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AppGameKit Classic Chat / RE: AppGameKit 2016 Survey

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fog
21
Years of Service
User Offline
Joined: 5th Oct 2003
Location: Newcastle, England
Posted: 13th Jan 2016 14:11
With the V2 targets almost complete it's that time again. Congrats to TGC on reaching another milestone and for their hard work.

As far as I'm concerned for what I do, AppGameKit is pretty much feature complete so I appreciate others may have more pressing needs than me but....

One thing not mentioned in the survey that should be of utmost importance IMO is the updating of templates and the ease of publishing to some platforms.

It is essential time is put aside to ensure the templates work and are updated ASAP when something changes (eg. when a third part SDK changes or when the App Store changes their requirements.) Without working templates work elsewhere is pointless.

Additionally anything that can be done to ease or automate any part of the publishing process would be appreciated. This often relies on other editors/software that most of us are unfamiliar with making it very difficult to fix problems, especially when the written guides aren't up to date.

Thanks.
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 13th Jan 2016 14:36
+1 to this, for example publishing to Mac should be done through the editor instead of having to use a template in Xcode.

I was glad to see the possibility of the Tiled editor, native commands to read these maps in and scroll around would be good. All features of the tiled software would be good to be implemented and not just some features.
The Amiga and Amos were great!
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unlikely
12
Years of Service
User Offline
Joined: 5th Mar 2012
Location: Ohio, USA
Posted: 14th Jan 2016 00:10
Another big feature is the addition of an HTML5 / web target. AppGameKit needs this to be a competitive game development tool in the future. (Most of AGK's competitors already have this target.)

I would guess that a goodly portion of AppGameKit developers are making "smaller" games that would work well for the web...
Using AppGameKit v2 T1 + T2
Systems: Primary: Windows 10
Secondary: Mac OS X 10.10
bjadams
AGK Backer
16
Years of Service
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Joined: 29th Mar 2008
Location:
Posted: 14th Jan 2016 13:15
There are too many good & FREE html5 game making systems these days, I think AppGameKit should better try support platforms where the C++ code can work without too much modifications. In that regards HTML5 would be hard to do.
JohnnyMeek
11
Years of Service
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 14th Jan 2016 16:55
More advertiser options. Maybe https://www.applovin.com - I have friends in the industry making good money with this one at the moment.
Better HTTP commands so it's easier to use REST API's.
Better Facebook implementation + allow us access to the token for user login when using PARSE or other cloud platforms.
HTML5 + facebook IAP implementation
Amazon IAP implementation
Finish off the Spriter implementation so that it uses atlas textures (not sure why this was never done)
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 14th Jan 2016 18:36 Edited at: 14th Jan 2016 18:40
Yeah, AGK2 has come far now and the survey is filled with some really delicious features. Been looking forward to this for quite some time now.

If I could get HTML5 support within the next 2-3 months I would absolutely love it. And don't really care much about what else gets added.
Scary Little Rabbit
15
Years of Service
User Offline
Joined: 4th Aug 2009
Location: Chelyabinsk, Russian Federation.
Posted: 16th Jan 2016 19:28
I'd like to see passing functions as parameters in function calls like it is done in JavaScript.
error #1:
'too many stars, too many stares. disembody.'
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Mobiius
Valued Member
21
Years of Service
User Offline
Joined: 27th Feb 2003
Location: The Cold North
Posted: 17th Jan 2016 00:43
HTML5 + texture filtering functions to help with the skybox issues I've been having.
Blendman
10
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 17th Jan 2016 08:57
@MObiius : For texture filtering, I guess you have tred SetGenerateMipmaps() or SetImageMagFilter(), SetImageMinFilter() for image ?
AGK2 tier1 - http://www.dracaena-studio.com
Mobiius
Valued Member
21
Years of Service
User Offline
Joined: 27th Feb 2003
Location: The Cold North
Posted: 20th Jan 2016 21:59
Quote: "For texture filtering, I guess you have tred SetGenerateMipmaps() or SetImageMagFilter(), SetImageMinFilter() for image ?"

Yes, and they don't fix this issue. (I have fixed this issue by using a skybox, and not a sky-bunch-of-planes-arranged-in-a-box.)

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