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AGK 1 free until 21 march 2014 (GDC )
Posted: Wed Mar 19, 2014 1:11 pm
by Rings
for guys that also want make games for IOS and/or Android:
http://www.develop-online.net/news/app- ... dc/0190566
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Wed Mar 19, 2014 3:09 pm
by Little John
Interesting.
Many thanks for the info!
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Thu Mar 20, 2014 4:53 am
by Mohawk70
Thanks !
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Thu Mar 20, 2014 10:32 am
by electrochrisso
Thanks for the link Rings, I have managed to get a license after a bit of mucking around.
This product looks good, it will be interesting to see how easy it is to create something that will work on my smart phone, and of course how it performs.

Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Thu Mar 20, 2014 11:18 am
by Danilo
The site says the BASIC is only interpreted. You have to install a "player" (Byte-code Interpreter) on Android/Ouya and iOS devices.
On iOS the interpreter is not allowed in AppStore, so you need to jail break your iPhone and iPad to install it. Alternatively you
can pay for the
AGK Player Service.
If you write in C++ (Tier 2), you can write native Apps without the interpreter.
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Thu Mar 20, 2014 11:52 am
by Zebuddi123
Thanks for the link Rings. Was playing around with this most of yesterday, anyone remember the old arcade game williams and watsons defender, here a link to refender updated version created with agk
http://norrish.force9.co.uk/refender/.
Zebuddi.

Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Thu Mar 20, 2014 11:46 pm
by electrochrisso
Danilo wrote:The site says the BASIC is only interpreted. You have to install a "player" (Byte-code Interpreter) on Android/Ouya and iOS devices.
On iOS the interpreter is not allowed in AppStore, so you need to jail break your iPhone and iPad to install it. Alternatively you
can pay for the
AGK Player Service.
If you write in C++ (Tier 2), you can write native Apps without the interpreter.
Yes, that is one good reason to steer clear of Apple, they are still the biggest rip off in the computer industry, I am only interested in the Android platform to try this out.
I do not mind Interpreted logic so long as the performance is good. If I were any good at writing C++, of course I would go that way and write the 10 times more code than basic code.
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Fri Mar 21, 2014 7:52 am
by Danilo
electrochrisso wrote:I am only interested in the Android platform to try this out.
No problem, electrochrisso.
I am interested in more (mobile) platforms. Windows, Linux, Mac, Win8 tablets/phones, Android tablets/phones, iOS tablets/phones, Web.
There are many toolkits available today that target many or all of the above platforms. Some additionally target consoles like Wii, Xbox, Playstation, Ouya etc.
I also got the free AGK and will test it, probably more as a 3D/game engine with C++.
I got the cheap Dark Game Studio Bonanza offer from TheGameCreators long time ago, but to be honest I never was
satisfied with all this DarkBasic stuff. In my opinion it's at the bottom end, but hey, it's cheap.
For mega-multi-platform coding I have now Monkey X, and currently I am looking additionally at Haxe. It is free and OpenSource:
-
http://haxe.org/
-
http://haxe-foundation.org
-
https://github.com/HaxeFoundation
Docs/Manual:
-
http://haxe.org/doc
-
https://github.com/HaxeFoundation/HaxeManual
Videos:
-
http://haxe.org/doc/videos
Haxe Community:
-
http://haxe.org/com
Many add-on-libs:
-
http://lib.haxe.org
Popular example libs:
-
http://haxeflixel.com
-
http://haxepunk.com
-
http://www.openfl.org/
-
https://github.com/openfl/lime
-
https://github.com/matrix3d/native3d
IDE/Editor support:
-
http://haxe.org/com/ide
Targeting:
C++,
C#,
Java,
JavaScript,
Flash,
PHP,
Neko
-
http://nekovm.org/#the_neko_virtual_machine
I always appreciate tips for more mega-multi-platform programming language systems
that can at least target Windows, Linux, Mac, Win8 tablets/phones, Android tablets/phones, iOS tablets/phones, Web.

Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Fri Mar 21, 2014 8:29 pm
by the.weavster
One of the authors of
this book on haXe used to be a member of this forum (Lazarus404).
He started a project for creating
haXe extensions with PureBasic but it seems it withered on the vine.
Perhaps Fred can now make use of haXe, i.e: SpiderBasic -> JavaScript -> haXe/OpenFL -> All targets listed above
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Fri Mar 21, 2014 8:35 pm
by the.weavster
Danilo wrote:I always appreciate tips for more mega-multi-platform programming language systems that can at least target Windows, Linux, Mac, Win8 tablets/phones, Android tablets/phones, iOS tablets/phones, Web.

