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AppGameKit Classic Chat / AGK 2 Official Development Blog

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Clonkex
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Posted: 20th Jan 2015 02:05
Quote: "and just to let you know English is my only Language"


Really? lol, I always thought you were Italian. Now that I think about it, I used to think Mr. Valentine was Italian too...

MrValentine
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Posted: 20th Jan 2015 02:38
No heck no you aren't bringing me in on this Italian malarkey

gwheycs62egydws
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Posted: 20th Jan 2015 05:36
@Clonkex

I'm not shire how you could think I was "Italian"

If you could please explain how you a rice at such thought ?

to move side ways - is to move forward
Since a Strait line gets thin fast
Clonkex
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Posted: 20th Jan 2015 06:22
Quote: "I'm not shire how you could think I was "Italian"

If you could please explain how you a rice at such thought ?"


...your avatar? I have no idea. I just never thought about it before and made a random assumption

paulrobson
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Posted: 20th Jan 2015 10:26
He was hoping for some free Pizza ....
CJB
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Posted: 20th Jan 2015 11:34
Wise man say: Patience is a Virtue, but never pay full price for late Pizza!

Any chance of a progress report? This is the "AGK2 Official Development Blog" thread after all.




V2 T1 (Mostly)
Uzmadesign
Impetus73
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Posted: 20th Jan 2015 19:20
This happens when people don't say in their profile, where they are from

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
Alien Menace
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Posted: 25th Jan 2015 03:21 Edited at: 25th Jan 2015 03:47
So regarding 2.0.11. Thanks for the update (finally) but bug fixes are nice and all but when are we getting the updated 3D commands and the debugger? Seriously, this stuff is a year overdue now.

Apps published: 4
Greenwich
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Posted: 25th Jan 2015 06:38
Quote: "Anyone without the June 2010 DirectX runtime libraries installed, which includes all vanilla Windows 8+ installs, will receive the xaudio error on AppGameKit and any apps compiled through it. TGC is using XAudio 2.7 to retain XP support, but that version is no longer shipped with the default Windows 8 DirectX packages."


Hi, Windows 7 user here, who, with June 2010 runtimes installed, is still having these problems, sporadically.

I would really, really love a coherent and reliable solution to this problem. I've wiped runtimes and SDKs and related programs and then reinstalled them about ten times now, trying to get and keep this magical June 2010 runtime library in its proper place, and it's exhausting. It takes hours. And no matter which way I install which things, it's only a matter of hours before I get an XAudio error again.

And ok, I get that this is 'my fault' in some sense, in that as a developer I'm responsible for making sure I have all the prerequisites installed and working properly. But at the same time, I'm not a developer, and I bought AGK2 because I thought it would let me create some apps despite not knowing a whole lot about the inner workings of computers and devices.

I guess nothing I'm doing actually uses anything completely new to AppGameKit v2, so I could just forget the $67 I paid for v2 and forget the awesome new IDE and go back to AppGameKit v1. But the fact that that solves the problem leaves me all the more confused: if AppGameKit v1 didn't use XAudio 2.7, and worked just fine, why does AppGameKit v2 use XAudio 2.7?

Quote: "This is very simple to fix on TGC's end for the AppGameKit installer and anyone else who wishes to create installer packages for AGK-based desktop apps. I did this recently with a desktop app I deployed. You simply have to include the minimum required DirectX files from the DirectX SDK [DSETUP.dll, dsetup32.dll, DXSETUP.exe, dxupdate.cab, Jun2010_XAUDIO_x86.cab] and allow the installer to silently install them alongside the app. This only adds about 2.5MB overhead to your application and adheres to Microsoft's redistributable guidelines; then users will have no trouble running the app."


Your "very simple" is my "slightly beyond comprehension" -- can you explain how we can go about doing this? Maybe I can solve my own problem.

It's mean time. *averages*
JulesD
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Posted: 26th Jan 2015 20:18
Is the 2.0.11 download ready as I do not see it?
And just wondering if 3d animation is in the works.
paulrobson
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Posted: 26th Jan 2015 21:06
No, I think he's just giving us a heads up.

A suggestion ; the issues list https://code.google.com/p/agk/issues/list might be better split into two - one for actual defects (e.g. program bugs) and one for enhancements.

I know you can do this with the search tool but maybe actual bugs should be separated from "things I'd like in AGK" - however nice those ideas may be.
BatVink
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Posted: 29th Jan 2015 16:16 Edited at: 29th Jan 2015 16:17
[EDIT] I was on page 2 of 3, this is in response to baxslash' getImage() problem

Are you doing a renderToImage(), which in turn is attached to a non-existent sprite?

