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AppGameKit Classic Chat / And my most wanted feature is...

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Digital Awakening
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Posted: 12th Jan 2016 13:39 Edited at: 14th Jan 2016 18:23
HTML 5

I know a guy who knows a web based publisher and this is apparently a sizable market. And I could have RTA published on that site. Not being able to publish for web is simply bad for me.

Finally the AppGameKit 2016 Survey is here! Make your voices heard. There's a lot of jummy features in the survey but there wasn't any room to declare my most wanted feature. So I decided to post it here
Digital Awakening
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Posted: 12th Jan 2016 13:56 Edited at: 12th Jan 2016 13:58
Also, I just realized that I want to be able to set the backbuffer resolution without altering the window resolution. Any way to alter my survey answer?

Also, there was no question about the Twitter commands, apparently they don't work on any platform these days?
unlikely
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Posted: 14th Jan 2016 00:12 Edited at: 14th Jan 2016 00:14
DA, I really really agree with your first post. AppGameKit needs HTML5 / web target! It's actually a lot easier to get noticed / players with web publishing vs. mobile or PC nowadays.
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Crazy Programmer
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Posted: 14th Jan 2016 00:25
Html5 would be wonderful

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Phaelax
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Posted: 14th Jan 2016 07:13
Html5 would be my most desired feature. My second choice would be dynamic arrays.

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mrradd
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Posted: 14th Jan 2016 20:30 Edited at: 14th Jan 2016 20:31
Do you think it would use WebGL? Or would you want to use canvas, etc?
Digital Awakening
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Posted: 14th Jan 2016 21:00
I have no idea, never got into HTML5 myself. And personally I don't need it to support 3D if that's a problem. But I'm sure Paul has a solution or it wouldn't be on the list.
blink0k
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Posted: 14th Jan 2016 23:17
html5 for sure.

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unlikely
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Posted: 15th Jan 2016 00:14
WebGL with a canvas fallback.... that's how the cool kids do it nowadays.
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mrradd
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Posted: 15th Jan 2016 00:30
Quote: "WebGL with a canvas fallback.... that's how the cool kids do it nowadays."

I've only made web games with JQuery, so I guess I'm not cool There is always the Intel XDK which can easily couple with PhaserJS.
BatVink
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Posted: 15th Jan 2016 11:23
There is some old AppGameKit V1 code gathering dust, for WebGL. So I guess that would be the starting point.
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Digital Awakening
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Posted: 15th Jan 2016 18:21
I just noticed that Unity has a web player. If AppGameKit can do without a player then I think that would be an advantage. However, the player downloaded really fast with no hassle so it's not a bad solution either.
unlikely
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Posted: 15th Jan 2016 21:48
Unity also recently released a WebGL target, which supersedes the player (plugin) it is intended to replace.
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MarcoBruti
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Posted: 16th Jan 2016 16:54
In the past TGC launched the Freedom Engine project, all web based. I think that they were using a web player. They could reuse the what they have already developed. I do not know if they used webGL, canvas or whatever...I do not think webGL.
xCept
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Posted: 18th Jan 2016 07:19
I recall that Freedom Engine used WebGL, which made sense from TGC's perspective given AppGameKit was already an OpenGL framework. It made porting it to Web that much easier for TGC. However, that approach was also woefully unsupported at the time and was so slow to initialize that it was not a workable solution. A lot has changed in browsers and hardware since then, but at least then it would have had a higher chance of success if TGC had ported AppGameKit code to native HTML5 Canvas (although this would exclude 3D, which I don't think many actually use AppGameKit for in the first place).

The most depressing part to this often requested HTML5 feature is that it was part of the original roadmap of AppGameKit circa 2010-2011 yet never really happened.
Digital Awakening
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Posted: 18th Jan 2016 17:51
Quote: "The most depressing part to this often requested HTML5 feature is that it was part of the original roadmap of AppGameKit circa 2010-2011 yet never really happened."


I think the usefulness vs effort wasn't really favorable. Adding another platform is always extra work. But hopefully there's enough people asking for it now. If you had asked me 6 months ago I wouldn't have cared.
JohnnyMeek
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Posted: 19th Jan 2016 10:54
Having webgl/html5 isn't enough, we also need to consider how we monetise those targets.

If we add this functionality then we should also add in facebook IAP.
blink0k
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Posted: 19th Jan 2016 11:15 Edited at: 19th Jan 2016 11:16
html5

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Battoad
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Posted: 19th Jan 2016 14:01
Quote: "The most depressing part to this often requested HTML5 feature is that it was part of the original roadmap of AppGameKit circa 2010-2011 yet never really happened."

I only signed up to AppGameKit because it was it was part of the original roadmap and unfortunately for lots of reasons Freedom Engine was never going to cut it.
It would be great if TGC could resurrect the intention and application of HTML web browser support.

