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AppGameKit Classic Chat / AGK Classic Repo

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Zaxxan
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Posted: 26th Oct 2024 15:37 Edited at: 26th Oct 2024 15:42
I have successfully built the AppGameKit Classic Repo. The only issue is the source code is based on the 2022.06 release so not ideal. I'm hoping to get a newer version of the source code, fingers crossed.

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agkcoder
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Posted: 26th Oct 2024 18:34 Edited at: 26th Jan 2025 07:22
...
Pfaber1
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Posted: 27th Oct 2024 06:44
@zaxxan very cool indeed.
Zaxxan
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Posted: 27th Oct 2024 12:46
I still have issues to sort out, I think the repo as well as being old also has files missing. I'm just hoping I can get a newer and complete version of the source code otherwise I won't be able to progress any further.
agkcoder
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Posted: 27th Oct 2024 18:14 Edited at: 26th Jan 2025 07:23
...
Zaxxan
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Posted: 27th Oct 2024 19:09 Edited at: 27th Oct 2024 19:13
Well I've asked Mike and Lee if they have the source code for the 2023.01.26 update as I think that was the last version that was stable. I hope they do otherwise Classic could be lost forever

They used to use SVN before moving to GitHub so I'm hoping all of the source code is still intack.
PSY
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Posted: 29th Oct 2024 02:06
Hey,

Great news. Well done Zaxxan!


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Zaxxan
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Posted: 29th Oct 2024 20:41 Edited at: 31st Oct 2024 06:40
I've now got the 2023.01.26 and the 2023.10.24 source code so a big thank you to Lee and Mike for sorting it out. I've just updated it to API 34 and Google Billing 6.0.1 and built an app and uploaded it to Google Play Console:



If this works successfully then I will be going back to using Classic for my next project
PSY
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Posted: 29th Oct 2024 23:50
Aaah, great news.
I still prefer Classic when it comes to compiling / exporting.

NICE!


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Zaxxan
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Posted: 31st Oct 2024 06:03 Edited at: 31st Oct 2024 06:41
So far so good with Classic. My plan is to test it some more, update the minimum API list on the export dialog and put an option in to disable News as it's no longer relevant.

If the testing goes well I will ask for a couple of forum members to test it and upload apps to the playstore.

Provided no issues are encountered I will ask Lee if he can release it on Steam to existing Classic users.

Also, I'm thinking of asking Lee if I can make a binary available on the forums for free to attract new users and potentially new customers to other TGC products. He might say no but there's no harm in asking, what do others think? Good idea or not? Obviously there would be no TGC support for this version.

I won't be releasing a guide on building the Classic version of AppGameKit though as it's a bit of a nightmare to build and utilises VS2015, VS2017, Geany, GTK, MingGW. Writing a guide would take too long and strangely I can get it to build on 2 of my PC's but not my laptop even though I have the same setup on all three. I use my laptop the most so it's a bit annoying!
Zaxxan
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Posted: 1st Nov 2024 07:34 Edited at: 1st Nov 2024 07:36
My app has passed the Google Playstore review (API34 & Google Billing 6.0.1) so I now have an upto date version of Classic
Virtual Nomad
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Posted: 1st Nov 2024 11:57
Quote: "now have an upto date version of Classic"

nice work, zaxxan
Zaxxan
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Posted: 1st Nov 2024 12:10
I've asked Lee if I can make an Installer program and distribute it to the community. Obviously it's still copyrighted material.
agkcoder
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Posted: 2nd Nov 2024 19:46 Edited at: 26th Jan 2025 07:23
...
Zaxxan
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Posted: 8th Nov 2024 21:58 Edited at: 9th Nov 2024 00:07
I have released an updated version of Classic on GitHub, this is a pre-release version so that it can be tested by forum members.

https://github.com/TheGameCreators/AGKClassic/releases/tag/API34

Build 2024.11.08
------------------------

- Update to API 34
- Update Google Billing to 6.0.1
- Update AGP to 8.1.1
- Add additional API's to Export Minimum API List

You will need to copy the HTML5 folder from the retail version of Classic to this build as the HTML5 files are not part of the repo.

