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AppGameKit Classic: Easy Game Development - Lee Bamber [DEV]
The Game Creators today launched their Kickstarter campaign for MyWorld, a unique multiplayer sandbox world where game makers and game players can create, share and play games.

MyWorld will launch with RPG, Racing and Sci-Fi game genres.  With great game play, a mix of game genres and the ability to mash things up, the possibilities are endless in the MyWorld multi-game construction kit.



At the heart of MyWorld is the ability to link worlds together, construct multiple level games and adventure through them with friends. Via ‘portals’ game makers and game players can cross over into worlds created by other users and play the games they've made to be discovered. Any game level can be linked to any other level and can be easily chained together to create a unique experience.

Lee Bamber, CEO of The Game Creators said today, “Our vision was to create the World of Worlds, a universe populated by games created by MyWorld users; where you can take any world and make it your own, and with the easy to use controls build exciting new experiences to play and share with friends.  On release there will be a host of games to play through and, as the community starts to produce and share their own creations, many more will come online.”



MyWorld is built in Unity and uses the industry renowned Photon Multiplayer technology to create multiplayer sessions between players. This tech is at the centre of MyWorld and ensures users can meet up to create, play and share their MyWorld games.

Rick Vanner, Development Director of The Game Creators, said, “We have self-funded the project to date and already developed the main core game engine for MyWorld, and we have many of the game construction elements in place and working. This Kickstarter will allow us to add more resource to our development and take it to a whole new level. We are releasing on Steam in September 2017, with a mobile version available shortly after.”





Please make a pledge for this project HERE
AppGameKit Classic: Easy Game Development - Lee Bamber [DEV]
The Game Creators today launched their Kickstarter campaign for MyWorld, a unique multiplayer sandbox world where game makers and game players can create, share and play games.

MyWorld will launch with RPG, Racing and Sci-Fi game genres.  With great game play, a mix of game genres and the ability to mash things up, the possibilities are endless in the MyWorld multi-game construction kit.



At the heart of MyWorld is the ability to link worlds together, construct multiple level games and adventure through them with friends. Via ‘portals’ game makers and game players can cross over into worlds created by other users and play the games they've made to be discovered. Any game level can be linked to any other level and can be easily chained together to create a unique experience.

Lee Bamber, CEO of The Game Creators said today, “Our vision was to create the World of Worlds, a universe populated by games created by MyWorld users; where you can take any world and make it your own, and with the easy to use controls build exciting new experiences to play and share with friends.  On release there will be a host of games to play through and, as the community starts to produce and share their own creations, many more will come online.”



MyWorld is built in Unity and uses the industry renowned Photon Multiplayer technology to create multiplayer sessions between players. This tech is at the centre of MyWorld and ensures users can meet up to create, play and share their MyWorld games.

Rick Vanner, Development Director of The Game Creators, said, “We have self-funded the project to date and already developed the main core game engine for MyWorld, and we have many of the game construction elements in place and working. This Kickstarter will allow us to add more resource to our development and take it to a whole new level. We are releasing on Steam in September 2017, with a mobile version available shortly after.”





Please make a pledge for this project HERE
AppGameKit Classic: Easy Game Development - Rick
Welcome to a new version of AppGameKit. In this latest release, the main new feature we have added is support for UTF-8 character sets. This means AGK can now support all types of characters. We've also ensured your current projects work with ASCII characters sets for backwards compatibility.
It's now possible to load in True Type fonts and make your text displays look even more professional and appealing.

Here's a full run down of all the features and fixes in AppGameKit 2.0.22:

Text & Fonts

  • Added UTF-8 support to AGK strings
  • Added LoadFont to load a Truetype font into AGK, this can be from a file in your media folder or a system font
  • Added GetFontExists to check a loaded font ID
  • Added GetSystemFontExists to check if the current platform has the specified font
  • Added DeleteFont to delete a font object
  • Added SetTextFont to set a text object to use one of the new font objects
  • Added SetTextAngle and SetTextAngleRad to rotate text objects
  • Added SetTextBold to set all characters in a text object to bold (new fonts only)
  • Added SetTextCharBold to set an individual character to bold (new fonts only)
  • Added UseNewDefaultFonts to use a built in Truetype font by default instead of the default bitmap font, and to set Print text to use the new font
  • All strings that are output by AGK, e.g. to files or HTTP post data, will now be encoded in UTF-8
  • All strings that are input into AGK in the old Windows-1252 encoding will be internally converted to UTF-8
  • Text objects using extended ascii font images will have their strings converted back to Windows-1252 when drawn so they continue to display the same as they do now, but the new Truetype fonts are recommended for unicode support
Edit Boxes

