Posted: 17th Aug 2011 11:05
w00t! I've got a sprite on screen! What more do you need!!

Once I've played with it for a couple of weeks (stop the sniggering) then I might be able to tell.
Posted: 17th Aug 2011 11:09
I wished the IDE would run native on the Mac, and you could launch the game similar to what you can do on the PC. Then you would really have something!
Posted: 17th Aug 2011 14:04
Is there any way to get the GetDirectionX() and GetDirectionY() commands when using the PC keyboard to NOT slowly increase/decreate till they get to their final values? It's not very intuitive when using the cursor keys as there is a delay in stopping movement. (For example, If I was to do this...
+ Code Snippet
   XMove# = GetDirectionX()
   If XMove# > 0.0 Then XMove# = 1.0
   If XMove# < -0.0 Then XMove# = -1.0

The player would start moving right away, but there would be a seconds delay until the player stops moving. Not good)
Posted: 17th Aug 2011 15:19
I'm loving it so far, only had time for a little play though.
One thing I think would be helpful in the editor would be a list of user created functions which when clicked would jump to that part of the source.
I'm still very impressed with it so far and can't wait to get some games running in it.
Posted: 17th Aug 2011 16:46
Is there any way to get the GetDirectionX() and GetDirectionY() commands when using the PC keyboard to NOT slowly increase/decreate till they get to their final values?


Since the GetDirection commands are cross platform they attempt to copy what an accelerometer would produce, so that the game behaves as similarly on a mobile device as it would on the PC.

You can use the GetRawKeyState commands to detect the arrow keys and then use an alternative method on mobile devices if GetKeyboardExists returns 0 (none) or 2 (on-screen keyboard).
Posted: 17th Aug 2011 17:33
You can use the GetRawKeyState commands to detect the arrow keys and then use an alternative method on mobile devices if GetKeyboardExists returns 0 (none) or 2 (on-screen keyboard).

Ah ha! That works spectacularly! Thanks.
Posted: 17th Aug 2011 17:56
First thought was: Oh man, now I have to learn something new and start all over again!

Second thought: Wait a minute man, this is too easy.

Third thought: Watch out suckers, my game is gonna rock!

Fourth thought: Oh man, I have to figure out how to publish my game to Apple's store, because I don't have a Mac.

Fifth thought: I really hope TGC comes through with a publishing deal for us, so we can spend our time coding in AppGameKit instead of jumping through Apple hoops.

Sixth thought: I better stop worrying about publishing my game, and focus right now on creating it.

Final thought: This is the best $80 I ever spent, because this thing is freaking awesome!!!



Seriously though, the AppGameKit is a great product, and the first release is an outstanding job by TGC.
I am so glad I was able to get this now so I can learn it from the ground up before the command list gets expanded too much.
This is really easy to pick up if you have any coding experience in any language, but I am sure it is easy for those who do not have a lot of coding experience.
The documentaion is great (other than calling the ASCII text values ScanCodes ), and I am rolling along much faster than expected.
My code is getting a bit complex at this point even though it is less than 200 lines, but I am commenting like crazy, so...

Bottom line: I have never had such fun programming as I am having with the AppGameKit, and having fun is what it is all about!

THANKS TGC!!!
Posted: 17th Aug 2011 18:17
Perfect!, Perfect!, Perfect!... In this moment I am doing my project, well, I was with all the graphics and sound ready, only awaiting the release. Very easy and Fast... same no experience with DBpro. It's everything that I Expected, It was worth every penny. Thanks for all, TGC. Woooooo!!!!!! My eight months of waiting paid off, since December, I follow the forum, I follow the newsletter, later, the TGC Facebook Group all days, waiting for this moment !!!!! Congratulations TGC Team !!!!!
Posted: 17th Aug 2011 21:45
This is definitely an great tool and an easy language. I love it.
I just am looking forward to TGC's publishing help and the IOS player.

V2 will be great. I can't wait to make games for Android.


Cheers.
Posted: 18th Aug 2011 0:44
This is a great tool and a language that is very easy to learn, especialy if like me, you have a little experience in DBP. In my opinion it's even easier to use than DBP. I have come half way on a projet in 3 days. I made the same program in 3d in DBP and it took at least more than a week.

