Posted: 15th Aug 2011 18:06
A video made by Ravey:
Posted: 15th Aug 2011 18:27
Nice.
Posted: 17th Aug 2011 15:57
Some tutorials would be nice.
And maybe even a tutorial section on the forum.

I'm thinking like some getting started tutorials: Show background with menu buttons, how to make a game loop e.t.c.

Just small tutorials to get you started.
Posted: 17th Aug 2011 16:01
Some tutorials would be nice.


http://forum.thegamecreators.com/?m=forum_view&t=188244&b=41.
Posted: 30th Aug 2011 2:16
Is there command in AppGameKit for drawing a simple lines, circles boxes or any other geometric shapes. I can't seem to find it. Seems most of the commands are sprite based.
Posted: 30th Aug 2011 9:51
No, there's not. You could fake it by creating a 1x1 pixel image, using it as a sprite, and then creating some functions to draw the shapes you need.
Posted: 30th Aug 2011 10:55
Circles would be hard, but here's a single line drawing function...

+ Code Snippet
SetVirtualResolution(1024, 768)

` The line start and end coordinates,
` using center screen as line start point.
` The line will be drawn from a point located
` at x1#,y1# on the screen to the point located
` at x2#,y2# on the screen.
x1# as float = 512.0
y1# as float = 384.0
x2# as float
y2# as float

` This determines how wide the line is.
lineWidth as Integer = 1

` This determines what color the line will be drawn with.
` Each color value can range from 0 to 255, with 0 being
` no intensity, and 255 being maximum intensity for that color.
` The three values (red, green, blue) are combined to make
` the final color.
lineColorRed as Integer
lineColorGreen as Integer
lineColorBlue as Integer

` This determines the transparency of the line, and can
` range from 0 (totally transparent) to 255 (totally opaque).
lineColorAlpha as Integer = 255

` Load the one-pixel image, make a sprite from it, and position the sprite.
` The variable pixelSpr is set to global because it is used by our function.
global pixelSpr

` The image should be a single white pixel. You can make this in MS Paint
` or any other drawing program. It can be a .png, .jpg, or .bmp format.
pixelImg = LoadImage("Pixel.png")

` This creates the sprite, using the loaded pixel image.
pixelSpr = CreateSprite(pixelImg)

` This locates the sprite at our starting coordinate.
SetSpritePosition(pixelSpr, x1#, y1#)

` Main program loop.
do
    
    ` This checks to see if the pointer has been clicked/pressed and then released.
    ` The pointer will be the mouse on a computer, or your finger on a tablet.
    if GetPointerReleased()

        ` This captures the screen coordinates of where the pointer was when it was released.
        x2# = GetPointerX()
        y2# = GetPointerY()

        ` This picks a random color for the line.
        lineColorRed = Random(0,255)
        lineColorGreen = Random(0,255)
        lineColorBlue = Random(0,255)

        ` This picks a random width for the line.
        lineWidth = Random(1,10)

        `This calls the function that resizes the pixel and points it at the pointer location.
        drawPixelLine(x1#, y1#, x2#, y2#, lineWidth, lineColorRed, lineColorGreen, lineColorBlue, lineColorAlpha)

    endif
    
    Sync()
    
loop

` Drawing the line. Note that this function as written only works for drawing one line/sprite. It would certainly
` be possible to put more lines on the screen, but this function only does one.
function drawPixelLine(x1#, y1#, x2#, y2#, lineWidth, lineColorRed, lineColorGreen, lineColorBlue, lineColorAlpha)

    ` Distance is from the first coordinate pair to the second pair.
    ` We'll use it determine how far we stretch the sprite.
    distance# as float

    ` Angle is the direction we point the sprite. The sprite points from
    ` the first coordinate pair to the second coordinate pair.
    angle# as float

    ` Calculate the distance.
    distance#=sqrt((x1#-x2#)^2+(y1#-y2#)^2)