  • Edit boxes will now use the new default font
  • Edit boxes now support unicode characters
Andoid

  • Restored version 2.3.3 support on Amazon
  • Improved APK export error message on failure
  • Fixed the GameCenter commands on Android causing a crash if the user logs out of Google Games Services outside the app
  • Fixed Amazon APK export not having the In App Purchase receiver set, which would cause a rejection by Amazon.
  • Fixed touch move events not registering on some Android devices
  • Set Android sensors to update at their fastest rate
  • Android sensors will now only activate when their values are first accessed, which will save battery if they are never used
iOS

  • Increased minimum supported version of iOS to iOS 7
  • Fixed GetInternetState on iOS always returning 1
  • Fixed a crash during app startup on some iOS 10 devices
Images

  • Fixed some JPEG images failing to load due to the JPEG loader exceeding its maximum memory usage value
  • Images can now be loaded from Android expansion files using LoadImage("expansion:ImageFilename.png"), the expansion file must be a zip file with no compression
  • Fixed occasional crash from LoadImageResized on Android devices using the SGX5xx family of GPUs
  • Fixed SGX5xx GPUs sometimes losing image data after the app is sent to the background
  • CreateImageFromMemblock will now produce an error if the image width or height are equal to 0
3D

  • Fixed SetObjectScalePermanent with values less than 1 not scaling down the bone collision boxes on animated objects, this would cause ObjectRayCast to return a hit more than expected for this object
  • Added GetObjectName to return the name of child objects loaded with LoadObjectWithChildren as defined in the model file
Animation

  • Fixed SetObjectAnimationFrame freezing the app if called on object instance that was created whilst the original object was playing
Shared Variables

  • Updated iOS shared variable commands for iOS 10
  • SetSharedVariableAppGroup must now be called on iOS for shared variables to work
Sound & Music

  • Added SetMusicLoopTimesOGG to set the start and end points for loops
  • Added SetMusicLoopCountOGG to change the number of times a file will loop whilst playing
  • Set a mimimum length on OGG music files to 0.5 seconds to prevent a crash on Android, anything short should be played with LoadSoundOGG instead
  • Fixed CreateSoundFromMemblock using an auto assigned ID failing to choose a valid ID
Video

  • Fixed StopVideo on iOS skipping to the end of the video before hiding it
  • Fixed PlayVideoToImage displaying video corruption around the edge of the image on some Android devices
Notifications

  • Increased maximum number of local notifications from 10 to 50
  • Fixed Android notifications not opening the app when the user taps on them
In App Purchases

  • Added InAppPurchaseGetSignature to get the receipt signature for a purchase
Files

  • Added the command GetFilePos and SetFilePos to get and change the current read position in a file
  • Fixed SetRawWritePath causing a crash when broadcast to a device and the broadcast is stopped
  • Fixed GetFileExists sometimes returning 0 when the file does exist
Device

  • Added GetDeviceDPI command for iOS and Android
  • Added GetDevicePlatform command that returns 1 when running on an Amazon device and 0 when on a Google device
Camera

  • Fixed SetDeviceCameraToImage causing a crash on some Android devices
IDE

  • Added GetAppPackageName to get the Package Name or Bundle ID of the exported app
  • Fixed IDE keystore dialog showing an error message about the country code containing invalid characters if the city field contains a space
Exporting

  • Fixed the export settings not loading from the project file if you close a project and then open another without closing the IDE
  • Fixed exporting for Amazon or Ouya with orientation set to portrait causing error code 1
HTML5

  • Fixed transparent images on HTML5 not automatically setting the sprite transparency flag when used on a sprite
Platforms

  • Fixed joystick buttons not working on Linux and Raspberry Pi
  • Blackberry 10 platform is no longer supported
  • Fixed Amazon edit boxes not accepting numbers and not being able to delete some characters
  • Modified Linux player and Tier 2 projects to statically link some libraries which makes the binaries more portable
Adverts

  • Changed CreateAdvert to allow the banner size to be set by using the "type" parameter
  • Updated AdMob SDK on iOS to version 7.15.0
Firebase

