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AppGameKit Classic Chat / "AppGameKit 2" Is Great - Here Is What We Want In The Next Release...

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JeZxLee
7
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Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 24th Dec 2017 13:49
Hi,

"AppGameKit 2" is the best of its kind.

With that said here is a list of features we would like to see in the next release:
(1) HTML5 game data loading/saving
(2) OpenURL in same browser tab which game is running in
(3) Source code function browser drop down list in Geany.
(4) Console export support(Switch, XBox One, PlayStation 4, 3DS)
(5) Better native Linux support of IDE

That's about it, thanks!
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!
Alex_Peres
AGK Master
15
Years of Service
User Offline
Joined: 13th May 2009
Location: The Milky Way Galaxy
Posted: 24th Dec 2017 19:12
Quote: "Console export support(Switch, XBox One, PlayStation 4, 3DS)"

LOL
Markus
Valued Member
20
Years of Service
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Joined: 10th Apr 2004
Location: Germany
Posted: 24th Dec 2017 23:04
(3) Source code function browser
the types,functions,labels you find in tab symbols, between project and debug.
(4)
i don't think tgc will support native consoles (its extremely time-consuming & high-cost). but some of them support html5.
for XBox One you need visual studio 2017. (ms doing customer connectivity^^) at xbox you have a special dev mode app and you need bind vs studio to your console. XBox One support (UWP) Universal Windows Platform projects.
in past for wii u nintendo said you need special development hardware from them.
(5)
you must say which Linux distribution you mean. there are so much.



AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 24th Dec 2017 23:17
Quote: "(4) Console export support"

You already have that, for OUYA!

6) International Space Station connectivity

Hey, since it sounds like we are shooting for the stars here...

Seriously though, you might have better luck posting this type of stuff in the Feature Requests thread.

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 24th Dec 2017 23:26
Quote: "6) International Space Station connectivity"

i read ISS's have Internet connection, we just need the login
AGK (Steam) V2017.12.12 : Windows 10 Pro 64 Bit : AMD (17.12.1) Radeon R7 265 : Mac mini OS High Sierra (10.13)
puzzler2018
User Banned
Posted: 24th Dec 2017 23:34
thank god you didnt stick an "i" in there
JeZxLee
7
Years of Service
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Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 25th Dec 2017 00:35
LOL...

Using Manjaro KDE 64Bit.
The IDE runs fine, but the game does not execute or compile I think.
I found instructions on how to fix it for Manajo which is very similar to Arch Linux:
---------------------------------------------------------------------------------------------------------------------------
1. sudo pacman -S libcurl-compat
2. goto where AppGameKit geany editor is in the terminal (usually in the steam folder)
cd /home/me/.local/share/Steam/steamapps/common/App Game Kit 2/Tier1/Editor/bin
3.type the command:
LD_PRELOAD=libcurl.so.3 ./geany64
---------------------------------------------------------------------------------------------------------------------------

If I could only ask for one new feature it would most definitely be loading/saving of game data on HTML5.
(not sure why this was never implemented, games have options and high score tables)

Thanks! - Great super-inexpensive game engine! - Happy Holidays
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!
JeZxLee
7
Years of Service
User Offline
Joined: 15th Mar 2017
Location: Long Island, New York, United States, Earth
Posted: 25th Dec 2017 01:16
Sorry...

Saving data on HTML5 is fairly straight forward :
https://github.com/JeZ-l-Lee/WebGL-PacDude-Hero-IV-110Percent-Turbo/blob/master/data.js
(source from my own HTML5 engine)

Hoping this is done soon, I like to have 100% working HTML5 versions of the games...
JeZxLee
16BitSoft
Video Game Design Studio
http://www.16BitSoft.com
Open-Source AppGameKit Project!
Dybing
13
Years of Service
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Joined: 12th Sep 2011
Location: Bergen, Norway
Posted: 25th Dec 2017 06:48
What I'd like to see above all else is the option to use other IDEs. A great start would be an extension for VSCode.

Geany is serviceable by all means - it's not entirely horrible such as the Arduino/Processing IDE Editor. But being locked to one specific IDE is just so last century...

Second on my wishlist is some more structure in the language. No, no need to go down the OO rabbithole, but some simple modularity to enable proper namespacing would go a very long way. Think Modula2 Module, Go's Package or C# Namespace.
Riusz
8
Years of Service
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Joined: 27th Feb 2016
Location:
Posted: 25th Dec 2017 15:12
Namespaces is a good idea. I prefix all with the game element : player_input(), player_action() ...
With a namespace we could have player::input() ...

Another idea instead of OO is a native support of ECS (Entity-Component-System) in Tier 1.
I used it with libgdx and it was very practical.
Rick Nasher
7
Years of Service
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 28th Dec 2017 16:51 Edited at: 28th Dec 2017 22:20
For the next AppGameKit version(I'm using Tier1), I'd love to see these improvements/additions, that imho would really take it to the next level:

1. Car physics.
2. Multiple cameras.
3. Automatic texture loading for 3d-models.
4. True compilation for Tier1, if possible. (right know I believe is interpreted?)
Scraggle
Moderator
21
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 28th Dec 2017 17:54
Quote: "I prefix all with the game element : player_input(), player_action() ...
With a namespace we could have player::input()"


If that's the only reason you want it there here's the fix:

You're welcome
Riusz
8
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Joined: 27th Feb 2016
Location:
Posted: 28th Dec 2017 18:45 Edited at: 28th Dec 2017 18:57

The other reason it's to isolate variables by namespaces but Scraggle your idea is fun (thanks for your creativity, really) !! Ho, autocomplation doesn't work
You're right that I've never been blocked in AppGameKit without Namespace.