    ` Calculate the angle, and adjust it to point correctly.
    angle#=ATAN((y1#-y2#)/(x1#-x2#))
    if x2# <= x1# then angle# = angle# - 90.0 else angle# = angle# + 90.0

    ` Stretch the sprite to have a width equal to our line width value,
    ` and a height equal to the distance between coordinate pairs.
    SetSpriteSize(pixelSpr, lineWidth, distance#)

    ` Offset the origin and position of the sprite to account for the stretching.
    SetSpriteOffset(pixelSpr, 0, distance#)
    SetSpritePositionByOffset(pixelSpr, x1#, y1#)

    ` Point the sprite at the target location.
    SetSpriteAngle(pixelSpr, angle#)

    ` And make the sprite match our color choice!
    SetSpriteColor(pixelSpr, lineColorRed, lineColorGreen, lineColorBlue, lineColorAlpha)
    
endfunction
Posted: 30th Aug 2011 14:57
"Sprites are always exciting"

LOL
Posted: 30th Aug 2011 23:11
Just a thought.

What if you take the 1x1 pixel sprite, and stretch it on the X axis, (if that is possible), then you get a line. Then you rotate the sprite, to get non horisontal or vertical lines. You would have to make a fuction to calculate the x and y pos for the start and end of that line, to make it go from where you want it to start to where you want it to end, and use it to draw lines that takes only 1 sprite each ?
Posted: 30th Aug 2011 23:17
ops... never mind my last post, haha, I actually suggested the same as Rich, I did not read his Code Snippet, before i posted.. oh well, good to know I were thinking the same way
Posted: 31st Aug 2011 19:34
It might be possible to leave time / Getting started with AppGameKit to Natiuve c + + with Meego, Bada, mac, ios.
Posted: 8th Sep 2011 13:25
I can't see the movie. what a pit!
Posted: 9th Sep 2011 8:43
I don't know if this is the right thread for this question but here goes... working on a cribbage game in AppGameKit on computer 1 and every thing is working well - but I can only run the program in the AppGameKit editor. I have tried all three compile commands but do not get a stand alone exe file. I want an exe file that I can drag to my desktop and then be able to run the the program out side of AppGameKit on the same computer 1 with out activating AGK. What am I missing? The qustion boils down to does AppGameKit ever create a stand alone exe file on computer 1 and if so where is it stored?
Thanks for any help!
Posted: 9th Sep 2011 10:49
One is made and put in your project folder. You can then run the game from there.
Posted: 9th Sep 2011 19:11
This means it can only be run from the folder?
This means I can not run the exe file from my desktop?

Does this mean I can not copy the exe file from computer 1
to computer 2 desktop and run the program on computer 2 which
does not have AppGameKit installed.
Posted: 9th Sep 2011 21:26
oes not have AppGameKit installed.


No, that is exactly NOT what it means.

On a Windows computer, you can either compile the AppGameKit BASIC code, or compile your C++ code.

Either way, you can put the .exe file on whatever computer you like.

You just have to remember to put the other files along with your .exe file.

For the BASIC version, you must have the media AND the bytecode file inside the media folder, and the media folder must be in the same location as the .exe file.

For the C++ version, you don't need a bytecode file, just the .exe file, and whatever media your program uses.

I'm not 100% sure, but I don't think the C++ version requires the media folder, just the media.
Posted: 9th Sep 2011 21:36
For Tier 1 you'll also need the setup.agc file as well, otherwise your app will run in an odd sized window.
Posted: 9th Sep 2011 21:42
Bursar - oops, yeah, I forgot about that file. That IS an odd sized window.
Posted: 18th Sep 2011 20:35
Where i can choose which version to buy and how to install on Mac?
Thx.
Posted: 19th Sep 2011 1:40
@Gekko, ha, so you to have stumbled across this SDK... Its Funnell7 here, was a member of the previous SDK you was with... Have you messed about with the Trial yet? I've successfully ported BoxShot to AppGameKit and its sooo simple, I am amazed how much more advanced AppGameKit is... Hows Street Karate Fighter Going?