  • Added Firebase analytics support to Android and iOS (exported apps only)
  • Added FirebaseLogEvent() to log events with Firebase
Misc

  • Using SetWindowAllowResize to disable resizing will now also disable the maximize button on Windows
  • Added Sha256 and Sha512 commands
Tier2 (C++ and XCode templates)

  • Changed Tier 2 templates to enable returning 1 from the App::Loop function to close the app where possible
  • Fixed Tier 2 Windows template projects not setting the agk::GetPaused() return value when the window goes to the background
  • Added agk::DeleteString to delete AGK returned strings for Tier 2 users who may be using a different C runtime library than AGK
AppGameKit Classic: Easy Game Development - Rick
Welcome to a new version of AppGameKit. In this latest release, the main new feature we have added is support for UTF-8 character sets. This means AGK can now support all types of characters. We've also ensured your current projects work with ASCII characters sets for backwards compatibility.
It's now possible to load in True Type fonts and make your text displays look even more professional and appealing.

Here's a full run down of all the features and fixes in AppGameKit 2.0.22:

Text & Fonts

  • Added UTF-8 support to AGK strings
  • Added LoadFont to load a Truetype font into AGK, this can be from a file in your media folder or a system font
  • Added GetFontExists to check a loaded font ID
  • Added GetSystemFontExists to check if the current platform has the specified font
  • Added DeleteFont to delete a font object
  • Added SetTextFont to set a text object to use one of the new font objects
  • Added SetTextAngle and SetTextAngleRad to rotate text objects
  • Added SetTextBold to set all characters in a text object to bold (new fonts only)
  • Added SetTextCharBold to set an individual character to bold (new fonts only)
  • Added UseNewDefaultFonts to use a built in Truetype font by default instead of the default bitmap font, and to set Print text to use the new font
  • All strings that are output by AGK, e.g. to files or HTTP post data, will now be encoded in UTF-8
  • All strings that are input into AGK in the old Windows-1252 encoding will be internally converted to UTF-8
  • Text objects using extended ascii font images will have their strings converted back to Windows-1252 when drawn so they continue to display the same as they do now, but the new Truetype fonts are recommended for unicode support
Edit Boxes

  • Edit boxes will now use the new default font
  • Edit boxes now support unicode characters
Andoid

  • Restored version 2.3.3 support on Amazon
  • Improved APK export error message on failure
  • Fixed the GameCenter commands on Android causing a crash if the user logs out of Google Games Services outside the app
  • Fixed Amazon APK export not having the In App Purchase receiver set, which would cause a rejection by Amazon.
  • Fixed touch move events not registering on some Android devices
  • Set Android sensors to update at their fastest rate
  • Android sensors will now only activate when their values are first accessed, which will save battery if they are never used
iOS

  • Increased minimum supported version of iOS to iOS 7
  • Fixed GetInternetState on iOS always returning 1
  • Fixed a crash during app startup on some iOS 10 devices
Images

  • Fixed some JPEG images failing to load due to the JPEG loader exceeding its maximum memory usage value
  • Images can now be loaded from Android expansion files using LoadImage("expansion:ImageFilename.png"), the expansion file must be a zip file with no compression
  • Fixed occasional crash from LoadImageResized on Android devices using the SGX5xx family of GPUs
  • Fixed SGX5xx GPUs sometimes losing image data after the app is sent to the background
  • CreateImageFromMemblock will now produce an error if the image width or height are equal to 0
3D

  • Fixed SetObjectScalePermanent with values less than 1 not scaling down the bone collision boxes on animated objects, this would cause ObjectRayCast to return a hit more than expected for this object
  • Added GetObjectName to return the name of child objects loaded with LoadObjectWithChildren as defined in the model file
Animation

  • Fixed SetObjectAnimationFrame freezing the app if called on object instance that was created whilst the original object was playing
Shared Variables

  • Updated iOS shared variable commands for iOS 10
  • SetSharedVariableAppGroup must now be called on iOS for shared variables to work
Sound & Music

  • Added SetMusicLoopTimesOGG to set the start and end points for loops
  • Added SetMusicLoopCountOGG to change the number of times a file will loop whilst playing
  • Set a mimimum length on OGG music files to 0.5 seconds to prevent a crash on Android, anything short should be played with LoadSoundOGG instead
  • Fixed CreateSoundFromMemblock using an auto assigned ID failing to choose a valid ID
Video

