Posted: 5th May 2018 12:08
Wouldn't it be better to concentrate on a source base that is compatible with Cmake for Windows, MacOS and iOS and Android? This would easily allow to link from Python, Delphi, Borland C++ and many more.
Posted: 5th May 2018 14:04
I'm not familiar with cmake, but I don't see how it would really change anything relating to this project except for how the compilation of the pyd file is done. The pyd is essentially just a Tier 2 project.
Posted: 6th May 2018 12:18
Aren't you using boost/python?
Posted: 6th May 2018 16:50
No, this doesn't use Boost Python.
Posted: 13th May 2018 12:19
Will there be a Version of the Visual Editor that creates Python Tier 2 code?
Posted: 14th May 2018 7:32
I don't have the Visual Editor so I don't know how it works or how the outputted code looks. If I get it sometime, I will look into it.
Posted: 28th May 2018 0:25
For those interested, I've release a new version of the PYD. The full devlog entry can be read at itch.io.

Summary:
* Added an Application class that handles the creation and destruction of the AppGameKit window. An instance of this class should be used in a with block and is recommended instead of using the create_window and destroy_window methods.
* Renamed draw_text method to print_value to avoid confusion with AppGameKit's new DrawText command.
* Renamed set_draw_text_color, set_draw_text_font, set_draw_text_size, and set_draw_text_spacing to set_print_color, set_print_font, set_print_size, and set_print_spacing respectively.

All files on the project page were updated.

New sample code:

+ Code Snippet
import appgamekit as agk


with agk.Application():
    while True:
        agk.print_value("Hello, World!")
        agk.sync()
        if agk.get_raw_key_pressed(27):
            break
Posted: 24th Jun 2018 18:35
Just found out that AGK_python is available. Am in.
Posted: 25th Jun 2018 5:23
I've been working on a simple Wolfenstein 3D style FPS engine for this and will be releasing it on github when it reaches a more finished state.
Posted: 27th Jun 2018 0:57
unfortunately, my system is 64 bit. I couldn't download the 84bit python.
Posted: 27th Jun 2018 1:01
You can find the x86 installer here: https://www.python.org/downloads/release/python-365/
Look for "Windows x86 executable installer"
I'm on Windows 7 x64 and am using it.
Posted: 27th Jun 2018 15:14
although I did it right yesterday but still not working:

+ Code Snippet
import appgamekit as AGK 

AGK.set_error_mode(2)

AGK.set_window_title("AGK_PYTHON")
AGK.set_window_size(1024,768, 0)
AGK.set_window_allow_resize(True)

AGK.set_virtual_resolution(1024, 768)
AGK.set_sync_rate(30, 0)
AGK.set_scissor(0, 0, 0, 0)
AGK.use_new_default_fonts(1)

AGK.create_text("Hello world", 1)
AGK.set_text_size(16)

while True:
    AGK.sync()


and the message is:
"
Posted: 28th Jun 2018 14:32
@basjak:
You need to use an Application instance with your script. This handles creating and destroying the window.

(The set_text_size call also needs the text object ID as the first argument.)
+ Code Snippet
with AGK.Application():
    AGK.set_error_mode(2)
    AGK.set_window_title("AGK_PYTHON")
    AGK.set_window_size(1024, 768, 0)
    AGK.set_window_allow_resize(True)

    AGK.set_virtual_resolution(1024, 768)
    AGK.set_sync_rate(30, 0)
    AGK.set_scissor(0, 0, 0, 0)
    AGK.use_new_default_fonts(1)

    AGK.create_text("Hello world", 1)
    AGK.set_text_size(1, 16)

    while True:
        AGK.sync()
Posted: 30th Jun 2018 21:10
It works. well done for the effort.
Posted: 27th Feb 2019 13:16
I wanted to say thanks for creating this!
Over the years, I've used mostly Java/Python and recently Kotlin. I have some C/C++/Lua experience, but not much, since work always brought me to Java.
However, I really enjoy Python and I wanted to make a small game. Sadly, I don't like any Python game libraries, but this looks promising so far.

I sincerely hope TGC allow it to be updated to AGK2 so we can fully embrace Python game dev with AGK2 and make awesome projects. I'm interested in 2D only, so this is perfect.
Currently making a shooter with Tyrian2000 as inspiration.

Good luck and thanks again!
Posted: 2nd Mar 2019 2:16
I love this. Python is so much fun to program with, and even more so when combined with the AppGameKit command set. It just fits nicely. It's refreshing developing with AppGameKit + OOP whilst not having to worry about the complexities of C++.

I really do hope this gets the go ahead to continue. In my opinion, python support would make a great addition to the new AppGameKit Studio product. This alone would give me a good reason to purchase the new version.
Posted: 7th Mar 2019 18:17
Great news!
TheGameCreators have informed me that AppGameKit for Python is allowed to continue long term and can keep itself updated to the latest AppGameKit Classic releases.
Posted: 8th Mar 2019 11:29
Excellent news Adam! Well done.
Posted: 10th Mar 2019 17:42
Ive updated my AppGameKit Visual Editor for Python support which allows you to run your AppGameKit Visual Editor created projects using AppGameKit Python. The update reduces the loading times and should be 2-3 times faster on start up.

It supports loading in Sprites, Text, Edit boxes, Virtual buttons, and Particles.

You can get the code for it here: https://github.com/apocolyp4/AppGameKit-Visual-Editor-for-Python

Either use the main.py file it comes with as a template or just copy these files into the root of your existing project:

VisualEditor.py
VisualEditor_Image.py
VisualEditor_Scene.py
VisualEditor_Scene_Entities.py
VisualEditor_load.py
VisualEditor_properties.py
VisualEditor_utilities.py


The README.md goes into detail on how to use it.
Posted: 10th Mar 2019 21:49
@ShaunRW: Thanks!

@apocolyp4: Thanks for sharing this!