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fog
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« Reply #1350 on: May 10, 2012, 10:12:53 AM »

Had my fare share of teething troubles too, working with a new language.

I hope AGK has some half decent docs.

The AGK docs are about what we've come to expect really.  TBH I've hardly had to refer to them at all, which probably means the language is well structured and works pretty much as you would expect.  The only point I've tripped up on where the docs were a bit vague was that file reading problem.

For coders at our sort of level I'd say they are more than adequate.

http://www.appgamekit.com/documentation/home.html
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« Reply #1351 on: May 10, 2012, 11:37:14 AM »

Lol Prime.

You'd think the docs would be of the highest priority.

But like you, i'm always left wanting.

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« Reply #1352 on: May 10, 2012, 06:49:18 PM »

Almost done with the GUI coding.  Added a bunch of different gadget types.  Not all the different types you might see elsewhere, just the ones I need specifically for the editors I might write.  So text, buttons, radio button, sliders, option lists, dials and angle dials....and I thing that's pretty much everything I need for now.

 I'm actually tempted to add a couple of editors using the new GUI code when so far I've just been controlling all my game data using simple text scripts.  Doubt I'll bother with things like assigning sound,animations etc, but for designing particle generators, weapon firing patterns etc it would be a big help.
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« Reply #1353 on: May 11, 2012, 09:17:16 AM »

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I'm actually tempted to add a couple of editors using the new GUI code


 Shocked

Stop The Press.

Fog considers writing an editor.

Sounds like you're making good headway.

I'k like to see some screenshots if you have the time.   Smiley

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« Reply #1354 on: May 11, 2012, 01:25:23 PM »

Sounds like good progress as usual Fog! much like Masked i'd like to see some screenies Wink
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« Reply #1355 on: May 12, 2012, 09:27:45 AM »

Cheers guys. Smiley  I've not posted any screenies yet as there isn't a huge amount of interest to see.  Once I've coded and tested each element I disable that bit and move onto something else.  Other than a screenie with a single menu or a few background tiles there's not a lot worth posting....yet.

Once I'm actually working on a game that will change.

That shouldn't be too far off as I should get the GUI code I'm currently working on finished this weekend and then all I have on my Notepad TODO list are:

Load / Save Routines - player config files, highscore tables etc....now I've fixed my file bug this should be really quick.
Vector Text - which I'm not bothering with (yet?) as it requires drawing a lot of sprites and may not be mobile friendly.
New AGK features - not going to update until I know it's 100% bug free...which it isn't yet.
Add Grid Based Movement (Pacman!)  to Entities & Player - for use with my new map/background routines and the only major task remaining.

Not much at all really Smiley  Then I need to decide what type of game to write  Tongue
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« Reply #1356 on: May 14, 2012, 09:30:57 AM »

Good progress.   Smiley

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Then I need to decide what type of game to write.

Ahh, the tricky part.

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« Reply #1357 on: May 14, 2012, 10:20:15 AM »

Just as an aside, what happened to 1984? Got lost back in the Darkbasic days before your cross platform experiments?
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« Reply #1358 on: May 14, 2012, 10:40:00 AM »

Just as an aside, what happened to 1984? Got lost back in the Darkbasic days before your cross platform experiments?

Think it was coded in C#/XNA if i'm not mistaken Tongue
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« Reply #1359 on: May 14, 2012, 06:20:42 PM »

Just as an aside, what happened to 1984? Got lost back in the Darkbasic days before your cross platform experiments?

Think it was coded in C#/XNA if i'm not mistaken Tongue
Yeah it was C#/XNA.  Oh and it was called 1982.  Calling it 1984 would have just been silly  Wink

Anyway it was all but finished.  There's every chance it will be released at some stage as my new multi-platform game engine is essentially my old game engine with a bunch of tweaks and extra bits added.....so I can essentially copy the game scripts that I already wrote for 1982 into that new engine and they will work.
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« Reply #1360 on: May 16, 2012, 09:27:52 PM »

I was getting a bit concerned that my to-do list was getting a bit short  Tongue so I've added configurable touch controls to the list.

I'm not a huge fan of emulating d-pads and buttons on touch screen devices so I'll try and avoid using them where I can, but where they are unavoidable I want the user to be able to drag and resize them how they please.

Much like configurable keys and joypads routines for the PC, I'll just do them when I get around to releasing on one of the touchscreen platforms.


Think I might have decided on my first project in the new game engine too.  BunnyMonkey!  It's something nice and simple so I can concentrate on the challenges of releasing on multi-platform rather than get bogged down in lengthy and complicated game design.
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« Reply #1361 on: May 17, 2012, 03:19:43 PM »

Spill the beans then.

Whats yer project ?   Grin

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« Reply #1362 on: May 17, 2012, 09:18:06 PM »

Spill the beans then.

Whats yer project ?   Grin
Space Invaders.  That's not entirely untrue as at this stage it either.  Smiley

I have a little twist to the gameplay I want to try out and I'm also toying with borrowing a few ideas that I put in 1982 which would mix things up a bit.

I'm keeping gameplay as simple as possible so cutting down on any scripts I need to write, graphics I need etc.  This project is more for testing purposes than anything.


I just need a name and some suitable background music and then I can begin.  I can't start work on any project without these  Tongue
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« Reply #1363 on: May 20, 2012, 11:02:58 AM »

Well I've done most of the graphics I need to knock up a quick prototype of the new game.  Just need to do the players ship now although I tend to use the same design for that all the time so it shouldn't take long  Tongue

The graphics aren't finished, but they look of so the final version will probably just be a tidied up version of my these mockups.

So far I have 4 powerup types an 13 different enemy types which will no doubt change slightly when I've had a chance to test them in gameplay.  Several of the enemy ideas I originally tested in the long lost Tension demo so they should work ok.  BunnyMonkey!
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« Reply #1364 on: May 20, 2012, 12:03:14 PM »

Wow, you sure do make progress! :O
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