  • Fixed StopVideo on iOS skipping to the end of the video before hiding it
  • Fixed PlayVideoToImage displaying video corruption around the edge of the image on some Android devices
Notifications

  • Increased maximum number of local notifications from 10 to 50
  • Fixed Android notifications not opening the app when the user taps on them
In App Purchases

  • Added InAppPurchaseGetSignature to get the receipt signature for a purchase
Files

  • Added the command GetFilePos and SetFilePos to get and change the current read position in a file
  • Fixed SetRawWritePath causing a crash when broadcast to a device and the broadcast is stopped
  • Fixed GetFileExists sometimes returning 0 when the file does exist
Device

  • Added GetDeviceDPI command for iOS and Android
  • Added GetDevicePlatform command that returns 1 when running on an Amazon device and 0 when on a Google device
Camera

  • Fixed SetDeviceCameraToImage causing a crash on some Android devices
IDE

  • Added GetAppPackageName to get the Package Name or Bundle ID of the exported app
  • Fixed IDE keystore dialog showing an error message about the country code containing invalid characters if the city field contains a space
Exporting

  • Fixed the export settings not loading from the project file if you close a project and then open another without closing the IDE
  • Fixed exporting for Amazon or Ouya with orientation set to portrait causing error code 1
HTML5

  • Fixed transparent images on HTML5 not automatically setting the sprite transparency flag when used on a sprite
Platforms

  • Fixed joystick buttons not working on Linux and Raspberry Pi
  • Blackberry 10 platform is no longer supported
  • Fixed Amazon edit boxes not accepting numbers and not being able to delete some characters
  • Modified Linux player and Tier 2 projects to statically link some libraries which makes the binaries more portable
Adverts

  • Changed CreateAdvert to allow the banner size to be set by using the "type" parameter
  • Updated AdMob SDK on iOS to version 7.15.0
Firebase

  • Added Firebase analytics support to Android and iOS (exported apps only)
  • Added FirebaseLogEvent() to log events with Firebase
Misc

  • Using SetWindowAllowResize to disable resizing will now also disable the maximize button on Windows
  • Added Sha256 and Sha512 commands
Tier2 (C++ and XCode templates)

  • Changed Tier 2 templates to enable returning 1 from the App::Loop function to close the app where possible
  • Fixed Tier 2 Windows template projects not setting the agk::GetPaused() return value when the window goes to the background
  • Added agk::DeleteString to delete AGK returned strings for Tier 2 users who may be using a different C runtime library than AGK
AppGameKit Classic: Easy Game Development - Rick
We're proud to announce a new and free upgrade to App Game Kit, bringing you many fixes, tweaks and some cool new features.

Here's a complete run down of what's new in AppGameKit V2.0.21

Video
  • Fixed SetVideoVolume causing a crash on Android
  • Added PlayVideoToImage command to play videos on to an image instead of displaying them on screen on iOS, Android, and Windows

Camera
  • Added SetDeviceCameraToImage to display the device camera onto an image, works on iOS, Windows, and Android 4.0.3 and above
  • Added GetNumDeviceCameras to return the number of cameras available on the device
  • Added GetDeviceCameraType to check whether a camera is front or back facing

3D
  • Fixed CreateObjectFromObjectMesh causing a crash if the mesh uses bones
  • Fixed LoadObject and LoadObjectWithChildren failing to load after about 600 objects had been loaded
  • Fixed SetObjectScalePermanent causing the object to be incorrectly culled from view if it used bones and was made bigger
  • Changed ObjectRayCast to check the bone bounding boxes instead of the mesh on animated objects, it won't be 100% accurate compared to the mesh but it will take animations into account

Images
  • Fixed SaveImage not creating any missing folders in the save path
  • Fixed GetImage only working on Windows
  • Improved the resizing performance of LoadImageResized by using the GPU to do the scaling
  • Removed the caching ability of LoadImageResized as it is no longer beneficial due to the better resizing performance
  • Fixed GetCapturedImage not returning a valid image on Android
  • Fixed frame buffer warning on Mac if SetRenderToImage is used without a colour image

In App Purchasing
  • Added Amazon IAP support to the IAP commands
  • Fixed GetInAppPurchaseLocalPrice() returning the incorrect price for the given index on iOS

Data
  • Added StringToBase64 and HexToBase64 commands to convert strings to Base64

HTTP
  • Fixed SetHTTPHost username and password not being set correctly on Windows, Mac, and iOS

