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AppGameKit Classic: Easy Game Development - Rick [DEV]
AppGameKit Version 2.0.16 is now available on Steam. There are many tweaks and changes in this version and some significant changes for the Android platform (read below).

Here's a list of the changes;

2D, 3D and Physics Commands
  • Fixed ObjectRayCast, and other collision commands, not working with cloned objects
  • Fixed ObjectRayCast not working on scaled objects
  • Added SetObjectMeshShader to set a shader on a per mesh basis
  • Added GetObjectMeshVSSource and GetObjectMeshPSSource to get the source code for auto generated mesh shader
  • Modified the SetObjectMeshLightMap command to use the first set of UV coordinates if a second set does not exist
  • Fixed ObjectRayCast sometimes not detecting the closest collision point when multiple intersections occur
  • Fixed SetObjectTransparency not recognising mode 2 as additive blending
  • Adjusted the pixel light shader to support Android devices with low precision floats
  • Fixed setting SetObjectLightMode to 0 causing a shader error on animated objects
  • Added vector ID assert to GetObject3DPhysicsContactVector()
  • Added command Get3DPhysicsRayCastObjectHit()
  • Added command Get3DPhysicsRayCastContactPosition()
  • Added command Get3DPhysicsRayCastClosestContactPosition()
  • Fixed a Tier 2 bug in SaveObjectShape() command
  • Fixed Help file for RayCast3DPhysicsObject()
  • Fixed CreateObjectCapsule not creating a valid object
  • Objects will no longer rebuild their collision data when mesh vertices change if SetObjectCollisionMode is set to 0

Mac Platform
  • Fixed Mac apps not being able to make HTTP connections on El Capitan
  • Fixed missing DLC menu on Mac IDE
  • Fixed ChooseRawFile() not working on Mac El Capitan
Amazon Platform
  • Fixed exporting Amazon apps that use the Facebook commands having corrupt text during the Facebook loading screen
  • Added Amazon GameCircle Achievements to Amazon player, controlled using the GameCenter commands

Android Platform
  • Updated all Android Tier 2 projects to Android Studio
  • Added Google Game Service Achievements to Android player, controlled using the GameCenter commands

Misc Commands
  • Added SetWindowPosition to change the window position on screen on Windows, Mac, and Linux
  • Fixed GPS commands sometimes reporting no GPS sensor on iOS 9.1
  • Increased maximum number of IAP products to 25 on both iOS and Android
  • Windows 8 and 10 no longer require the DirectX End-User Runtime to be installed, Windows 7 and below still require it for audio
  • Fixed a crash when using CloneSprite on a sprite created from LoadSprite and then deleting the cloned sprite
  • Added project name to source file tabs
  • Fixed a crash when using file commands with an empty string as the file name
  • Updated iOS GameCenter for iOS 9

Android Studio Support
One big change in this update is that all the Android projects now use Android Studio, and we no longer support Eclipse from this update forwards. If you have used the Install Additional Files dialog to copy the Tier 2 files to a location of your choice then it will copy the new Android projects to that folder, but it will not delete the old ones. This is because it can't tell if you've modified them for your own purposes. The following projects in the Tier 2 "apps" folder are obsolete and no longer used, you may delete them, here's a list;

  • appcompat
  • facebook
  • google_expansion_downloader
  • google_expansion_zip
  • google_licensing
  • google-play-services
  • interpreter_amazon
  • interpreter_android
  • interpreter_android_expansion
  • interpreter_android_lite
  • template_android
  • template_android_lite
  • template_ouya_lite

Windows Platform Changes
Another big change is that Windows 8, Windows 8.1, and Windows 10 no longer require the DirectX End-User Runtime for XAudio to work, AppGameKit will now use the version that comes built in with those operating systems. Windows 7 and below will still need the DirectX files.

