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AppGameKit Classic Chat / App Developers Group

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Hodgey
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Posted: 4th Sep 2011 00:05
Quote: "WIP post started for ADG Arcade here:"

I'll go check it out.

baxslash
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Posted: 11th Sep 2011 12:01
I've just added a link to the first post for an MSI "Code Signing" utility which can be used to add a code signing certificate (if you have one) to the installer for your game. I made this utility for applying the free code signing certificate provided by AppUp to my games. I've also included all the source code in case anyone wants to make any changes to it!

Rich Dersheimer
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Posted: 11th Sep 2011 12:04
Very cool, thanks baxslash!

Martin Donat
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Posted: 13th Sep 2011 12:16
I want to be in !

I can test games on my PC with Windows XP, Xperia X10 Mini Pro(Android) , Xperia X8 (ANdroid) and Nokia N900(MeeGo).

the leader of Mouseking studio

baxslash
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Posted: 13th Sep 2011 12:18
Welcome Martin Donat!

baxslash
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Posted: 13th Sep 2011 15:25
Thanks to KISTech we have a new article on his experience of the recent "Ludum Dare" competition which he entered with his game "The Getaway Car".

Anyone interested can read this article in the "Inside ADG" section of the ADG website! We Dare!

Hodgey
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Posted: 13th Sep 2011 23:18
I just read it and thought it was fantastic! That makes two articles in two days, not bad. So, who's doing one for Wednesday?

Bursar
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Posted: 14th Sep 2011 00:44
Is it worth maybe having a tutorial section on the site? I don't know how much of a mix of different languages people are using at the moment, but I'd have thought currently it will be AppGameKit Tier 1, followed by DBP, and then possibly AppGameKit Tier 2.

But if people have some code or tips that they're willing to share (and they can be presented in a way where they're fairly language agnostic - or at least easy to port), then it could become a useful resource.

Additional areas for tutorials could be in the graphics and sound departments.

I don't mind writing up some stuff on the maths I used in the movement code of Rocks From Space. I think that style of rotation and thrust is reasonably well understood by most, but it can be confusing for beginners. It's all done with maths too - there are no physics commands being used so it should be fairly easy to convert to any language.
baxslash
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Posted: 14th Sep 2011 00:45
Quote: "That makes two articles in two days, not bad."

Did the other one get a mention? If not it's a new article by Steve Vink about AppUp: Why we Love Intel AppUp for Games and Applications

Quote: "So, who's doing one for Wednesday?"

I don't know, are you busy?

Hodgey
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Posted: 14th Sep 2011 00:58
Quote: "I don't know, are you busy?"

*Checks calander: blank* Umm yes I'm very busy, yep uhh sorry I'm got a lot going on at the moment.

Seriously though I wouldn't know what to talk about since I haven't even completed a single app yet. I'll start brainstorming.

baxslash
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Posted: 14th Sep 2011 01:25
I was joking but if you want to write something I'd be happy to look it over

Davee
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Posted: 14th Sep 2011 02:45
I'd like to join too.

I got 8 years with Visual Basic 6
6 years VB.Net.
Not sure either of them are going to be much advantage, from what I have seen there is only a loose 'Basic' language connection between them.

I can test of Windows 7 Home Premium
Windows XP SP3

Of all the things I've lost, it's my... my... oh darn it.
baxslash
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Posted: 14th Sep 2011 10:41
Hi Davee! Welcome to the group.

I think you'll find AppGameKit very easy to use. There are similarities between most languages that always help.

I'll add you to the list...

Hodgey
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Posted: 14th Sep 2011 11:20 Edited at: 14th Sep 2011 11:23
Quote: "I was joking but if you want to write something I'd be happy to look it over"

I know I'll see what I can come up with.

Edit: I forgot to answer Bursar's post
Quote: "Is it worth maybe having a tutorial section on the site?"

That's a good idea Bursar except the website is aimed at the consumer and not developers so tutorials would probably serve their purpose better on these forums instead of the website.

Bursar
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Posted: 14th Sep 2011 12:37
OK, no problem. Was just a thought
baxslash
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Posted: 14th Sep 2011 15:32
Hi all,

We have discussed this earlier and made the decision that the previously named "TGC AppUp Developers Group" should be re-named "TGC App Developers Group" to allow us to expand into the new markets made available by AGK. In line with this TheSlayer has generously updated the logo / banner and signature images which are linked in the first post of this thread (and the original)!



I hope you are all happy with this slight change which will also be reflected in future newsletter articles.

Cheers,
baxslash

Rich Dersheimer
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Posted: 14th Sep 2011 16:13
I should really change my sig. Especially since AppGameKit Particle Sandbox is dead in the water until they fix the command limit bug.