Ie. C:\Program Files (x86)\The Game Creators\AGK2\Tier 1\Editor\data\html5.

If anyone would like to give it a try and let me know if it works OK I'd be grateful.

NOTE: THIS VERSION IS NOT SUPPORTED BY TGC SO USE AT YOUR OWN RISK!

I have tested it by exporting several APK's and uploading an AAB to Google Play.
Zaxxan
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Posted: 25th Nov 2024 17:14 Edited at: 25th Nov 2024 17:52
I thought there would have been some interest in the updated Classic version but it looks like I was wrong

Has anyone actually tried the download?

Have people just stopped using Classic and moved to Studio or to other products? I'm just trying to determine if it's worth me continuing any further development with the Classic Repo? If it's not useful to the community I'll still continue with it for my own personal use but will remove support for linux, mac, pi, ouya and amazon as it will reduce build times considerably.

I am now Building the Repo with VS2022 instead of VS2015 and VS2017, I have also removed XP support so that I could use VS2022
Virtual Nomad
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Posted: 26th Nov 2024 02:10 Edited at: 26th Nov 2024 02:13
i'm interested, Zax, and of course it's useful but i'm also in the middle of a project and don't want to risk breaking anything.

i also don't publish to google play or have any experience there to test.
_Pauli_
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Posted: 27th Nov 2024 16:11
Sorry for the late reply, but Thank you so much Zaxxan!

AGK2 Classic (Tier 1) is still my favorite way to write AppGameKit apps because it is so lightweight, snappy and just works.

I downloaded your latest release from Github and it seems to work flawlessly on my older dev machine (Windows 7 64-Bit).
I could even compile and run my largest project (40+ .agc files!) without any errors so that's awesome already!
The IDE Info Dialog now reports version "2024.11.08" where it said "2021.02.10" on my previous installation (directly from TGC).

Unfortunatly I could not test it on Android or any other platform yet.

If there is any other way we Classic Users can support you in this let us know and keep up the great work
Zaxxan
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Posted: 27th Nov 2024 22:40 Edited at: 28th Nov 2024 14:05
Hi _Pauli_, thank you for the appreciation. The best way to help me at the moment is just downloading and testing the release as you just have done The TGC version is built using Visual Studio 2015 and Visual Studio 2017, obviously these are really old versions so I've been updating the repo to use Visual Studio 2022. This makes building the repo far quicker and it is also more upto date. I have it working now and I may release it on Github for people like yourself to test. I have permission from TGC to package the release as installer but for now I'll stick with using GitHub for releases.

I'll probably won't do any more work/updates on the Studio version as for some reason a working release seems to fail when it's released on Steam and it's causing me lots of unnecessary work/testing. The Steam releases are completely out of my control whereas the Classic release isn't as I have permission to release binary versions either via Github or the forums.


As I am using VS2022 Windows XP support has been removed.
_Pauli_
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Posted: 28th Nov 2024 20:22 Edited at: 28th Nov 2024 20:25
Just tested the latest release on a relatively new machine (Windows 11 ARM64) and it runs and compiles AppGameKit projects without any issues, well done!

Quote: "I've been updating the repo to use Visual Studio 2022"

Does this mean we could in theory download your source repository, maybe make some changes (like customizing the IDE, add some commands to the interpreter or optimize the renderer) and compile ourselves using VS2022?

That would actually kind of future-proof AppGameKit for me
Zaxxan
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Posted: 29th Nov 2024 01:45 Edited at: 29th Nov 2024 01:52
In theory yes, once I have cleaned the code and uploaded it to GitHub.

