound engine they use costs....... ~$10,000+ ....... Per release....... Per platform"

WOW that I did not know.
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 31st Mar 2015 22:24 Edited at: 31st Mar 2015 23:06
https://www.audiokinetic.com/licensing/pricing/

There are links to this site through the CryEngine Steam Product Page, click Show More on the product details...

EDIT

There is mention of 200 sound bank objects but that never translates to usability

And just to possibly start a flame war [lol] https://store.unity3d.com/ in my opinion Unity will never be free lol and neither it nor Unreal are free, it is such false advertising... the tools are free, not the end usage... they should make this clear... but it would mean fewer users [Correction, Actually Unity5 Free Single User is free entirely with no royalties apart from the Pro licence, however Unreal retains 5% still]

At least they are sending mixed messages...

Quote: "
Set it free

Unreal Engine is now FREE

FREE for game development.
FREE for Virtual Reality.
FREE for education.
FREE for architecture.
FREE for film.

Get Unreal

Pay a 5% royalty on games and applications you release. We succeed when you succeed.
"


I don't know about you but asking for 5% of Money does not equal FREE... [And it says when you release, with no definition of SALES being made lol... hopefully the documentation/license states Of Cash Sales and not downloads...] also it does not mention films... so we can sell movies for free? putting them on YouTube and taking advertising revenue constitutes sales mind you... [Perhaps a topic in itself?]

Going by the above, Unreal taking 5% of anything you make [I did not find any mention of a base ceiling anymore as there used to be some sort of ceiling before so this is from the first sale I think, do point it out, I have no reason to re-read the licencing any longer], Unity Being funny half free half expensive [Pro licensing as well as platform specific stuff such as iOS and Android, Windows 8+ is inclusive mind you] CryEngine being ridiculously priced, and yet people moan about the meager one off £/$ 100 average that TGC ask for where you can publish to Android and iOS with no cost to you from TGC only the store prices, retain 100% of your profits, 100% ownership of your product, your content and your testicles... sigh...

Anyway, continue as you were...


[/RantOver]

Polaraul
9
Years of Service
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Joined: 13th Dec 2014
Location:
Posted: 31st Mar 2015 23:06
I can very much understand the sentiments echoed by Adrian.

AGK has a long, long way to go before it has the command set of DBpro, and even some open source engines that are currently on the market. Given its current slow rate of development, I have no idea when, or even if, that will ever happen. Even maintenance releases would be appreciated (contrast AppGameKit to GG in this respect)

AGK just feels like a product that is dead. The website is never updated, and there is scant little news from anyone on the development team. Yes, the debugger is coming, but is that all we will get in the next release? Will there even be any point developing AppGameKit further for TGC? This is what Lee has to say about GG "If you're curious 'why games category', please stick around for 3-6 months and you will soon realise the direction we are taking. Think Minecraft without the blocks, Little Big Planet unleashed to all genres, the infinite creature creation of Spore, and before long you will start to realise there is a whole new hybrid genre emerging today that successfully blends the universe of playing and creating into a new experience. Now imagine a development team that intends to inject nitrogen into this emergence, just to see what happens. And the best part, it's going to be shaped by this community and given a life of its own. Can't wait to see what happens next!"

JimHawkins
15
Years of Service
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Joined: 26th Jul 2009
Location: Hull - UK
Posted: 1st Apr 2015 00:22
The problem is that AppGameKit is cross-platform, and DBP is PC-only. Targeting DirectX gives you loads of options that simply are not there on phones and tablets. How could a phone compete with the GForce 770 with 4Gb of video RAM in one of my computers?

I don't think AppGameKit is going away - but its strength (cross-platform) is also its weakness (long development times) because what can be done in five minutes in a PC environment could take weeks or months to ensure compatibility on a variety of hardware and OSs.

AGK is very good value for money. Let's not expect the world for next to nothing.

<<It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration.>> Dijkstra
Dead Pixel
9
Years of Service
User Offline
Joined: 27th Nov 2014
Location:
Posted: 1st Apr 2015 01:36
How many people are employed by the company?

//******************************
// Coding In BASIC using AppGameKit V2
//******************************
JimHawkins
15
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 1st Apr 2015 11:05
Quote: "How many people are employed by the company?"


Lots. One doing the coding and about 3000 on the forum doing the debugging!

<<It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration.>> Dijkstra
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 1st Apr 2015 14:39 Edited at: 1st Apr 2015 14:57
Anyone wondering whether AppGameKit is dead or being worked on at all should look HERE!!!!

Dead it appears...

Using AppGameKit V2 Tier 1

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