Have we really lost 5-6 years since it was first suggested?
CJB
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Posted: 19th Jan 2016 14:15
I suggested having a "Web Player" and "Byte-Code" compiler way back in the days of the Dark Basic Classic wish-list... so, more like 15 years ago (at a guess).
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Battoad
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Posted: 19th Jan 2016 18:39
Quote: "I suggested having a "Web Player" and "Byte-Code" compiler way back "


What great foresight. If only

Lets hope we get something strong this time around
Digital Awakening
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Posted: 19th Jan 2016 19:31
Having to rely on a player that the user has to download is far from optimal. A lot of people simply won't download it. It's also something that needs to be constantly updated. So I hope for a better solution. But I take what I can get.
Battoad
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Posted: 19th Jan 2016 20:07
Quote: "Having to rely on a player that the user has to download is far from optimal"


I think we would all agree with this today, but 15 years ago I still think that it was quite forward thinking.

Quote: "So I hope for a better solution"


Ditto, and would also expect a better solution if and when they proceed with html5.
CJB
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Posted: 19th Jan 2016 20:18
Quote: "Having to rely on a player that the user has to download is far from optimal."
Totally agree.

I'm not bothered about seeing an HTML5 export option (yet at least... maybe that'll change in a year or so).
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Posted: 20th Jan 2016 11:17
passing functions as input parameters for functions and https://en.wikipedia.org/wiki/Short-circuit_evaluation of conditional statements.
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unlikely
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Posted: 21st Jan 2016 02:43
CJB wrote: "
"Having to rely on a player that the user has to download is far from optimal."
Totally agree.

I'm not bothered about seeing an HTML5 export option (yet at least... maybe that'll change in a year or so)."

How are those statements compatible? The only feasible modern way to get a game to a user without a "download" (even html5 is downloading, in actuality), is to do an html solution...

It seems that the web game market is only growing and an HTML5 export option would make AppGameKit great for game jams.
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Digital Awakening
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Posted: 21st Jan 2016 10:29
Quote: "an HTML5 export option would make AppGameKit great for game jams."


Oh, what would just be amazing. After a game jam you put everything up on a webpage and people can just play everything without downloading any of the games. Because I feel that's something I don't like. You see a list for 10-20 games but you don't feel like downloading and installing them just for a quick go. If they are immediately playable it's a totally different thing.
CJB
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Posted: 21st Jan 2016 13:13
Quote: "How are those statements compatible?"


If I was bothered about seeing a type of "Web export" in AppGameKit, then I aggree whole-heartedly that HTML5 would be the way to go. I'm just not that bothered about it right now. Maybe that will change in the coming months, but right now I'd rather see bug fixes and expanded functionality over more platforms.
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Digital Awakening
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Posted: 21st Jan 2016 13:26
Quote: "right now I'd rather see bug fixes and expanded functionality over more platforms."


We are all going to wish for different things at different times. I am currently not affected by any bugs and there's no functionality that I need for RTA at the moment. Might change closer to release. Well, there's always better Steam integration to wish for but I can still release the game on Steam. And media protection would be awesome but it's not a dealbreaker at the moment. Additional language features is something that I would be interested in for my next project rather than working them into a near complete project. But HTML 5 would open some doors for me and does potentially affect the success of my game. It could perhaps even allow me to code stuff in AppGameKit full time and really master it.
mrradd
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Posted: 21st Jan 2016 15:21
What if instead it was a player that ran in browser? HTML and js standards change very rapidly, so much so I've built a game in jquery that worked for a week on all browsers and then didn't work in IE, then Mozilla, etc.... I know that Unity has a Unity Player; maybe that would be a way to go.
JohnnyMeek
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Posted: 21st Jan 2016 16:11
Most browsers are dropping support for Unity Player. Chrome no longer supports it, hence the reason Unity has had a bigger push to WebGL recently.
mrradd
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Posted: 21st Jan 2016 17:10
Quote: "Most browsers are dropping support for Unity Player. Chrome no longer supports it, hence the reason Unity has had a bigger push to WebGL recently."

I was unaware of that. I know Chrome has something that makes it "easier" to work with WebGL. I forget what it is called though. I played a Quake game that utilizes the new structure.
unlikely
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Posted: 22nd Jan 2016 00:05
CJB wrote: "If I was bothered about seeing a type of "Web export" in AppGameKit, then I aggree whole-heartedly that HTML5 would be the way to go. I'm just not that bothered about it right now. Maybe that will change in the coming months, but right now I'd rather see bug fixes and expanded functionality over more platforms."

My point was just that if you are doing "PC" platforms, you are making people install a "player." And you agreed that "having the user install a player is far from optimal." At least with a standardized player, the user only has to install once. That's all.

Anyway... HTML5 would be better than having a web player anyway, as web plugins are going the way of the dinosaur at a rapid pace.

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