IDE
  • Fixed Broadcaster sometimes failing to send large projects to a device

Particles
  • Removed lower limit of 0.1 on SetParticlesFrequency, 0 can now be used to pause particle emission whilst allowing existing particles to continue

Tweening
  • Fixed UpdateTweenText, UpdateTweenChar, UpdateTweenObject, and UpdateTweenCamera not doing anything

Sharing
  • Fixed ViewFile, ShareText, and ShareImage causing a crash when exporting for Amazon or Ouya
  • Fixed ViewFile, ShareText, and ShareImage causing a crash when used in Tier 2 on Android

Sound & Musi
  • Added SetMusicSystemVolumeOGG to control global volume for OGG music files
  • Fixed StopSound(0) not resetting all the instance counts for GetSoundsPlaying and GetSoundInstances
  • Fixed OGG music not resuming on iOS after the app has been in the background
  • Fixed PlayMusicOGG failing to loop in some cases
  • Fixed GetSoundInstancePlaying taking up to a second to register the end of a sound instance on Android
  • Made Android pad any sounds that are shorter than 175ms with silence as they wouldn't play on some devices if they were shorter than this

Shared Variables
  • Added an error message if SaveSharedVariable is used with a variable name that is too long on iOS
  • Fixed Android shared variables not working across multiple apps
  • Note that this version will not be able to access shared variables saved with a previous version on both Android and iOS
  • Removed the requirement to set the SharedUserID on Android for shared variables

Adroid Platform
  • Added SetImmersiveMode command to hide the navigation bar on Android 4.4 and above
  • Fixed some Android devices not registering touch move events
  • Amazon and Ouya exports now have a minimum Android version of 4.0.3 to match their devices, Google export remains at 2.3.3
  • Added quotes around the keystore and alias passwords when signing APKs so that special characters don't cause an error
  • SetRawWritePath now works on Android, allowing you to set the write path to the public sdcard folder
  • Changed GetDocumentsPath on Android to return the path to the public sdcard folder (which usually isn't an actual sdcard)

Drawing
  • Fixed DrawBox freezing the app on Windows if the window is minimized

Local & Push Notifications
  • Fixed local and push notification icons appearing as a white square when targeting above API 19 on Android
  • Added notification icon field to APK export dialog to chose your own notification icon

iOS Platform
  • Fixed iOS alarms and phone calls preventing the app from playing sounds and OGG music when it resumes

Linux Platform
  • Fixed Linux IDE not being able to open the PDF DLCs from the menu
  • Removed PlayMusic on Linux to support a wider number of releases. Use PlayMusicOGG instead

Adverts
  • Updated Chartboost SDK on Android to 6.4.2
  • Updated Chartboost SDK on iOS to 6.4.7

QR Codes
  • Fixed EncodeQRCode not producing the correct QR image
  • Fixed DecodeQRCode not returning the correct text for a QR image


Help
  • Added an extract from the Tutorial Guide to the help files
  • Updated the developer tips section of the help files for the latest changes

We hope you find this new update useful and if you have any feedback then please post in the online forums.

The AppGameKit Team
AppGameKit Classic: Easy Game Development - Rick [DEV]
We're proud to announce a new and free upgrade to App Game Kit, bringing you many fixes, tweaks and some cool new features.

Here's a complete run down of what's new in AppGameKit V2.0.21

Video
  • Fixed SetVideoVolume causing a crash on Android
  • Added PlayVideoToImage command to play videos on to an image instead of displaying them on screen on iOS, Android, and Windows

Camera
  • Added SetDeviceCameraToImage to display the device camera onto an image, works on iOS, Windows, and Android 4.0.3 and above
  • Added GetNumDeviceCameras to return the number of cameras available on the device
  • Added GetDeviceCameraType to check whether a camera is front or back facing

3D
  • Fixed CreateObjectFromObjectMesh causing a crash if the mesh uses bones
  • Fixed LoadObject and LoadObjectWithChildren failing to load after about 600 objects had been loaded
  • Fixed SetObjectScalePermanent causing the object to be incorrectly culled from view if it used bones and was made bigger
  • Changed ObjectRayCast to check the bone bounding boxes instead of the mesh on animated objects, it won't be 100% accurate compared to the mesh but it will take animations into account