Quidquid latine dictum sit, altum sonatur
xCept
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Posted: 30th Jan 2015 05:27 Edited at: 30th Jan 2015 05:27
Quote: " Your "very simple" is my "slightly beyond comprehension" -- can you explain how we can go about doing this? Maybe I can solve my own problem."


Extract the folder from the attached ZIP and run DXSETUP.EXE. This ZIP package includes the minimum files required to take care of the XAudio issue. Install it and see if the problem is solved. The automated solution is to include these as part of the installer package and run the EXE in silent mode which will automatically install the needed files without the user's intervention.

However this indeed becomes a nuisance to have to go back in time and pull up old and unsupported files all to retain Windows XP support for the 5% or so of users still on it. To me there is no point in supporting Windows XP at this rate and it is one of TGC's biggest mistakes IMHO (they are doing the same with FPSC Reloaded). Even the most widespread applications have quit or will soon quit supporting XP, including Chrome. It is a shame that apps built with AppGameKit (promoted as a modern app development tool) will work fine on XP but not on Windows 8+ without installing additional obsolete files. Not worth it.

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baxslash
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Posted: 30th Jan 2015 09:29
Quote: "Are you doing a renderToImage(), which in turn is attached to a non-existent sprite?"

Not sure how an image can be attached to a non-existing sprite?

I was using it for RenderToImage and the image was used as a texture on a quad object (I think)...


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CJB
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Posted: 30th Jan 2015 11:57
It's been over a week since the "Coming soon" update. That's like a lifetime to some. Just sayin'

Since the Steam release, has development been taken off the boil? We had a flurry of amazing updates just prior to release and very little since.

Rick> In the absence of a dev blog on the AppGameKit site, couldn't the blog posts go here for now? A 2 line daily update would put a lot of minds at ease.




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Uzmadesign
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Posted: 2nd Feb 2015 17:45
Maybe they work on the 3D functions and physics which is a little bigger task i think.

So i am eagerly waiting.
baxslash
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Posted: 2nd Feb 2015 21:37
I imagine the debugger will come first...


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RickV
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Posted: 3rd Feb 2015 01:03
There will be an update in the next day or two!

Rick

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paulrobson
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Posted: 3rd Feb 2015 09:27
Don't nag the developers ; it's important they are happy with the fix before it goes out.

If not chaos ensues.

In my days as a junior developer, I worked on a Hotel booking system that was developed in a version of BASIC. It started off as a very simple BASIC, like Microsoft's really, but then they produced a version 2.0 which did things like named procedures, parameters and locals, not dissimilar to core AGK.

But it was a mess for ages. Things stopped working seemingly randomly, variables disappeared. 10 PRINT "Hello world" occasionally didn't work

There's not much worse than trying to debug both a program you are working on and the language it is working in at the same time.
CodeTrasher
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Posted: 4th Feb 2015 09:16
Oh gosh, I'm very pleased to see that TGC took the time to add Linux compatibility, as well. This warms the little inside me. I guess I'll soon have to break my piggy bank and invest my money into AGKv2. After reading all these improvements TGC has made (and will make) in v2, v1 is starting to look a little handicapped... I'm still happy with v1 but I bet I'd be more happier with v2.
paulrobson
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Posted: 4th Feb 2015 09:35
There is an upcoming problem in v1 related to the 64 bit binary issue, which means (OTOMH) that AGK1 iOS binaries can only be submitted from mid February onwards and can only be updated till about June.
CJB
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Posted: 18th Feb 2015 11:56
Can you confirm if the sensor commands are going to get fixed in the next update please? Oh... and a couple of extra commands to pre-load/cache admob and chartboost ads. Personally speaking, these things are more important than debugger. Thanks!

Can't wait for the next update! Keep 'em coming Paul!

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Uzmadesign
Funnell7
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Posted: 18th Feb 2015 12:04
Quote: "Oh... and a couple of extra commands to pre-load/cache admob and chartboost ads."


Apparently, this was implemented for Chartboost in Version 2.0.11...

- Modified Chartboost on Android to cache interstitials to improve loading time

I'm not entirely sure how it works, as I don't believe any new commands have been introduced, I assume the caching is done automatically somehow?

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CJB
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Posted: 18th Feb 2015 13:39
Great! Does that mean we can load an ad, and then display it at exactly the right moment? I need to do some testing this evening.