And what about ECS. I'mam I the only one that use it and found it interresting for game development ?



Bengismo
7
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Joined: 20th Nov 2017
Location: Yorkshire, England
Posted: 28th Dec 2017 20:03
There is already a thread for feature requests for AGK2?
https://forum.thegamecreators.com/thread/212232

Do we need two separate threads?
Alex_Peres
AGK Master
15
Years of Service
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Joined: 13th May 2009
Location: The Milky Way Galaxy
Posted: 28th Dec 2017 20:10
It is so funny to read some comments. Someone wants to see next release in 2030... lol
Rick Nasher
7
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 28th Dec 2017 22:20
Quote: "Posted: 28th Dec 2017 20:03
Link

There is already a thread for feature requests for AGK2?
https://forum.thegamecreators.com/thread/212232

Do we need two separate threads? "


So true. reposting in the appropriate thread.
xCept
21
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Joined: 15th Dec 2002
Location:
Posted: 28th Dec 2017 23:08
Quote: "There is already a thread for feature requests for AGK2? "


I wish that TGC would have a more formal "issues/requests" system like most frameworks do. They actually had one back in 2011-2012 and it made it simple to report issues, make feature requests and then for Lee/Paul to review and mark each item by priority and whether or not it'd be fixed. I generally stopped posting to the request thread as there are now over 1,000 posts and no real indication how often TGC reviews it.
Alex_Peres
AGK Master
15
Years of Service
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Joined: 13th May 2009
Location: The Milky Way Galaxy
Posted: 29th Dec 2017 23:39
Come on, guys! Is there only one man behind the AGK. It is developing to slow, to consider our requests.
Mobiius
Valued Member
21
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 2nd Jan 2018 08:49 Edited at: 2nd Jan 2018 08:49
Your thread title is spelt wrong.

Quote: ""AppGameKit 2" Is Great - Here Is What We Want In The Next Release.."


should be...

Quote: ""AppGameKit 2" Is Great - Here Is What I Want In The Next Release.."
nz0
AGK Developer
17
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 7th Jan 2018 02:45
Quote: "I wish that TGC would have a more formal "issues/requests" system like most frameworks do. They actually had one back in 2011-2012 and it made it simple to report issues, make feature requests and then for Lee/Paul to review and mark each item by priority and whether or not it'd be fixed. I generally stopped posting to the request thread as there are now over 1,000 posts and no real indication how often TGC reviews it.
"

^^ this
IronManhood
9
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Joined: 6th Feb 2015
Location: US
Posted: 7th Jan 2018 04:54
I want to know if TGC is hiring so i can implement the changes needed.
Xaby
FPSC Reloaded TGC Backer
17
Years of Service
User Offline
Joined: 17th Apr 2007
Location: Berlin
Posted: 8th Jan 2018 14:50 Edited at: 8th Jan 2018 14:56
JeZxLee wrote: "
(1) HTML5 game data loading/saving
(2) OpenURL in same browser tab which game is running in
(3) Source code function browser drop down list in Geany.
(4) Console export support(Switch, XBox One, PlayStation 4, 3DS)
(5) Better native Linux support of IDE
"


@1 you could save it in cookis or your URL, you can save it on your server, or via Codes for the user, like 30 years ago with cardridges

@4 OUYA, RetroPi (Raspberry Pi with some Linux thingly), UWP via HTML5, WiiU via HTML5 and! Playstation 4 and ID@XBox via C++, you got the SDK from Sony and Microsoft after you send them your exciting game, which before was a success on the PC (Steam, GOG) or some other kind of device.
And if your game is finished and you used C++ (Tier 2), and you got the SDK, your game makes a good amount of money, I think than, you could throug some bugs to TGC, to help you with the convertion or compilation (XBox One and PS4 are some AMD PCs with Radion Grafics, so compilation has to be possible)

@5, better support on Raspbian (ARM)

@4 again, since the Switch is an OUYA 3, it can't be to complicate to compile for that system.

Did you tried?
https://developer.nintendo.com/home
https://www.xbox.com/en-US/developers/creators-program
https://www.playstation.com/en-us/develop/

Setup-Boxes / Consoles / Streaming-Devices
https://www.ouya.tv/developer-kit/
http://developer.razerzone.com/factory-images-for-razer-forge-tv/
https://developer.apple.com/
https://developers.google.com/
http://webostv.developer.lge.com/
https://developer.amazon.com/de/apps-and-games
https://developer.amazon.com/de/mac-pc
https://developer.nvidia.com/develop4shield

https://developer.tizen.org/

Other plattforms like Steam
https://developers.facebook.com/
https://developers.facebook.com/docs/games/gameroom/build
https://myapps.developer.ubuntu.com/dev/click-apps/
https://partner.steamgames.com/
https://www.gog.com/indie

With game logic and assets is enough to do. Releasing on one plattform is the hardest and mostly no game att all lounches on every plattform at the same time.

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