Posted: 23rd Aug 2011 23:55
@ Everyone.

Just ordered the AppGameKit, I have an Android phone, so plan to write and test using Windows 7 for now, then as soon as the Android platform upgrade is released (soon I hope) I will be ready to test and publish (maybe).
Posted: 24th Aug 2011 0:36
I finally got the go ahead from the wife to get AppGameKit but I had a couple questions first before I take the plunge.

1. The AppGameKit web site advertises the following devices will be supported: Android, Windows Mobile 7, Blackberry and WebOS. Will these be a part of the initial purchase price (when they are released) or are you planning on us paying additional money for each additional platform?
2. Does the Tier 1 language support Classes? If not, will they be added in the future?

I also wanted to share a concern. I am wondering if the iPhone\iPod app will be approved (hard to say with the Apple store) and I think this is a big selling point for testing games, so, that part is making me nervous.

Thanks!
Posted: 24th Aug 2011 15:05
Hey StevenP, the thing about apple is they are very strict when it comes to APPs. Its not about the AppGameKit in this case, the competition is tough when it comes to apple accepting apps for the iPhone or any of their devices. I knew a few people that made apps for the iPhone only to be turned for their months of hard work. There is no guarantees when it comes to them.

The one thing they constantly throw in your face is the "virus" issue. In fact this was brought up again just recently when they sued Amazon for the Amazon / Germany Appstore. Amazon no longer accepting apps from germany according to the August 1st info of this year.

http://www.lovefortech.com/2011/08/01/apple-lawsuit-causes-amazon-to-stop-accepting-apps-in-germany/

And if you google anything on this subject when it comes to Apple, you'll see tons of law-suits that apple has had over the past years.

My advice, don't count on making a career on making apps for anything related to apple. I'm not saying don't do it, I'm saying don't expect anything from them because there is so much competition and they turn down people by the thousands every day.

The only reason I brought up the info about the law-suits is because it goes to show their way of thinking.
Posted: 24th Aug 2011 15:26
Naaa, I don't think they turn down that many apps. If you go by they guidelines and use the tools which you are allowed to use, then the chance of getting let down is very slim. Espercially for games.
Posted: 24th Aug 2011 15:28
Steven,

you can create the player yourself (if you have a mac and a dev license) as some on this forum already did.

And Tier 1 has no classes. Simple types and no OOP.
Posted: 24th Aug 2011 17:02
Thanks, Mike. BTW, I know you from the PT days(you know who that is.) Good to see you over here.
Posted: 25th Aug 2011 0:14
Hey mike, yea I can understand that most people dont realize how many app devs there are out there. Most barely make anything off their sales.

Here is just one example as of a year ago.

http://techcrunch.com/2010/05/16/iphone-app-sales-exposed/

Now if AppGameKit pushes strong in the market, the games for apps should rise in numbers, but the "denials" will also rise as well. Its a tricky numbers game. Even my friends who all were good at what they did and sold a few apps, get denied more often then not. One of my friends in general sold one app, and tried to make more. After 200 apps later he gave up. All 200 were denied. His one app was the only one accepted. And it was the only one that was not a game.

My other two friends are also struggling.
Posted: 25th Aug 2011 12:44
This one person did 200 apps?
Not so sure if 1 person can do so many good products one after the other...
Posted: 25th Aug 2011 12:51
Its obvious that not all 200 were good as apple pointed out. But using your same logic not all could have been that bad either.
Posted: 25th Aug 2011 14:30
@StevenP: Hi Steven. Yip I remember your nickname too. I prepurchased AppGameKit because I like the simplicity and featureset of it. Atm I am working mainly with another tool where I write a book for it. By the end of the year I will dive deeper into AppGameKit to see how I can use it.

@JackDawson: Sure, there will be always denials. Only on the Android Market you can be almost 100% sure that your app goes into there and stays there. The mobile market is overcrowded anyway and making serious money with it is either like winning the lottery or you have to have quite a good amount of apps out there and in total you make good money. I see the game market shifting to a more free2play model, where you make your money through ads and IAP. Tier1 of AppGameKit doesn't support that so it will be interesting which AppGameKit games will be a success.
Anyway, at the end, it is about the game and not the tool you have used to develope it.
Posted: 25th Aug 2011 14:51
@MikeHart You just summed up what I was trying to explain. Its tough out there. The Android phone I was able to make an app for it within a few minutes once I understood the mechanics of it. All I did was use the free App Dev Kit for it. Although I have never made any money off of App Development, I do recognize what your saying about the Ads along with the Apps. A lot of people use Ad Blockers though. I am sure that has already been made for Android apps as well. You cannot do that in iPhone yet that I am aware of. Correct me if I am wrong there.

I use Ad-Block Plus for FireFox to get rid of my ads on computer. But the guy who makes it says he will not make it for other browsers. Its probably why FireFox is now leading the statistics in the browser wars.

With money tight for most folks now days, they are not spending like they used too on apps and games. And with all the indie developers out there now, its getting tougher and tougher to sell anything.

As you said, it all depends on how good the app / software is, which is becoming few and far between.
Posted: 25th Aug 2011 21:53
Mike, according to the FAQ here you will be able to have ads in your games with Tier 1 with a 1.1 update.

Source: http://www.appgamekit.com/faq.php

Q: Does it support advertising platforms like AdMob for monetisation?

A: If you use the Tier2 libraries then you can add this yourself. Apps made in Tier1 BASIC cannot access these features - but we are planning a Version 1.1 update which will add an advertising component to the BASIC language.
Posted: 26th Aug 2011 9:51
Advert support is not quite ready, so it won't make it into the next update.
Posted: 26th Aug 2011 11:31
so it won't make it into the next update.


You mean the first update, right? 'cause I'd hate to think I'd missed an update!

So... what is going to make it into the next update? Is there a list of potential added features and bug squishings?

And when will it happen? Hmmmm?
Posted: 27th Aug 2011 2:13
Is there a list of potential added features and bug squishings?


Please can we have a list of bugs fixed, please please please!

I love reading changelogs!!

I know, I'm also one of the weirdos who likes reading instructions manuals - every last word. It does mean, however, that I have to spend a lot of time writing changelogs, because I know there are people out there like me, who like to read changelogs and see what things happened to the game/program. Rift has a comprehensive changelog

Clonkex
Posted: 27th Aug 2011 5:11
lonkex


count me in as one of those "weirdos" then.. lol
Posted: 29th Aug 2011 3:25
count me in as one of those "weirdos" then


lol

Clonkex

P.S. Excluding the quote, my name, and this PS, this is shortest post ever
Posted: 2nd Sep 2011 9:29
I love agk,but I bought it so that I could Create games for windows and my mac,but I discovered that the mac agk player does not work with power macs (osx 1.5).

Is it possible to get a player for power macs?
thanks.
Posted: 6th Sep 2011 16:07
I'm a new learner from China,I knew a lot here.

Maybe someone wants learn Chinese ,please email me,I can also improve my poor English.

My Email: longkean@126.com
Posted: 8th Sep 2011 18:29
I have a quick question.

I understand that you're working on making it work for Android 2.3 and better.

Does that mean it will also work for 3.x (Honeycomb)? I would love to use it to make an app or two for Android tablets - a market that isn't exactly crowded at the moment.