You can use the current code on GitHub to build AppGameKit Classic but it is for the June 2022 release and you would need VS2015 and VS2017 installed
Andykn
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Posted: 30th Nov 2024 06:27
Hi Zaxxan

Thank You for the Classic and Studio Build,
PSY
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Posted: 30th Nov 2024 17:46 Edited at: 30th Nov 2024 17:47
Hey Zaxxan,

I'm also interested in the Classic update, it's just I'm up to my eyeballs in RL stuff :/
Just one more week, though


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MagicKat
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Posted: 30th Nov 2024 21:52
Hey Zaxxan,

I'm also interested in the Classic update! I popped in the forums today to see if anyone updated Classic. I own AppGameKit Studio but squeezed for space on this crummy laptop and can't update yet.
Keep up the great work!
Zaxxan
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Posted: 1st Dec 2024 17:56 Edited at: 3rd Dec 2024 01:40
Hi all. I've just updated the release on GitHub:

https://github.com/TheGameCreators/AGKClassic/releases/tag/API34

Supports API 34 and Google Billing 6.0.1

This is a major update as all of the VS solutions are now built using VS2022 (Windows SDK 10) whereas they were built using VS2015 (SDK 7.1) and VS2017 (SDK 8.1). This will hopefully future proof Classic. Windows 10 minimum operating system now required.

I have successfully exported HTML5, APK and AAB's

Note: you will need to copy the HTML5 files from the retail version as these are not included in the Repo and I'm not sure if I can include them

I'd appreciate feedback, and any issues please let me know.
_Pauli_
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Posted: 2nd Dec 2024 18:56
Thanks Zaxxan!

The new version works and the info dialog now reports AppGameKit IDE 2024.12.01.

Unfortunatly on my older machine (Windows 7 x64) the compiled Executables (the Interpreter .exe that you ship with your projects) does not run anymore. It now throws a System Error message "XINPUT1_4.dll is missing". I guess that's a side effect of compiling with VS2022 / Windows SDK 10 and updated Runtime requirements?
On my newer Windows 11 arm64 machine everything works without errors.

As I'm not willing to update the OS on the older machine and you probably won't maintain a version using an older VS / SDK anymore, I guess I'm stuck there with an older build of AGK.
Zaxxan
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Posted: 2nd Dec 2024 19:59 Edited at: 9th Feb 2025 08:04
Unfortunately I think this is one of the issues with trying to keep AppGameKit Classic up to date. Windows XP, 7 and 8 have been out of support for quite sometime. I use VS2022 for my personal projects and for work projects and I have had to install VS2015 and VS2017 to build the AppGameKit Classic Repo which causes me quite a few issues so I need to remove them from my systems. The Classic build is now in line with the AppGameKit Studio version where the minimum system requirement is Windows 10. I wasn't sure if it would work with Windows 7 but you have now confirmed that it won't so that is really good feedback.

You could try making a copy of the XINPUT1_3.dll located in the Windows\System32 folder and rename it to XINPUT1_4.dll
_Pauli_
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Posted: 5th Dec 2024 11:16 Edited at: 5th Dec 2024 11:25
Quote: "You could try making a copy of the XINPUT1_3.dll located in the Windows\System32 folder and rename it to XINPUT1_4.dll"

Well, that would have been too easy, but it did not work and still reports the file is missing

I also tried to copy my system32/xinput1_3.dll to the .exe folder of my AppGameKit project (Windows will also try to load DLLs right next to the executable) and rename it to xinput1_4.dll, but then it also crashes showing just an error message that it could not be launched with some code (0xc000007b).

Maybe copying the DLL from a newer system might help, but I don't know if that's a proper solution...

If I find the time I may download your latest Windows 7 compatible sources and try to compile for myself on that machine using an older Visual Studio.