Cross Platform Achievments and Leaderboards!
Finally, there is now support for achievements and leaderboards on Google Game Services and Amazon GameCircle using the GameCenter commands normally used on iOS. Because the app requires some internal values changed to work with these platforms you need to set the appropriate values in the APK export dialog and export a signed APK, which you then upload to your chosen store as a draft to test your own achievements and leaderboards. Apps broadcast to the AppGameKit Player will always be linked to the AppGameKit test achievements.

Thank You and Merry Christmas to our community!
This update is the result of the community feedback on the previous builds, we'll continue to fine tune and impove AppGameKit in line with community want and needs, thanks for your awesome support!

Please report any issues into TheGameCreators forum and keep each one to a separate thread, with examples if appropriate, as this greatly speeds up debugging and makes it easier to discuss the problem.

The AppGameKit Team
AppGameKit Classic: Easy Game Development - Rick
AppGameKit Version 2.0.16 is now available on Steam. There are many tweaks and changes in this version and some significant changes for the Android platform (read below).

Here's a list of the changes;

2D, 3D and Physics Commands
  • Fixed ObjectRayCast, and other collision commands, not working with cloned objects
  • Fixed ObjectRayCast not working on scaled objects
  • Added SetObjectMeshShader to set a shader on a per mesh basis
  • Added GetObjectMeshVSSource and GetObjectMeshPSSource to get the source code for auto generated mesh shader
  • Modified the SetObjectMeshLightMap command to use the first set of UV coordinates if a second set does not exist
  • Fixed ObjectRayCast sometimes not detecting the closest collision point when multiple intersections occur
  • Fixed SetObjectTransparency not recognising mode 2 as additive blending
  • Adjusted the pixel light shader to support Android devices with low precision floats
  • Fixed setting SetObjectLightMode to 0 causing a shader error on animated objects
  • Added vector ID assert to GetObject3DPhysicsContactVector()
  • Added command Get3DPhysicsRayCastObjectHit()
  • Added command Get3DPhysicsRayCastContactPosition()
  • Added command Get3DPhysicsRayCastClosestContactPosition()
  • Fixed a Tier 2 bug in SaveObjectShape() command
  • Fixed Help file for RayCast3DPhysicsObject()
  • Fixed CreateObjectCapsule not creating a valid object
  • Objects will no longer rebuild their collision data when mesh vertices change if SetObjectCollisionMode is set to 0

Mac Platform
  • Fixed Mac apps not being able to make HTTP connections on El Capitan
  • Fixed missing DLC menu on Mac IDE
  • Fixed ChooseRawFile() not working on Mac El Capitan
Amazon Platform
  • Fixed exporting Amazon apps that use the Facebook commands having corrupt text during the Facebook loading screen
  • Added Amazon GameCircle Achievements to Amazon player, controlled using the GameCenter commands

Android Platform
  • Updated all Android Tier 2 projects to Android Studio
  • Added Google Game Service Achievements to Android player, controlled using the GameCenter commands

Misc Commands
  • Added SetWindowPosition to change the window position on screen on Windows, Mac, and Linux
  • Fixed GPS commands sometimes reporting no GPS sensor on iOS 9.1
  • Increased maximum number of IAP products to 25 on both iOS and Android
  • Windows 8 and 10 no longer require the DirectX End-User Runtime to be installed, Windows 7 and below still require it for audio
  • Fixed a crash when using CloneSprite on a sprite created from LoadSprite and then deleting the cloned sprite
  • Added project name to source file tabs
  • Fixed a crash when using file commands with an empty string as the file name
  • Updated iOS GameCenter for iOS 9

Android Studio Support
One big change in this update is that all the Android projects now use Android Studio, and we no longer support Eclipse from this update forwards. If you have used the Install Additional Files dialog to copy the Tier 2 files to a location of your choice then it will copy the new Android projects to that folder, but it will not delete the old ones. This is because it can't tell if you've modified them for your own purposes. The following projects in the Tier 2 "apps" folder are obsolete and no longer used, you may delete them, here's a list;

