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AppGameKit Classic Chat / Questions...unicode and integrate ability

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Clow
12
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Joined: 16th Aug 2011
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Posted: 16th Aug 2011 11:40
Hi, I'm interested in AGK.
However, it seems there is no trial version currently.
And I can't find the answers in this forum.
So I need ask first.
1. Does AppGameKit support unicode? like Japanese and Chinese...etc
2. I known use the Tier 2 can integrate AdMob and OpenFeint via native code, then how about In-App Purchase and GameCenter?
Thanks a lot.
MikeHart
AGK Bronze Backer
20
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Joined: 9th Jun 2003
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Posted: 16th Aug 2011 12:06
Just like Tier 2 can integrate Admob and Openfeint, it can add any fucntionality you, as the developer, is able to add to it.
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 16th Aug 2011 14:55
T1 (BASIC) does not support unicode and in the next build it will actively strip any unicode characters (UTF8) from the source to avoid confusion. T2 (C++) does allow unicode if you use your own string handling functions, though the string handling within the AppGameKit T2 functions remain ASCII.

I drink tea, and in my spare time I write software.
Clow
12
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Joined: 16th Aug 2011
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Posted: 16th Aug 2011 16:26
Thanks to all reply.
Because our project using another 2D engine(Lua based) now.
But we also want the native SDK support to integrate other library, cross-platform and unicode localize.
The AppGameKit seems promising.
Could you please explain how the "your own string handling functions" works?
Specifically on the iOS.
Airslide
19
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Joined: 18th Oct 2004
Location: California
Posted: 16th Aug 2011 22:07
In Tier 2 you'd be using C++, so you can use whatever system of arrays/string objects you want to represent strings, you just won't be able to use AGK's string manipulation commands on them (and if you wanted to pass them to any AppGameKit function you'd have to convert them to a char array)
Clow
12
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Joined: 16th Aug 2011
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Posted: 16th Aug 2011 22:24
Thank you for your reply.
Does that mean I can't display the unicode localize text on the screen via CreateText(...)?
Airslide
19
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Joined: 18th Oct 2004
Location: California
Posted: 16th Aug 2011 23:27
No, I'd imagine not. You could however roll your own bitmap font system or create images for the text you require. The second option was common in old games, like Wolfenstein 3D, when they needed to be translated to a language that required more characters.
Clow
12
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Joined: 16th Aug 2011
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Posted: 17th Aug 2011 00:09
Understood.
Maybe I could use this tool to solve my needs.
http://www.angelcode.com/products/bmfont/
Thanks a lot.

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