*starts up photoshop*

DaveP
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Posted: 15th Sep 2011 22:42
I would like to join the group!
baxslash
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Posted: 16th Sep 2011 00:37
Welcome davep!

baxslash
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Posted: 16th Sep 2011 14:15
Also welcome Space Dream Studios!

This is our first member with a published iTunes App!!

Space Dream Studios
-GraviFlyer


@Batvink, any chance we can open up an iTunes platform area on the website sometime soon?

Space Dream Studios
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Posted: 16th Sep 2011 14:54
Hi at all!
baxslash
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Posted: 16th Sep 2011 15:09 Edited at: 16th Sep 2011 15:10
Hi SDS!

I see you sorted your signature, you can get it to link to your site or the game on iTunes by enlosing the image part of the signature in:

Quote: "[url.=http://www.yoursite.com/][img.]yourimage[/img.][/url.]"

(just take out the dots)

Space Dream Studios
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Posted: 16th Sep 2011 16:07 Edited at: 16th Sep 2011 16:16
Thanx baxslash!

baxslash
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Posted: 17th Sep 2011 20:18
Just bought GraviFlyer, it plays really nice! Great work SDS!

Good review coming your way

Space Dream Studios
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Posted: 17th Sep 2011 20:58
Thanx bax!

Agentleo
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Posted: 18th Sep 2011 20:41
I'll be sure to check this group out in the next few days. I have been a registered meego dev for over a year , and have been looking at the agk as a solution for game development with meego.

Just a noob trying to grind in this game called life.
baxslash
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Posted: 19th Sep 2011 11:05 Edited at: 23rd Sep 2011 13:36
Hi @Agentleo, nice to have you aboard. Not sure we have many Meego developers yet...

I'll add you to the list.

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baxslash
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Posted: 23rd Sep 2011 00:38 Edited at: 23rd Sep 2011 00:47
I've been working on my AI system for Zombies versus Marines in "The Last Chance" which will be in AppGameKit now. The basic AI is pretty nice.

I can have up to twenty marines and a hundred zombies (no animated sprites yet) with no slow down as the basic system is super simple. Next I'll be adding obstacles and waypoints but here's a quick screenshot:


EDIT: Here's a Demo with a squad of five men, 100 zombies should be no problem... Demo!

Controls:
Drag to select green guys
Click to send them to a position

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Hodgey
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Posted: 23rd Sep 2011 11:33
"Impressive...Most Impressive" That's actually quite awesome baxslash. Is it a combination of the physics commands as well as your own AI functions?

baxslash
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Posted: 23rd Sep 2011 11:39
Quote: "That's actually quite awesome baxslash. Is it a combination of the physics commands as well as your own AI functions?"

Thanks Hodgey! Yes I'm using Physics so I don't need to worry about collision and my own AI system for controlling everyone. The system will get a little more complex but shouldn't get much slower...

I'm adding in animations now for a bit of fun. I tried 300 zombies last night and my troops performed admirably! I'll be playing around a LOT with the settings but I'm quite pleased so far.

The waypoint system is next for navigating obstacles. I'd like it to be dynamic so it doesn't matter where I place map objects but I'll have to see if I can achieve that.

Hodgey
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Posted: 23rd Sep 2011 11:46
Quote: "I tried 300 zombies last night and my troops performed admirably!"

You should try re-enacting the battles of 300. 300 Spartans VS 1,000,000 Persians...well maybe start with 300 VS 1000.

Quote: "The waypoint system is next for navigating obstacles."

I've always wondered how to do this. I occasionally sit down and think about how to create a path finding system. Let me know how you go baxslash.

baxslash
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Posted: 23rd Sep 2011 11:58
1,000,000 might be a bit much

Quote: "I've always wondered how to do this. I occasionally sit down and think about how to create a path finding system. Let me know how you go baxslash."

Me too! I will share if it works nicely. A nice simple path finding simple would be very handy for AGK...

Hodgey
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Posted: 23rd Sep 2011 12:20
Quote: "Me too! I will share if it works nicely."

If you do I will effectively apply Rule #269!

baxslash
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Posted: 23rd Sep 2011 12:42 Edited at: 23rd Sep 2011 12:43
Quote: "If you do I will effectively apply Rule #269!"

Which one was that?

Here's another screenshot with 20 marines, 300 zombies and fully animated at 60fps on my crappy workstation



I doubt I'll really allow 300 zombies in any one area but you get the idea...

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Hodgey
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Posted: 23rd Sep 2011 13:07
Quote: "Quote: "If you do I will effectively apply Rule #269!"
Which one was that?"

Number 269! Here it is.