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Uzmadesign
Alien Menace
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Posted: 20th Feb 2015 02:54 Edited at: 20th Feb 2015 03:40
Quote: "Don't nag the developers ; it's important they are happy with the fix before it goes out. "


When you've been around a community a little longer, you may start to understand why there is such concern when things go quiet from the developers. In the past... and not just once, when we believed they were heads-down working on AppGameKit, they were actually working on other projects instead.... Freedom Engine, driving simulations, etc. for weeks or months at a time. Hence why AGK2 Kickstarter stretch goals are over a year behind schedule. I hope that AGK2 development is not taking a back seat to GameGuru.

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paulrobson
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Posted: 20th Feb 2015 09:31
Well, they are working on the debugger, which is non trivial, I shall be quite intrigued to see how this is done and how (if at all !) it's integrated into Geany (I wonder if GDB could be used ?)

One of the problems with a lot of the requests is that they have to be cross platform.

What I miss - it would be really nice if Log() logged to the command line output area on the IDE, and some form of conditional compilation would be nice even if it is at a single level.
Naphier
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Posted: 20th Feb 2015 09:52
@Funnel7 & CJB
The changes Paul made are in the android code, nothing needs to happen in AppGameKit code. As soon as you set chartboost details it begins the chartboost activity and caches the ad. When an ads is dismissed another ad is cached automatically.
So far it's been really good. And it no longer is reporting each ad display as a bootup event (which was no good for us as we use Chartboost to track bootup activity and compare to our internal stats). The ap no longer freeze until an ad is show and if for some strange reason the ad is not cached and chartboost is waiting to display the ad then it will just show as soon as it is available and the engine is not paused.
This can potentially be a problem since if you call an ad and it doesn't immediately display then the player begins the action again and the ad displays it will ruin the flow. But there's little that can be done with that. My original implementation had a method to dismiss the ads. It would be nice if Paul put that in, but I'd rather the FB commands got polished up a bit.

MarcoBruti
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Posted: 20th Feb 2015 09:57
Quote: "What I miss - it would be really nice if Log() logged to the command line output area on the IDE, and some form of conditional compilation would be nice even if it is at a single level."

3D commands should be enhanced...physics, collision, terrains, etc...
baxslash
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Posted: 20th Feb 2015 10:18
Lee actually started a debugger a long time ago which I did a little testing on. Unfortunately the compiler is likely to be very different now and I imagine Paul will need to start the debugger from scratch. The code will at least be fresh in his head though.

All software companies have projects which they don't tell their customers about until the time is right. It's not dishonesty, it's good business practice. Paul was still working on AppGameKit while another developer was working on Freedom Engine. The AppGameKit system was developed by TGC in the first place so they could use it to create their own apps such as the driving test apps. We wouldn't have it on our own machines if they didn't make those apps.

The driving test apps are finally making TGC some money by the looks of things and that is a good thing because it means they can potentially earn enough to take on additional staff to work on AGK. I wish people would get their head around the fact that TGC are not trying to steal their money or trick them in some way.

I know for a fact that TGC are trying to make the best product they can with AppGameKit and so what if they put that above the goals they originally set out in the Kickstarter? I'd rather they got it right than rushed the job to get it done quickly to please the masses.


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SpecTre
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Posted: 20th Feb 2015 14:04
Quote: "The driving test apps are finally making TGC some money by the looks of things"


Well my daughter and all her friends at college bought the APP and last week she passed her theory test on the back of them


I guess with AppGameKit it's just slowed down as it appears that there are not many people working on it and possibly just Paul at the minute. He must be quite tired now with all the hard work he is putting in, especially with bug fixes etc which is a job in itself to sort.
I haven't been with AppGameKit from the start of the Kickstarter program so don't know what is promised at what times etc but can see how it could be frustrating when waiting over 12 months.

I am not really that bothered about the debugger to be honest as the projects I am making are not massive app's etc to use it, personally I would rather see some sort of method to allow community members to make add ons etc for AppGameKit, as looking around the forums there are some great tools in developement by people on here, eg SkeletonAGK. So if this was in place especially when seeing what happened with DBPro, there could be some great work completed to keep everyone happy while AppGameKit is finished.