  • appcompat
  • facebook
  • google_expansion_downloader
  • google_expansion_zip
  • google_licensing
  • google-play-services
  • interpreter_amazon
  • interpreter_android
  • interpreter_android_expansion
  • interpreter_android_lite
  • template_android
  • template_android_lite
  • template_ouya_lite

Windows Platform Changes
Another big change is that Windows 8, Windows 8.1, and Windows 10 no longer require the DirectX End-User Runtime for XAudio to work, AppGameKit will now use the version that comes built in with those operating systems. Windows 7 and below will still need the DirectX files.

Cross Platform Achievments and Leaderboards!
Finally, there is now support for achievements and leaderboards on Google Game Services and Amazon GameCircle using the GameCenter commands normally used on iOS. Because the app requires some internal values changed to work with these platforms you need to set the appropriate values in the APK export dialog and export a signed APK, which you then upload to your chosen store as a draft to test your own achievements and leaderboards. Apps broadcast to the AppGameKit Player will always be linked to the AppGameKit test achievements.

Thank You and Merry Christmas to our community!
This update is the result of the community feedback on the previous builds, we'll continue to fine tune and impove AppGameKit in line with community want and needs, thanks for your awesome support!

Please report any issues into TheGameCreators forum and keep each one to a separate thread, with examples if appropriate, as this greatly speeds up debugging and makes it easier to discuss the problem.

The AppGameKit Team
AppGameKit Classic: Easy Game Development - Rick [DEV]
The Game Creators today released App Game Kit Version 2.0.15. This significant key release adds many new features including animated 3D features, Bullet physics support and Assimp 3D model format importing.

Developers can now take their app ideas into the third dimension and have projects up and running in record time.

AppGameKit is available for both Windows, Mac and Linux platforms and apps can be deployed cross platform including iOS, Android, Windows, Blackberry, Mac and Linux. The pay once, royalty free price also drops down to an even more affordable $79!

The Game Creators Development Director, Rick Vanner, said “The new 3D engine has been eagerly awaited by our community and they’ve already started creating demos and games with it. We’re very excited to see what users do with all this new power.”

Alongside this release are four new DLCs that complement the core AppGameKit product. There are two detailed user guides that are designed and written to take any novice coder and turn them into an expert game developer in easy-to-follow steps. Witten by educationalist Alistair Stewart, the Guides are available in two versions; the Official AppGameKit Beginners Guide ($29.99) for novice users, and the Official AppGameKit User Guide ($39.99) covering many more programming subjects.

The Official Beginners Guide to AppGameKit
The Official User Guide to AppGameKit
The Giant Asset Pack #1
The Giant Asset Pack #2

To aid developers two Giant Asset Packs are also being launched today. They are packed to the rafters with thousands of sprites, backdrops and sample demo projects. Users can incorporate any of the assets into their projects for just $19.99 each.

Lee Bamber, CEO of The Game Creators, said "AppGameKit is the perfect choice for beginners and professionals looking to create cross platforms apps, combining an easy to learn programming language with a powerful and flexible engine capable of turning your ideas into reality. Supported by a fantastic community and a wealth of additional resources, such as a 900-page full-color user guide and thousands of assets via the DLCs, help is here if you need it."

The Game Creators developed Driving Test Success Theory, Hazard Perception and Highway Code apps for UK publisher Focus Multimedia, deploying them onto the App Store, Google Play, Amazon, Mac Store and Blackberry World - all from AGKs executable code. These Driving Test Success apps are now the UK’s #1 ‘Learning to Drive’ apps.
The App Game Kit official website: http://www.appgamekit.com/
AppGameKit Classic: Easy Game Development - Rick
The Game Creators today released App Game Kit Version 2.0.15. This significant key release adds many new features including animated 3D features, Bullet physics support and Assimp 3D model format importing.

Developers can now take their app ideas into the third dimension and have projects up and running in record time.