Images
  • Fixed SaveImage not creating any missing folders in the save path
  • Fixed GetImage only working on Windows
  • Improved the resizing performance of LoadImageResized by using the GPU to do the scaling
  • Removed the caching ability of LoadImageResized as it is no longer beneficial due to the better resizing performance
  • Fixed GetCapturedImage not returning a valid image on Android
  • Fixed frame buffer warning on Mac if SetRenderToImage is used without a colour image

In App Purchasing
  • Added Amazon IAP support to the IAP commands
  • Fixed GetInAppPurchaseLocalPrice() returning the incorrect price for the given index on iOS

Data
  • Added StringToBase64 and HexToBase64 commands to convert strings to Base64

HTTP
  • Fixed SetHTTPHost username and password not being set correctly on Windows, Mac, and iOS

IDE
  • Fixed Broadcaster sometimes failing to send large projects to a device

Particles
  • Removed lower limit of 0.1 on SetParticlesFrequency, 0 can now be used to pause particle emission whilst allowing existing particles to continue

Tweening
  • Fixed UpdateTweenText, UpdateTweenChar, UpdateTweenObject, and UpdateTweenCamera not doing anything

Sharing
  • Fixed ViewFile, ShareText, and ShareImage causing a crash when exporting for Amazon or Ouya
  • Fixed ViewFile, ShareText, and ShareImage causing a crash when used in Tier 2 on Android

Sound & Musi
  • Added SetMusicSystemVolumeOGG to control global volume for OGG music files
  • Fixed StopSound(0) not resetting all the instance counts for GetSoundsPlaying and GetSoundInstances
  • Fixed OGG music not resuming on iOS after the app has been in the background
  • Fixed PlayMusicOGG failing to loop in some cases
  • Fixed GetSoundInstancePlaying taking up to a second to register the end of a sound instance on Android
  • Made Android pad any sounds that are shorter than 175ms with silence as they wouldn't play on some devices if they were shorter than this

Shared Variables
  • Added an error message if SaveSharedVariable is used with a variable name that is too long on iOS
  • Fixed Android shared variables not working across multiple apps
  • Note that this version will not be able to access shared variables saved with a previous version on both Android and iOS
  • Removed the requirement to set the SharedUserID on Android for shared variables

Adroid Platform
  • Added SetImmersiveMode command to hide the navigation bar on Android 4.4 and above
  • Fixed some Android devices not registering touch move events
  • Amazon and Ouya exports now have a minimum Android version of 4.0.3 to match their devices, Google export remains at 2.3.3
  • Added quotes around the keystore and alias passwords when signing APKs so that special characters don't cause an error
  • SetRawWritePath now works on Android, allowing you to set the write path to the public sdcard folder
  • Changed GetDocumentsPath on Android to return the path to the public sdcard folder (which usually isn't an actual sdcard)

Drawing
  • Fixed DrawBox freezing the app on Windows if the window is minimized

Local & Push Notifications
  • Fixed local and push notification icons appearing as a white square when targeting above API 19 on Android
  • Added notification icon field to APK export dialog to chose your own notification icon

iOS Platform
  • Fixed iOS alarms and phone calls preventing the app from playing sounds and OGG music when it resumes

Linux Platform
  • Fixed Linux IDE not being able to open the PDF DLCs from the menu
  • Removed PlayMusic on Linux to support a wider number of releases. Use PlayMusicOGG instead

Adverts
  • Updated Chartboost SDK on Android to 6.4.2
  • Updated Chartboost SDK on iOS to 6.4.7

QR Codes
  • Fixed EncodeQRCode not producing the correct QR image
  • Fixed DecodeQRCode not returning the correct text for a QR image


Help
  • Added an extract from the Tutorial Guide to the help files
  • Updated the developer tips section of the help files for the latest changes

We hope you find this new update useful and if you have any feedback then please post in the online forums.

The AppGameKit Team
AppGameKit Classic: Easy Game Development - Lee Bamber [DEV]
We are pleased to announce that the AppGameKit Official Tutorial Guide and Beginners Guide have been updated by the author Alistair Stewart and will be automatically updated on your system the next time you log into your Steam account.  The revision is marked July 2016 in the revision notes for those who want to know which version of the book they own.  The AppGameKit Tutorial Guide is crammed with everything you will need to learn AGK Tier 1 from scratch and is a valuable resource for the budding app developer.