Programming - AMOS on the AMIGA! / DBPro / Python / A bit of C C++ / now also AGK2! - Graphics - Deluxe Paint on the Amiga / Paintshop Pro / Photoshop / Lightroom / Grafx2
Previously worked for Prisma Software producing childrens educational software on the Amiga - Titles - Pepe's Garden - Paint Pot / Kids Academy range - Paint Pot II / Shopping Basket / Which Where What? / Blobs / Alvin's Puzzles
CJB
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Posted: 16th Mar 2015 13:16
@RickV - Can you upload the debug screenshots in a post, or link somewhere other than Facebook please? I can't see them from where I am at the moment!

Good to hear of some progress at last!

V2 T1 (Mostly)
Uzmadesign
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Posted: 16th Mar 2015 18:57
@CJB

Agreed!! I don't use facebook and it requires a login? Seriously...

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SpecTre
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Posted: 16th Mar 2015 20:29 Edited at: 16th Mar 2015 20:30
Just found these on Facebook if this is what you are after, could only find the 2 pictures though. Saves waiting for an update



The Amiga and Amos were great!
Download my game - Paint Pot from Amazon and Google here - http://leap.my-free.website/

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SpecTre
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Posted: 16th Mar 2015 20:31 Edited at: 16th Mar 2015 20:33
Heres the second one



The Amiga and Amos were great!
Download my game - Paint Pot from Amazon and Google here - http://leap.my-free.website/

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BatVink
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Posted: 16th Mar 2015 22:18
They are also in the newsletter, with an article to go with them.

Quidquid latine dictum sit, altum sonatur
unlikely
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Posted: 16th Mar 2015 22:46
Thanks Paul, and nice, the newsletter's out!

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CJB
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Posted: 17th Mar 2015 10:59
Great! Thanks for the pics Paul! Looks like the debugger is coming along.

Is there any news of when the next update is going to be? - An interim bug-fix update would be fantastic.

V2 T1 (Mostly)
Uzmadesign
JohnStabler
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Posted: 20th Mar 2015 11:09
I agree with CJB. An interim bug-fix update would be much appreciated. I'm willing to wait patiently for the debugger, 3D commands and other new features, but the critical network bug has my entire project on stop right now. This is a real shame as I've got a lot of people asking me if they can play / test it.
Jambo B
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Posted: 20th Mar 2015 17:34
+1 here. Waiting for the bugfix on GetDeviceID before I can distribute to my beta people.

James
Polaraul
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Posted: 20th Mar 2015 19:54
It kind of feels like AppGameKit is in limbo at the moment.

Yes, the debugger is in development, but there is no indication of what else the next release will hold, or when it will be available. Like so many people here, I am waiting for minor bug fixes and would love to see an interim bug fix update.

Contrast the development of AGK2 with that of GameGuru https://forum.game-guru.com/thread/211242?page=1#msg2512642 I am not even sure if devs read the message boards here or Steam. Close to the release of AGK2 on Steam, posting in the Steam forum always seemed to get a response from a dev, but I'm not sure that is even the case any more. Even the mistakes in the help files on the main site never get corrected.

It just feels like AGK2 is a product that TGC really don't care too much about at the moment.

unlikely
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Posted: 20th Mar 2015 20:07
Quote: "I am waiting for minor bug fixes and would love to see an interim bug fix update. "


Seems like every update has had some bug fixes, so I would anticipate some for the upcoming one.

Quote: "It just feels like AGK2 is a product that TGC really don't care too much about at the moment."


This is probably true, especially based off of things TGC has actually said.

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RickV
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Posted: 21st Mar 2015 00:11
Hi,

I just posted a video update (see first post in this thread). Debugger is really taking shape now!

Rick

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xCept
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Posted: 21st Mar 2015 19:23 Edited at: 21st Mar 2015 19:30
Quote: "Contrast the development of AGK2 with that of GameGuru https://forum.game-guru.com/thread/211242?page=1#msg2512642 I am not even sure if devs read the message boards here or Steam. Close to the release of AGK2 on Steam, posting in the Steam forum always seemed to get a response from a dev, but I'm not sure that is even the case any more. Even the mistakes in the help files on the main site never get corrected.

It just feels like AGK2 is a product that TGC really don't care too much about at the moment."


For sure GameGuru has taken the front seat at TGC this year (for the past couple years, technically). Lee mentioned a few times in a 2 hour GameGuru live stream yesterday that they are committing to GameGuru as their main product and identity for the next five years. He did allude to the possibility of cross-platform portability with GameGuru starting in 2016 using AppGameKit, but even that process would only be worked on by one person, Paul I presume.