AppGameKit is available for both Windows, Mac and Linux platforms and apps can be deployed cross platform including iOS, Android, Windows, Blackberry, Mac and Linux. The pay once, royalty free price also drops down to an even more affordable $79!

The Game Creators Development Director, Rick Vanner, said “The new 3D engine has been eagerly awaited by our community and they’ve already started creating demos and games with it. We’re very excited to see what users do with all this new power.”

Alongside this release are four new DLCs that complement the core AppGameKit product. There are two detailed user guides that are designed and written to take any novice coder and turn them into an expert game developer in easy-to-follow steps. Witten by educationalist Alistair Stewart, the Guides are available in two versions; the Official AppGameKit Beginners Guide ($29.99) for novice users, and the Official AppGameKit User Guide ($39.99) covering many more programming subjects.

The Official Beginners Guide to AppGameKit
The Official User Guide to AppGameKit
The Giant Asset Pack #1
The Giant Asset Pack #2

To aid developers two Giant Asset Packs are also being launched today. They are packed to the rafters with thousands of sprites, backdrops and sample demo projects. Users can incorporate any of the assets into their projects for just $19.99 each.

Lee Bamber, CEO of The Game Creators, said "AppGameKit is the perfect choice for beginners and professionals looking to create cross platforms apps, combining an easy to learn programming language with a powerful and flexible engine capable of turning your ideas into reality. Supported by a fantastic community and a wealth of additional resources, such as a 900-page full-color user guide and thousands of assets via the DLCs, help is here if you need it."

The Game Creators developed Driving Test Success Theory, Hazard Perception and Highway Code apps for UK publisher Focus Multimedia, deploying them onto the App Store, Google Play, Amazon, Mac Store and Blackberry World - all from AGKs executable code. These Driving Test Success apps are now the UK’s #1 ‘Learning to Drive’ apps.
The App Game Kit official website: http://www.appgamekit.com/
Sep 18, 2015
AppGameKit Classic: Easy Game Development - Rick [DEV]
Hi,

We're running a small AppGameKit user survey. If you have a few minutes spare could you please take part?

AppGameKit User Survey

Thanks,

The AppGameKit Team
Sep 18, 2015
AppGameKit Classic: Easy Game Development - Rick
Hi,

We're running a small AppGameKit user survey. If you have a few minutes spare could you please take part?

AppGameKit User Survey

Thanks,

The AppGameKit Team
AppGameKit Classic: Easy Game Development - Rick [DEV]
We're working to bring you all a new build in the next 3-4 weeks time. There is some complex shader work that has to be created to make the new 3D commands easy to use and control.

In the meantime, here's the latest list of changes and also a list of new commands you can look forward to soon;

Features fixed and added to
  • Added new string commands FindStringCount, FindString, FindStringReverse, CompareString, CompareStringIgnoreCase, ReplaceString, StripString, TrimString, TruncateString, CountStringTokens2, GetStringToken2
  • Added SetTweenSpriteXByOffset and SetTweenSpriteYByOffset
  • Added commands to create a custom tween with up to 4 float and 4 integer values, and read the values as it is running
  • Added GetSpriteOffsetX and GetSpriteOffsetY to return the current offset point
  • Fixed the tween commands not working properly when broadcasting multiple apps to a device
  • Fixed DeleteAllSprites preventing text and edit boxes from drawing
  • Fixed DeleteFile not refreshing the file list when using GetFirstFile
  • Fixed OpenBrowser on Windows sometimes not detecting the correct default browser
  • Added MinimizeApp command to minimize an app
  • Fixed CreateMemblockFromImage not working on render images on Android
  • Fixed render images becoming blank on Android when an app is sent to the background
  • Added SetObjectZBias to prevent Z fighting
  • Changed GetEditBoxChanged to no longer reset after being called, it will now return 1 until the next Sync or Swap call
  • Fixed GetSoundsPlaying not recognising when a sound is stopped with StopSoundInstance
  • Added a Log command that accepts a float to return the logarithm of a value

New commands coming soon!
There's a list of new commands coming to the next update of AppGameKit in TheGameCreators forums.