By the way I noticed that your two latest builds differ a lot in disk space:

Is that large size increase just because of the updated VS2022 runtime / compilation? Or have you included or changed something else?
Zaxxan
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Posted: 5th Dec 2024 13:08 Edited at: 5th Dec 2024 16:32
The second download contains the Tier 2 files which the first download didn't have. As well as renaming the 1.3 to 1.4, try adding the path to its to your environment variables.

Or upgrade to Windows 10!

According to Steam data only 1.23% of users use Windows 7 and over 95% of users use Windows 10 or 11
_Pauli_
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Posted: 5th Dec 2024 21:35
Yeah it won't be a problem for future users, no worries. It's rather for my own conveniance because updating the old machine's OS is not really an option...
Zaxxan
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Posted: 6th Dec 2024 07:57 Edited at: 6th Dec 2024 07:59
If you don't export to Android then theres no real need to update for now. The best official release to use is the v2023.01.26. This was the last release that Paul did before leaving TGC
Username Goes Here
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Posted: 17th Dec 2024 18:13
Another user here interested in updated Classic releases.
Username Goes Here
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Posted: 17th Dec 2024 18:31
Looks like the installer was removed?
Zaxxan
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Posted: 19th Dec 2024 07:10 Edited at: 19th Dec 2024 07:22
I will hopefully be uploading a new version soon. I'm just waiting for a reply from Lee to see if I can include the HTML5 files so that the build is complete.
Zaxxan
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Posted: 31st Dec 2024 11:01 Edited at: 31st Dec 2024 12:55
I've released a new update that has the HTML5 files included:

https://github.com/TheGameCreators/AGKClassic/releases

The following changes have been made:

Cleaned all projects
Updated the AGK_Build solution to use ENV variables
Updated all of the VS solutions to VS2022 and Windows SDK 10
Removed FREE and FREE WEEKEND Windows builds
Created a new Windows AGK_Build solution to improve build time
Added support for Google API 34
Added support for Google Billing 6.0.1
Upgraded to Android Gradle Plugin 8.1.1
Updated Android Export minimum API list to support upto API 34
Removed any references to iOS on Windows IDE as iOS exports not supported
Changed default UI theme to a grey theme (this is my personal choice but can be changed back to default if required by deleting geany.gtkrc). I recommend Dark-Tango Editor Theme with this.
Updated Tier 2 templates to VS2022 and Windows SDK 10

Minimum Windows operating system is now Windows 10

Thanks go to Mike Hart for helping to test.
_Pauli_
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Posted: 14th Jan 2025 21:26
A belated Happy New Year everyone

Thanks for the Update Zaxxan!

I just tried the latest release v2025.01.14 and it works and compiles fine on Windows 11 ARM.

I also just read the news that this old forum will be closed in February, which is a pity...
Virtual Nomad
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Zaxxan
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Posted: 14th Jan 2025 22:20 Edited at: 14th Jan 2025 22:26
Oh no this is terrible news. So does that mean we lose everything on the forums, all the valuable information that has been collated over the years? This is really really bad.

I hope we can persuade TGC to keep them as read only.

Is there any way to back the forums up?

I don't like using Discord so it looks like my time with the AppGameKit community is coming to an end.
Zaxxan
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Posted: 14th Jan 2025 22:30 Edited at: 14th Jan 2025 22:32
@ _Pauli_ the latest update has modified agkplayer.js files so that saves work. I was going to confirm the saves work ok on itch.io tonight but I've forgotten my itch.io password so I will have to test tomorrow.
Zappo
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Posted: 15th Jan 2025 00:21
I totally agree Zaxxan that shutting these forums down is a terrible move. I am sure I am not the only one who often searches it (or uses Google's search limited to the forum's domain) to find solutions to problems and help with AppGameKit. It's a hive of precious information that will disappear. I've used discord for various projects and I've pretty much given up on it. It's fine with a small group but when you have hundreds of members you end up with a river of nonsense and it's near impossible to pick out the useful bits of information.