GameGuru has had a dozen updates released this month alone and you can see how much work has been done to it in the change log here. It's a huge list of changes and fixes, yet with AppGameKit all we know is debugger is still being worked on since the start of this year or earlier.

I will always believe that Reloaded/GameGuru should have been developed using AppGameKit from the start, which would've allowed the whole TGC crew to focus on seriously polishing AppGameKit (3D, shaders, etc.) and at the end TGC would have two amazing modern products. As I recall, they elected to stick with legacy DarkBASIC and DirectX 9 for Reloaded believing it'd be too much work to redevelop from scratch in AppGameKit, yet Lee ended up doing exactly that anyway while still using the old and Windows-only technology DBP and a very outdated codebase.

I still have a lot of faith in AppGameKit but the waiting game is tough! When it released to Steam it was implied there would be many frequent updates since Steam makes it very easy to update apps, but after a couple weeks it reverted back to scarce news and even fewer updates.
SpecTre
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Posted: 21st Mar 2015 20:37
Quote: "He did allude to the possibility of cross-platform portability with GameGuru starting in 2016 using AppGameKit,"


Gameguru would not work on other platforms other than Linux and Mac. The games would not work on mobile equipment eg Android or IOS.
I bought Gameguru on a whim to see what the fuss was about and on a medium spec PC it is soooo slow.
I fire a gun and about 3 seconds later the gun shoots and the sound fires.
So personally I don't rate it but it must be making money for them which is obviously going back into Gameguru.

The Steam forums are even starting to get ignored now for AppGameKit so I guess we will just have to wait and be frustrated.

The debugger is coming along nicely though

The Amiga and Amos were great!
Download my game - Paint Pot from Amazon and Google here - http://leap.my-free.website/
Mike Archer
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Posted: 22nd Mar 2015 04:13
Seriously? I would have not paid money to buy AGK2 knowing this, and looked elsewhere...
Kezzla
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Posted: 22nd Mar 2015 09:19 Edited at: 17th Aug 2015 10:51
Edit: Dont Drink and Interwebs. Sorry guys.

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To Arr is Pirate!
Jambo B
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Posted: 22nd Mar 2015 12:42
I don't think the powers that be at TGC are going to drop App Game Kit or stop developing it. Fact is, they're a company, at the end of the day, and have to meet their expenses with sales. GameGuru will help them do that.

And it's not like we haven't seen any recent progress with AppGameKit (e.g. Rick's videos of the debugger). I'm sure something like that doesn't get coded in 5 seconds.

I understand that people want bugfixes from Alpha 11. Me too, and I think this is something TGC could address in the interim; however it's really important that the debugger, 3D-support, etc., aren't rushed, half-finished and poorly tested, out of the stable.

Personally I think we need to cut TGC (and Paul Johnston especially) a bit of slack. AppGameKit will be great - it already is very good - we just need to have a bit of patience!

Cheers all,

James
unlikely
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Posted: 22nd Mar 2015 22:52
Agree with you Jambo... and AppGameKit is used by TGC themselves for a product they do care about (driving apps), so it's not like it's likely to go anywhere.

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JimHawkins
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Posted: 22nd Mar 2015 23:22
I'm not sure that ranting in capital letters will achieve much. In some ways TGC have tried too hard to satisfy the conflicting wishes of different sects. For example, I think a T1 debugger was a total waste of time - there are simpler methods to get a log of what happened.

Then there are those who want AAA 3D performance on a cheap Android tablet.

Those who care about social networks demand interfaces to the latest whims of Facebook or Google.

Apple keep changing the rules.

Those who don't get what they want shout and scream.

It needs a prioritised list of what will and will not be done in the near future. The debugger will trigger vast numbers of pointless posts about the deficiencies of the debugger. Every step forward in 3D - which is complex on simple hardware platforms - will bring yet more howls of protest that cross-vector n-dimensional physics wombat inversion, or whatever, has not been implemented.

It takes a hell of a long time to program and check this stuff on a lot of devices. So let's ask nicely.

Those who want cutting edge network and marketing stuff should immediately move up to T2, where you can bring your own brilliance to bear on all these problems.

<<It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration.>> Dijkstra
SpecTre
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Posted: 23rd Mar 2015 01:27
Quote: "It needs a prioritised list of what will and will not be done in the near future."


I think you have hit the nail well and truly on the head. This would probably solve a lot to be honest.
I think TGC have tried with the blog however they have not kept it up or explained properly. A few updates now and again would probably keep everyone happy.

The Amiga and Amos were great!
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