@damothegreat
But in a TGC point of view, I would expect all these things time and money to tweak AppGameKit with new things.
This is true & I already address it in the post "My AppGameKit Visions" .
To sum it up, I would much rather pay a few quid here and there for an update or expansion, if that would make for a faster development - but this is of course very dependent of one's personal preference, and i guess some would totally disagree.
The AppGameKit costed £79 when I got it, but the amont of feature requests by now, they should up the price to be competitive to Unity.
For my personal preference, AppGameKit is already now not only competitive to UNITY, but flatout better.
The reason for this is that when a projects get bigger and game logic heavier, all the advantages from a graphical editor turn into disadvantages
and suddenly the codework - which at first seemed a lot of work to do - speeds up : it's clearer , a lot of functions are already generated and
a lightweight engine with scripts is more solid and error/breakdown resitant than a graphical filled environment.
Now one could argue, that (e.g.) Unity (this goes for a lot of engines)
has also a scripting language - but there comes another point : Give anybody the syntax of any language & list of all commands & describe
their usage correctly --- and anybody can program in any language.
And there's actually the catch : a LOT of engines (especially free ones) are not well documented.
How can i know whether I call a Network Connection by "CallNetwork" , "NetCon" , "SetupNet" , "@netgo" or "HeyVickyVicky!()" -
I CAN'T if it's not documented - and it has nothing to do with coding skills - because it would just be about guessing what the language creator might have had in mind,
when i don't have a well explained syntax and commandset.
So u have u ask - and you really don't want to have to ask a lot - because it takes time, because it's annoying - because u will have to do it probably a thousand times
if there is no good documentation.
While there is - in my opinion - still room for improvement in the AppGameKit documentation (a few things missing) , i think the framework is pointing exactly in the right direction.
Most commands/syntaxes are explained lightweight (important, so one doesn't get messed up in a flood of unnecessary text), but still correct and understandable.
A GUI has it benefits in terms of speed, if it's for design or a simple game logic - so i appreciate AppGameKit Studio - I also like to work with Construct 2, because it's simply very fast
for projects on the easier side - but if u don't have the possibilty of complete source / script code access and/or no good documentation - u probably don't want your project to become
too big.
Another big advantage of AppGameKit is that it is rather independent - you aren't forced to sign up to any third party services if u want to deploy.
TGC are developing a game development system for us, when we create and deploy - we sell - we make money - TGC doesn't make anything from those sells
While this is true, creating a game which produces a reasonable amount of money is nowadays no walk in the park either, because by the same logic that there are so powerful game engines out there - there is a flood of so-so games for a very small price and often for free.