You can find out more by following this link: http://store.steampowered.com/app/345720/
AppGameKit Classic: Easy Game Development - Lee Bamber [DEV]
We are pleased to announce that the AppGameKit Official Tutorial Guide and Beginners Guide have been updated by the author Alistair Stewart and will be automatically updated on your system the next time you log into your Steam account.  The revision is marked July 2016 in the revision notes for those who want to know which version of the book they own.  The AppGameKit Tutorial Guide is crammed with everything you will need to learn AGK Tier 1 from scratch and is a valuable resource for the budding app developer.



You can find out more by following this link: http://store.steampowered.com/app/345720/
AppGameKit Classic: Easy Game Development - Lee Bamber [DEV]
You've been treated to many 2D asset packs, but we are pleased to bring you the first 3D Asset Pack for AppGameKit, which specifically targets the need for VERY low polygon and low memory textures for the widest device compatibility.



When developing 3D games and apps for mobile platforms, sourcing models that use polygons optimally is vital to ensure the best possible performance. Included in this DLC are over 250 low polygon 3D models, complete with diffuse, normal and specular textures, ready to drop into your project.

The assets are subdivided into eight categories, and provide an ideal starting point for your 3D game or app in those genres including:

CARTOON - Designed with a cartoon style, these items are exaggerated for effect
DRIVING – Does not include vehicles, but does have the road furniture and collectables
HORROR – Create a creepy horror game with this grave selection
JUNGLE – Fruit and weapons of the jungle feature heavily in this category
SHOOTER – Grab those essential boxes and barrels, the staple of every FPS game
SILLY – if it’s wacky and random, it’s here and covers items from teddy bears to TVs
SPACE – Put yourself into outer space with asteroids, rockets and debris
WAR – If it explodes, it can be found in this collection of the items of war

The model files are stored in the DirectX file format (.X) and the image and texture files stored as PNG file format.

For more information about creating 3D games and apps in AppGameKit, please visit the official forum linked here: https://forum.thegamecreators.com/board/41

As you might expect with all our asset packs, they are royalty and licence free, which means you can use them in your own personal or commercial applications without worrying about copyright or other restrictions.  It's worth stating clearly that these models are extremely low polygon and low texture sized, and are not models you should use if you wanted to create a modern 3D game which would require a higher polygon count, larger textures and a greater impact on device performance.

As this is our first 3D asset collection for AppGameKit, we would very much like to hear from you if you experience any issues from using this pack, and you can contact us directly via our Live Agent support system which is the green tab button to the right of the main website page: https://www.appgamekit.com/

 
AppGameKit Classic: Easy Game Development - Lee Bamber [DEV]
You've been treated to many 2D asset packs, but we are pleased to bring you the first 3D Asset Pack for AppGameKit, which specifically targets the need for VERY low polygon and low memory textures for the widest device compatibility.



When developing 3D games and apps for mobile platforms, sourcing models that use polygons optimally is vital to ensure the best possible performance. Included in this DLC are over 250 low polygon 3D models, complete with diffuse, normal and specular textures, ready to drop into your project.

The assets are subdivided into eight categories, and provide an ideal starting point for your 3D game or app in those genres including:

CARTOON - Designed with a cartoon style, these items are exaggerated for effect
DRIVING – Does not include vehicles, but does have the road furniture and collectables
HORROR – Create a creepy horror game with this grave selection
JUNGLE – Fruit and weapons of the jungle feature heavily in this category
SHOOTER – Grab those essential boxes and barrels, the staple of every FPS game
SILLY – if it’s wacky and random, it’s here and covers items from teddy bears to TVs
SPACE – Put yourself into outer space with asteroids, rockets and debris
WAR – If it explodes, it can be found in this collection of the items of war

The model files are stored in the DirectX file format (.X) and the image and texture files stored as PNG file format.

For more information about creating 3D games and apps in AppGameKit, please visit the official forum linked here: https://forum.thegamecreators.com/board/41

As you might expect with all our asset packs, they are royalty and licence free, which means you can use them in your own personal or commercial applications without worrying about copyright or other restrictions.  It's worth stating clearly that these models are extremely low polygon and low texture sized, and are not models you should use if you wanted to create a modern 3D game which would require a higher polygon count, larger textures and a greater impact on device performance.

As this is our first 3D asset collection for AppGameKit, we would very much like to hear from you if you experience any issues from using this pack, and you can contact us directly via our Live Agent support system which is the green tab button to the right of the main website page: https://www.appgamekit.com/

 
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