In our labs AppGameKit can now load a bone animated object and draw it with proper vertex weights, where one vertex can be influenced by up to 4 bones, with commands to move each bone around by name. Check out our demo video here;
https://youtu.be/20voaY7scmw
The system can also handle older style models that used limb based animation instead of vertex weighted. Each limb is a separate object placed in a hierarchy and each can be colored, textured, etc, separately from the others, or even detached from the main object and made into a fully independent object, with its own child limbs going with it. The next step for the 3D engine is to provide an easy shader creation system based on the lighting and animations you want to happen in your 3D scene.

The 3D Physics work also continues with the team moving onto Ragdoll physics commands.
AppGameKit Classic: Easy Game Development - Rick
We're working to bring you all a new build in the next 3-4 weeks time. There is some complex shader work that has to be created to make the new 3D commands easy to use and control.

In the meantime, here's the latest list of changes and also a list of new commands you can look forward to soon;

Features fixed and added to
  • Added new string commands FindStringCount, FindString, FindStringReverse, CompareString, CompareStringIgnoreCase, ReplaceString, StripString, TrimString, TruncateString, CountStringTokens2, GetStringToken2
  • Added SetTweenSpriteXByOffset and SetTweenSpriteYByOffset
  • Added commands to create a custom tween with up to 4 float and 4 integer values, and read the values as it is running
  • Added GetSpriteOffsetX and GetSpriteOffsetY to return the current offset point
  • Fixed the tween commands not working properly when broadcasting multiple apps to a device
  • Fixed DeleteAllSprites preventing text and edit boxes from drawing
  • Fixed DeleteFile not refreshing the file list when using GetFirstFile
  • Fixed OpenBrowser on Windows sometimes not detecting the correct default browser
  • Added MinimizeApp command to minimize an app
  • Fixed CreateMemblockFromImage not working on render images on Android
  • Fixed render images becoming blank on Android when an app is sent to the background
  • Added SetObjectZBias to prevent Z fighting
  • Changed GetEditBoxChanged to no longer reset after being called, it will now return 1 until the next Sync or Swap call
  • Fixed GetSoundsPlaying not recognising when a sound is stopped with StopSoundInstance
  • Added a Log command that accepts a float to return the logarithm of a value

New commands coming soon!
There's a list of new commands coming to the next update of AppGameKit in TheGameCreators forums.

In our labs AppGameKit can now load a bone animated object and draw it with proper vertex weights, where one vertex can be influenced by up to 4 bones, with commands to move each bone around by name. Check out our demo video here;
https://youtu.be/20voaY7scmw
The system can also handle older style models that used limb based animation instead of vertex weighted. Each limb is a separate object placed in a hierarchy and each can be colored, textured, etc, separately from the others, or even detached from the main object and made into a fully independent object, with its own child limbs going with it. The next step for the 3D engine is to provide an easy shader creation system based on the lighting and animations you want to happen in your 3D scene.

The 3D Physics work also continues with the team moving onto Ragdoll physics commands.
AppGameKit Classic: Easy Game Development - Rick [DEV]

There are multiple cash prizes being offered in this game making competition and we're sure AppGameKit users will have a great chance of winning some of these cool prizes.

The deadline is the 7th August so please act fast and get your game submitted.

Enter Here: Indie Game Maker Contest 2015 by Game Dev Fort

Good luck!
AppGameKit Classic: Easy Game Development - Rick

There are multiple cash prizes being offered in this game making competition and we're sure AppGameKit users will have a great chance of winning some of these cool prizes.

The deadline is the 7th August so please act fast and get your game submitted.

Enter Here: Indie Game Maker Contest 2015 by Game Dev Fort

Good luck!
...

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