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AppGameKit Classic Chat / Community Guide For AGK

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Nickydude
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Posted: 19th Aug 2011 17:07
Would anyone be interested in a community guide for AppGameKit?

I reject your reality and substitute my own...
Nokiaqd
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Posted: 19th Aug 2011 17:38
the more information the better.
XanthorXIII
AGK Gold Backer
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Posted: 19th Aug 2011 18:50
I think that would be appropriate and useful.
Nickydude
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Posted: 22nd Aug 2011 13:45
The guys at TGC have given me the go ahead so what would you like to see in the guide?

I reject your reality and substitute my own...
ozziedave
18
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Location: Australia
Posted: 23rd Aug 2011 01:15
Hi Nickydude,

Firstly I wanted to thank you for the fantastic work you did with
The Official Community Guide to FPS Creator, I refer to it all of the time.

If the AppGameKit Community Guide could be similar, it would be great,I can only programme by looking at example code, like many others I expect.

Keep up the great work.
Charles Campbell
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Posted: 23rd Aug 2011 01:32
Yes I badly need help!

Charles E. Campbell
DMXtra
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Location: United States
Posted: 23rd Aug 2011 01:49
I would like to see tutorials on physics and networking (a huge focus spent on these two).

Also tutorials on how to use Xcode with Tier 1 and 2

Finally tutorials on level creation building and design.

App Game Kit (A.G.K.) - Want to be creative on many platforms at once? This is the tool you need.
The Zoq2
14
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 23rd Aug 2011 08:26
The community guide is what got me started in DBP and tought me most of the programing I know today. I would realy like to see one. Maybe not for me but for new people...

Srry about my english im from sweeden
XanthorXIII
AGK Gold Backer
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Posted: 23rd Aug 2011 20:40
Here's something for the community guide.

In Select/Case you can use Predefined Constants as opposed to Numbers. This is useful say for game flow and control.

MobileCreator
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Joined: 1st Jun 2011
Location: Ottawa - Canada
Posted: 23rd Aug 2011 20:48
One important thing for game development is understanding the collision system used in AGK.

- How it works?
- Hit region types - square, etc....
- How to avoid multiple collisions in one event


I'm new to all that, and I'm having hard time to understand the details about it, and the implementation nuances...

Let me know how can I help. Maybe testing examples, etc?

Thanks for the initiative

Paulo
chuythebestone
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Posted: 24th Aug 2011 06:14
yes, that would be great!! Nice one on the FPSC Guide. I feel that the AppGameKit guide should be more focused to certain thinks to keep a structure, as in the FPSC Guide there are a lot of info and very mixed, the most I liked was the FPI scripting language.

So if you can organize this kind of structure it would be great, thanks for your support!
Rich Dersheimer
AGK Developer
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Posted: 24th Aug 2011 22:06
Here's a tip for the guide...

Don't mess around too much with setup.agc!

I put in some extra comments listing all the resolutions I wanted to test, and my game got stuck in 320 x 480. I had to make a fresh version of the setup.agc file.

So, changing the window title, width, height, and full screen mode values works okay, but it's probably better to avoid doing anything else to the file.

Rich Dersheimer
AGK Developer
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Posted: 25th Aug 2011 18:44 Edited at: 25th Aug 2011 18:58
And here's a code snippet for the Community Guide...

A Method For Drawing Lines



Most of the above code is just set-up, the function is all you need, as long as you pass it the required parameters. And you need a seperate sprite for each line.

Nickydude
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Posted: 26th Aug 2011 00:54
Thanks Rich, much appreciated. You couldn't comment it further could you? Remember, this guide is for the absolute beginner (like me) and may not know what is meant by: "x2# = GetPointerX()", or "SetSpritePositionByOffset(pixelSpr, x1#, y1#)" for example.

I reject your reality and substitute my own...
Rich Dersheimer
AGK Developer
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Posted: 26th Aug 2011 01:42
Here's a version with lots 'o comments!



Nickydude
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Posted: 26th Aug 2011 01:53
That's awesome! You're becoming the guide's resident code guru Rich.

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SearleSama
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Posted: 28th Aug 2011 01:04
I'd like to see as much info as possible on tier 2 for xcode. Like adding native features (in-game purchasing, gamecenter).
Nickydude
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Posted: 28th Aug 2011 02:30
For the moment the guide will focus on tier 1 on a Windows machine.

I reject your reality and substitute my own...
DVader
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Posted: 30th Aug 2011 04:05 Edited at: 30th Aug 2011 04:12
@MobileCreator. Sprite collision is fairly good. I posted about it awhile back thinking it was useless, but got some helpful answers off one of the devs. You can set it to either no shape(not tried this), box collision (pretty horrible in the main), spherical collision (more useable), and poly collision where it tries to draw a shape around your sprite (the best I have found to date). You set the collision by specifying a 0, 1, 2 or 3 flag for each in the setspriteshape(spriteid,flag) command.
As for checking for multiple hits you either hide your sprite when it is destroyed, and use the getspritevisible() command as a check, so it will ignore any other bullets, or set a flag to indicate if the enemy has been killed or not and use that,eg enemykilled[enemy]=0 (dead), and enemykilled[enemy]=1 (alive).

Edit- Oh, Rich Dersheimer, is that your pic in your avatar? If it is it has an uncanny resemblance to an adult movie star I have seen occasionally, and completely accidentally in the past :p

Rich Dersheimer
AGK Developer
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Posted: 30th Aug 2011 04:36
@DVader - yes, that's me.

Quote: "completely accidentally"


Riiiiiiight.

DVader
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Posted: 30th Aug 2011 05:42
lol. Just a resemblance then. No offence meant. Just think of it as a an extra cool point!

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