Quote: "Here's another screenshot with 20 marines, 300 zombies and fully animated at 60fps on my crappy workstation"

That's looking really good, very much like an RTS (I suppose that's the idea?). The real test will be to see how well it runs on mobile devices but right now I think it will run fine.

baxslash
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Posted: 23rd Sep 2011 13:15
Quote: "That's looking really good, very much like an RTS (I suppose that's the idea?)."

Yeah, Id like to have the option to control a single character for some missions but I'll see how it goes...

Quote: "The real test will be to see how well it runs on mobile devices but right now I think it will run fine."

Again I won't know until the darned player becomes available

Hodgey
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Posted: 23rd Sep 2011 13:18
Quote: "Again I won't know until the darned player becomes available"

What I don't understand is how it was approved for the Mac store but denied for the iOS Store. I guess they have different validation rules.

baxslash
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Posted: 23rd Sep 2011 13:38
I've just updated the download: Demo update!

This one has animations and muzzleflash but no death animations or blood... yet

Hodgey
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Posted: 23rd Sep 2011 13:48
Just had a go and it's quite fun but I always lose 2 men. I start off with 10 and at the end I have 8. I must re-strategise. I can see the outlines of a game here baxslash.

Funnell7
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Posted: 23rd Sep 2011 14:06
Baxslash, thats actually amazing. Very impressive... If you changed it so that left click moved your men and right click made them shoot, you'd have a remake of Cannon Fodder!!! And that was an amazing game! Good work...
baxslash
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Posted: 23rd Sep 2011 14:17
Thanks Funnel7

Cannon Fodder was kind of what I'm aiming for, sort of. I don't want to use right click though as ideally I'd like it to work well on iOS too. I also want the marines to be relatively self-sufficient so you can send some off to a location and then go and check on another group elsewhere on the map... with that in mind they need to decide when to shoot for themselves.

baxslash
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Posted: 28th Sep 2011 17:44 Edited at: 28th Sep 2011 17:45
I have (other than having a minor panic attack) been working on my waypoint system for my RTS. Here is a quick screenshot of some randomly created obstacles with automatically created waypoints and nodes.



Now I just need to make my "Best Path" algorithm

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MrValentine
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Posted: 28th Sep 2011 22:06
Quote: ""I would like to join the group!""


I thought I already posted on this thread? is this a new thread?

baxslash
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Posted: 28th Sep 2011 22:27
Quote: "I thought I already posted on this thread? is this a new thread?"

This one is for AppGameKit but pretty much the same group, sorry if I missed your name!

MrValentine
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Posted: 28th Sep 2011 22:55
Confusion...

baxslash
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Posted: 29th Sep 2011 14:36 Edited at: 29th Sep 2011 14:39
For anyone that is unaware there are two new utilities available which are useful to AppGameKit developers for creating sprite sheets:
Model-2-Sprite
...and...
SpriteMe

Both are made by ADG members @matty halewood and @hockeykid respectively. Well done guys! Nice to see some healthy competition, personally I'm tempted by the combo offer

EDIT: Sorry for the confusion MrValentine, I keep thinking we should make just one thread the current one but I'm at a loss as to how we can make DBP and AppGameKit users both aware otherwise... anyone know if we can create a single 'sticky' in more than one forum area?

baxslash
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Posted: 29th Sep 2011 19:17
pffft... doing Dijkstra's algorithm in AppGameKit is giving me a headache!

I already looked for a simple version to edit but I figured it might be better if I understood the code 100% so I'm trying to get my tiny brain around the concept and get it to display at the same time... not easy.

Hopefully I'll have some nice AppGameKit code to share for waypoint systems when I'm done though

BatVink
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Posted: 30th Sep 2011 18:36
Do you have a copy of this...



baxslash
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Posted: 30th Sep 2011 18:38 Edited at: 30th Sep 2011 18:57
I have something similar but thanks Batvink, I'll take a look. Might be I've introduced something stupid!

EDIT: Currently it produces the best route about 19 times out of 20, the problem is sometimes it seems to miss some nodes out completely... I'll work it out

baxslash
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Posted: 2nd Oct 2011 23:39 Edited at: 2nd Oct 2011 23:41
Finally fixed my waypoint algorithm!

I'll tidy up the code and add a little more functionality then I'll post the basic system.

Using the code can be as simple as this for adding some rectangular obstacles (waypoints added automatically and any clashing waypoints are deleted automatically):


Then to check for the fastest route and store the path in an array just call:


You can then use the contents of the temporary path array to tell your AI characters where to go. I'll be adding to the code a lot but the basic code could save a lot of messing around translating other path finding systems as it's in AppGameKit Basic already

I'll post the code once it's cleaned up.

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