The only thing I want is the AppGameKit player for iOS, and a feature like in DBP where the required parameters for a function was printed in the bottom left corner.
Posted: 18th Aug 2011 2:04
Not too impressed with the text rendering. Is there a utility that will create the .png and .txt file required for SetTextFontImage?
Posted: 18th Aug 2011 4:42
I can Say Just one Thing!!!
Supercalifragilisticexpialidocious!!!! Thanks for a so great and easy to use product!!! Its incredible how just whit so much little coding One can get results so fast and so easy.

Note: Just one little thing guys and this appart for my experince whit the product So far: I know You are using CodeBlocks for the IDE and I had used before. So why remove the AutoComplete Plugin (I miss it, I miss that little screen that appears when you hit Ctrl + Space!!! ) and even the CodeBlocks PlugIn support???? Sorry if some one already comment on this.
Posted: 18th Aug 2011 6:06
Seriously good job. You should be very proud of what you guys have accomplished with this. I especially appreciate the tight integration with Box2D which to me is a master stroke.

A few minor requests:

When you hit enter or mouse click in the IDE, I'd like the commands to auto-capitalize. I got used to this with GLB. So, if you typed setspritepositionbyoffset it would automatically be changed to SetSpritePositionByOffset.

I REALLY miss the command syntax displayed in the status bar at the bottom of the screen. This makes it so much easier and quicker to work, especially when it is new to you.

The documentation needs an example for every command. Also, it would be nice if the scancodes page were linked from pages that deal with keyboard input. I had to dig to find them. I would also like to have a PDF version of the manual.

I'd really like to be able to fold functions.
Posted: 19th Aug 2011 0:34
The best software I have purchased in my life!
Posted: 19th Aug 2011 1:04
Loving it!

I've already built my basic platform enginge with animated character and gravity - plus a nice little touch joystick (for movement) and button (for jump).

Can't wait for the IOS player so I can try this out.

Great work you guys!
Posted: 19th Aug 2011 4:57
Love it I think it is awesome the only thing is the ide needs the command syntax displayed on the status bar
Posted: 19th Aug 2011 23:14
Supercalifragilisticexpialidocious!!!!

I swear I was going to say the same thing when I posted earlier...but I wasn't sure how to spell it.

How do I change the icon in the upper left of the App?
Posted: 20th Aug 2011 10:57
"


I spent many, many an hour trying to work with DBPro, and create something. I never accomplished much.

After having a quick play when I got this but not being able to sit down and have a 'proper' go, I thought "I think this will be the same as DBpro for me and I won't create anything"... I followed Daniel's random number game tutorial and thought "Cool, I understood this but I'm not sure if I will be able to do something on my own.."

How wrong was I, this is incredibly easy to use... "too easy". I decided to look at the 2d board and grabbed David's frogger sprites. Apart from a few tweaks to the random generation of traffic, and trying to figure out how to move on logs the way I want, I have a fully functioning game of frogger made in a matter of hours. (Before I ask for help in getting things to work from the geniuses on this forum, I really want to figure it out on my own.)

I really can't wait to see what I can create with this, because I truly feel that I will be able to create something cool with this.
Posted: 20th Aug 2011 14:34
I spent many, many an hour trying to work with DBPro, and create something. I never accomplished much.

I think my problem was finding DBPro after it had 6 years of updates.
The command set was overwhelming, which made it a bit difficult to pick up fast.
Now, we have the luck of being able to start with AppGameKit from the start, so we can learn as we go and soak up all the new stuff as it comes.

Apart from a few tweaks to the random generation of traffic, and trying to figure out how to move on logs the way I want, I have a fully functioning game of frogger made in a matter of hours.

Awesome
It still amazes me at how many people start with Frogger, but it is more amazing that it can be cloned from scratch in less than a day.
Just goes to show how time consuming creating the graphics can be.

The only bad news about using AppGameKit is that I won't get to play with FPSC for awhile.
The FPI scripting will have a lot of new conditions and actions by the time I get back to scripting in that, so I'll be a bit lost.
I was still trying to play catch up on the changes to the FPI with the v117.
Posted: 21st Aug 2011 1:50
Now, we have the luck of being able to start with AppGameKit from the start, so we can learn as we go and soak up all the new stuff as it comes.


Yes I'm sure this is part of it. I also think my brain works better in 2 dimensions

It still amazes me at how many people start with Frogger, but it is more amazing that it can be cloned from scratch in less than a day.


It amazed me even more. I didn't think I would be able to do it. Still working on my changes but it's getting closer to working as I want. My code is probably not efficient though.