This is horrible news. Also, if I hadn't seen this post I would never have known to download the software/keys from the account area before it was too late - so the forum is definitely still useful. I've seen no other communication.
James H
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Posted: 15th Jan 2025 01:30
Yeap...not even an email from them and less than a months notice!!! It isn't like they have access to data on how many people regularly check that page!!!!! I find it extremely distasteful and unbecoming the manner to which TGC have become accustomed to when it comes to communication with users. Act like a politician and lose like one to. That is my prediction at this point, they have been on the map so to speak for a long time, kinda looks like they just took themselves off it and voluntarily placed themselves onto a kids map instead.
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MucMac
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Posted: 15th Jan 2025 12:21 Edited at: 15th Jan 2025 12:23
So in the end this will be the total destruction of AGK... No more updates/fixes with new APis. And with that, my game on Appstore/Playstore won't get updated anymore in future. A really bad decision from TGC.
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Zaxxan
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Posted: 15th Jan 2025 13:43 Edited at: 15th Jan 2025 17:04
I've emailed Lee and opened a support ticket basically begging them not to close the forums. I feel that if the forums do close it will bring on the demise of AppGameKit Studio. I suspected this might happen and is one of the reasons I stopped using Discord and kept all of my posts on here.

If users are vocal about the decision they may have a change of heart.....or not.

If they had an office I would be protesting outside with a placard!
TheWanted
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Posted: 15th Jan 2025 16:32
I doub it will change anything, but good luck.
Zaxxan
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Posted: 16th Jan 2025 17:21
I have just tested HTML5 saves on itch.io and they now work without the user having to modify the agkplayer.js, this mod is now part of the repo release.
Zaxxan
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Posted: 19th Jan 2025 09:19 Edited at: 19th Jan 2025 09:25
@TheWanted you were right it didn't make any difference. TGC say there aren't many users on the forums and that Discord is the way forward. For me personally I like the organisation of the forums and been able to keep on topic and been able to go back to it and update it etc. It I've rejoined Discord for a brief period to see what the reactions were to the forum closure. I'm probably getting old and don't like change lol.

The forums are very quiet and from what I've seen of Discord it isn't much better on there either. I've joined Syntaxbomb but I don't think there will be many AppGameKit posts on there.

I was quite enjoying collecting badges on here as well
Zaxxan
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Posted: 7th Feb 2025 05:38
Does anyone still use the Amazon and Ouya exports these days? I'm considering removing then from the Classic version to make maintenance and updates easier. Any thoughts on this?
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Posted: 7th Feb 2025 19:24
I'd recommend trimming out as much as feasible to make the build process as simple and error-free as possible. Desktop and what may remain of active mobile being the focus across the AGK/C/S board. My #1 interest for AppGameKit as a whole for Windows (and has been since its inception) has been to take the compiled bytecode file and attach it to the end of the interpreter/player when it is copied over to the project folder, then read it from memory rather than reading it from a separate file. This is the primary restriction it has always had for desktop development (since you can't codesign the player and then allow any bytecode file to be read by it). This combined with the IDE in Studio have turned away a number of developers from considering it (and I've tried to promote/present it to those I know). Even DarkBasic Classic had this EXE-with-bytecode capability 25 years ago and it's been baffling why AGK/C/S never did, especially since it is an interpreted language and should be a fairly simple capability to implement. I'm very busy with my own work, but if I can find the time, it's something I would like to explore with the source. Or at least help with.
MagicKat
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Posted: 8th Feb 2025 03:04
Hey Zaxxan I'm probably the last holdout in using Amazon build lol.
Zaxxan
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Posted: 8th Feb 2025 07:17 Edited at: 8th Feb 2025 07:25
@SFSW there's definitely a lot of stuff that could be trimmed which I'm in the process doing. Interesting idea about the exe and bytecode and I look forward to your input on this one day.

I'll leave Amazon in for now but I think it's time to retire the Ouya export.

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