Have you looked at
GLBasic?
Or Intel's
XDK?
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Sun Mar 23, 2014 6:38 am
by Danilo
the.weavster wrote:Have you looked at
GLBasic?
Or Intel's
XDK?
Thank you, XDK looks interesting.
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Mon Mar 24, 2014 8:47 pm
by tj1010
Those players I think are only for debug mode(testing on devices without publish keys). The actual app binaries are native with static libs, but some AGK xcode API usage still gets apps rejected, and TGC doesn't seem interested in releasing a fix..
The code still works despite the shown expire date.
Before anyone goes trying to start a project with AGK, look at the bug reports and responses, or time of responses where there is any. There is almost no active development, and they already started V2 with a new license cost before they even fixed aged core bugs in v1.. This build that this code is for is still so buggy it's asking for problems trying to do any product development with it..
Also: Nobody except cloud and web-view tool makers have managed to get around needing a OSX box to build IOS stuff.. No native dev tool exists to build IOS apps on anything other than OSX, even though it is possible.
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Tue Mar 25, 2014 7:33 am
by Danilo
tj1010 wrote:Those players I think are only for debug mode(testing on devices without publish keys). The actual app binaries are native with static libs, but some AGK xcode API usage still gets apps rejected, and TGC doesn't seem interested in releasing a fix..
That's the information on the website, they don't hide it (underlining by me):
http://www.appgamekit.com/basic.php
AGK Magic
We like to think of this feature as AGK Magic, probably because it's the first time we've seen something
work like this in our products (and we're pretty proud of it too!)
If you code your game using AGK BASIC you will have to compile it with the IDE and then it will be run through an interpreter.
An interpreter's job reads the compiled game (which is by then in byte-code format) and runs it on the platform of your choice.
For windows this is automatically part of the compilation process. The compiler will link the interpreter with your game
and create a standalone executable file for you.
For other devices like an iPhone there needs to be an interpreter on the device. TGC have created "AGK Player" apps for all supported devices.
You simply download these apps from the appropriate app store and run them on the device.
http://www.appgamekit.com/go-native.php
For experienced programmers who might want the comfort of a familiar language and tools,
we have enabled a second tier that allows AGK applications to be created in C++ in no time at all.
We have developed a C++ library that mimics the Tier 1 BASIC script allowing you to write very readable applications
that compile to all platforms with no modification.
For free it's OK to check it out, in my opinion. After paying for "Dark Game Studio Bonanza" I think
I will never ever again spend money for products of this company. Low level quality, like you said.
tj1010 wrote:Also: Nobody except cloud and web-view tool makers have managed to get around needing a OSX box to build IOS stuff.. No native dev tool exists to build IOS apps on anything other than OSX, even though it is possible.
I downloaded "GLBasic SDK, current version 12" and it said:
Free use: Create apps for non commercial 2D programs running on Windows, Linux and Mac OSX.
The download was a Windows .EXE, so it's quite useless here on a Mac.

Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Tue Mar 25, 2014 8:59 am
by bembulak
@Danilo: have you ever tried RunRev LiveCode? It's "different" but targets quite a lot of platforms. Only WinRT/Phone8 is still missing, but I guess they have plans to implement it.
Re: AGK 1 free until 21 march 2014 (GDC )
Posted: Tue Mar 25, 2014 3:15 pm
by tj1010
@Danilo:
I'm still pretty sure the player is for IDE broadcasting to devices only, and not for published apps. It builds NDK and Xcode binaries with static libraries for the native code that is converted from their BASIC.
You have to build IOS stuff on OSX because of Xcode licensing(no cross-compile unless it's on a cloud service), they only have legacy for OSX.. x86 OSX boxes are expensive even on eBay..
I've been following TGC since the early two-thousands. It's been like this with all their projects.. You have about as much likelihood of developing a stable project with AGK as you did with DBP..
My Suggestion to all: Static framework headers using Xcode and NDK in C. This is what all the pros are doing who aren't using cloud and webview stuff. It's a headache getting it refined to where you can just drop it into projects and focus on design and fast prototyping, but nobody is smart enough to do it open source so you have to make your own or sit waiting for someone with a lot of developers to invest in one..