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AppGameKit Classic Chat / agk and dbpro

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mihaid
12
Years of Service
User Offline
Joined: 24th Feb 2012
Location:
Posted: 22nd Aug 2012 10:28
Hello,

Question:

How difficult its to move a game from Dark Basic Professional in AppGameKit, and put on Internet web ??

Mihai
Van B
Moderator
21
Years of Service
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 22nd Aug 2012 11:03
It depends on the game and how you've programmed it. I mean, AppGameKit is akin to DBPro, the command syntax is very similar, there are some formatting differences as well - arrays use square brackets for example. If your taking a sprite based DBPro game and transferring it into AppGameKit, then it wouldn't take long at all.

One annoying thing I discovered yesterday though, AppGameKit doesn't have byte access when dealing with files! - so if you have a complex level file format for example, you might have to change that, like use integers instead of bytes. Little things like that crop up, but really there is no need to procrastinate, better to just get stuck in and deal with issues as they come.

Health, Ammo, and bacon and eggs!
Digital Awakening
AGK Developer
21
Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 22nd Aug 2012 11:37
You can't make AppGameKit games running in a web browser yet. If that's what you intend. An upcoming feature. As well as 3D.

Also, drawing sprites is slow in AGK.

baxslash
Valued Member
Bronze Codemaster
17
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Joined: 26th Dec 2006
Location: Duffield
Posted: 22nd Aug 2012 15:06
Since when is drawing sprites slow in AppGameKit? Did I miss a meeting?

I can draw literally hundreds of sprites without a noticeable slowdown...


this.mess = abs(sin(times#))
Hodgey
14
Years of Service
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Joined: 10th Oct 2009
Location: Australia
Posted: 22nd Aug 2012 15:51
Quote: "Since when is drawing sprites slow in AppGameKit? Did I miss a meeting?"

Well, you've been on holidays for a few days. In all seriousness, I have experienced a bit of 'jumping'/'jittering' when drawing sprites in AGK. I was able to fix this in DBP by using vsync however, this trait only seems to be on windows. The exact same code broadcasted to a mac machine will display everything running smoothly, without any jumping/jittering sprites. But this might be fixable with the new drawsprite/rendering commands. I'll have to experiment more when I find the time.

Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 22nd Aug 2012 16:03
Quote: " Since when is drawing sprites slow in AppGameKit? Did I miss a meeting? I can draw literally hundreds of sprites without a noticeable slowdown..."


Been that way since the start. That's why we didn't have a draw sprite command at first. However, if you draw all with the same image it's fast.

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