March 21, 2019, 09:06:20 PM

Author Topic: AGK Generic Info  (Read 1293 times)

Offline Rick Nasher

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AGK Generic Info
« on: December 28, 2017, 05:45:00 PM »

- Generic Info -
AGK syntax and commands(of Tier1) are sort of familiar for Blitz users, even though not exactly the same, it's quick to pick up. But you can also opt for C++(Tier2) as your weapon of choice and now also, Phyton.

It is cross platform, has shaders, 2d, 3d, VR and bullet physics built in, is well supported, in development and has a future. It's being actively developed e.g: recently AR was added. Very nice!
* The language makes a lot of things more easily done, so one can focus on creation instead of working round things.*


It's truly a great "code once-build for many" experience. Works on:



Downloads:

- AGK Full Version: Order AppGameKit, add-on products or save by choosing a bundle deal.

-+- AGK Free versions! -+-
- AGK Mobile App For Android*: Use on phone, for example while commuting, or on a tablet with USB keyboard.
- AGK Mobile App For iOS*: Use on any iOS device and compile directly on the platform itself.
- AGK For Raspberry Pi**: Code natively on your Pi.
- AGK For Python: Make AGK features in use Python's allong with Pyhon's goodies.(dev's site)
- AGK For Windows, Mac or Linux - Free Limited Trial***: Try before you buy.
- AGK Free Android Player and iOS Player that you can use to to preview your app( Broadcast option in the AGK IDE).

*)     Free until further notice, see the individual release notes - might be subject to change.
**)   Non-crossplatform, but can broadcast apps to Android and iOS devices using the AppGameKit player app available on the Google Play or Apple AppStore.
***) No export options and watermarked.



Links:

- AGK commands
- APPGAMEKIT REF GUIDE V2.pdf ( quick overview chart, not sure if up to date)
- Features
- AGK forum
(and of course right here on our very own Syntax Bomb... )


Examples:

Check out the included examples of the AGK install, usually found here:
C:\Program Files (x86)\The Game Creators\AGK2\Projects
(*You can move the projects folder during install to your own location. E.g: D:\Programming\AGK\_Projects\ )



For a quick impression see the screenshots, downloads and links here:


Download: CharacterControllerRagdoll3.rar



Thread: Procedural texturing function (code included)



Thread: Work in progress example of my own Universal 1st/3rd person AGK framework - without physics (code included)



Have fun!   :) 
_______________________________________
 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
_______________________________________

Offline Rick Nasher

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Re: AGK Generic Info
« Reply #1 on: March 29, 2018, 10:48:29 AM »
Tips & Tricks:


AGK can has 64bit

To use it follow these steps:
1) Locate  C:\Program Files (x86)\The Game Creators\AGK2\Tier 1\Compiler\interpreters\
2)
there are two files:  Windows.exe and Windows64.exe
3) Just rename the Windows.exe one to Windows32.exe, and then the Windows64.exe to Windows.exe
(you can do it any way you want, but rename the 64 file to Windows.exe).


UPDATE:
This is now done in the IDE.
-Select in Menubar>Build>Build Options.
-Tick the Windows 64-bit box.

Next time you compile, it's a 64bit app. This has the added benefit of being able to use the full memory range and I've also noticed a little performance increase.

Mind you that obviously the 64bit app won't run on Windows 32bit, but other way round is no problem due to the 32bit subsystem in Windows x64.
So for full Windows environment coverage you can compile 2 versions of your app so everyone's able to run it.


This only affects the Windows platform. Other platforms have their own interpreter.
_______________________________________
 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
_______________________________________

Offline RemiD

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Re: AGK Generic Info
« Reply #2 on: March 29, 2018, 11:12:07 AM »
@Rick>>what a presentation, do you work for them or something ? ;)
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline Rick Nasher

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Re: AGK Generic Info
« Reply #3 on: March 29, 2018, 11:28:58 AM »
@Rick>>what a presentation, do you work for them or something ? ;)

If I am then I'm underpaid. ;-)

(and then you messed up the order of things by replying lol ) 
_______________________________________
 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
_______________________________________

Offline fairgood

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Re: AGK Generic Info
« Reply #4 on: March 29, 2018, 01:16:31 PM »
A handy thing with AGK
The New Project template is stored in
<agk2folder>\Tier 1\Editor\data\templates\files\main.agc
and can be edited so you can have your own preferred declarations/includes etc
when you create a new project

Also AGK Scancodes which are on the help site but handy as their own link
https://www.appgamekit.com/documentation/guides/scancodes.htm



Offline Rick Nasher

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Re: AGK Generic Info
« Reply #5 on: March 31, 2018, 12:36:06 AM »
I knew that one but it's indeed handy.

Also cool is, that comments can be initiated several ways such as:
// blahblah       or: ` blahblah       or: Rem blahblah

or  as foldable blocks using:
RemStart
    blahblah
RemEnd


And to fold pieces of code that are not in between something like Function.. EndFunction  or an other sort of loop,  one can use:
FoldStart
    blahblah
FoldEnd


#option_explicit to enforce Strict.
#constant var_name#=6.8 to define a constant.
#include "check_keys.agc"  to... well, include code located in a separate file at the end of the code in this file.
or
#insert "assign_keys.agc"   similarly as include but will include a piece of code on the spot where the command is located.


Setting the IDE color (including widgets and menus) in Windows.




_______________________________________
 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
_______________________________________