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Fascimania

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A member registered Jun 24, 2014 · View creator page →

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I'm not sure whether TheGameCreators has any future plans for implementing Python beyond allowing this project to continue.  It would be nice if they did because their Basic language is limiting and I don't think they are going to expand its core language much more than it is.

Great!  Glad to hear this.  Thanks for bringing this problem to my attention so it could be fixed.

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Would you try this build for me?

  1. Open your appgamekit/_x64 folder
  2. Delete appgamekit.so or rename it so it has a different extension.
  3. Download this file and place it in that folder: <link removed>

This works for me on Ubuntu 20.04 with Python 3.8.5 and Ubuntu 18.04 with Python 3.6.9.

I was able to duplicate and after many hours of digging through things, I think I've figured out how to make it work as expected with Python 3.4 and up on Linux.  The Windows module worked properly.  The Linux module wasn't compiled correctly.

Will be testing a bit more before posting.

Hi Bozzanator, I'll try setting up a Ubuntu 20.04 VM and see whether I can duplicate.  I have an idea about what the problem could be and it's not on your side of things.  This project shouldn't be restricted to 3.7.

Congratulations on your release!  Looks good.

Great.  Glad to hear.

I'm glad you like AGK for Python!

Print and PrintC have been merged into print_value.  To use "PrintC", set print_value's newline parameter to False.

Depending on what you want to print, this might be easier: print_value(f"Position: {x}, {y}")

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Hi, just found this and it looks great, but noticed a small bug.  When a gun selection window is open and the animated preview goes into the death animation, the animated body goes up to the middle of the preview and a head appears at the bottom.

Frefox 86.0, Windows 10

Glad we got this figured out.

Resolution: load_image (and almost all of the commands) must be used while an Application object has been created.

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Are either of those PNG files available online somewhere?  If not, would you mind emailing me one so that I can test with it?

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OK.  I fixed a couple of places where utf-8 strings weren't handled correctly.  I got different errors than you did, but hopefully this also fixes yours.

Would you download and try this file: (file removed) ?  It should go in the "appgamekit\_x64" folder.

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By the way, what are the actual dimensions of grass.png?

Thanks for the info.  That's probably the cause.  So I'll need to research how to get it to work with non-ASCII paths.

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Thanks for reporting this.  I'll look into it.

What OS?

That Doomloader is for Unity to load Doom, not for Doom itself.  Ask the Unity community for a Wolf3D loader (which would be an on-the-fly converter).

If they want to come up with an AI program to try to convert the groups of sprites to 3D models, they are welcome two, but both items are beyond the scope of this editor.

Hi, not really.  Exporting to UDMF would involve adding conversion code for every data type.  I can't think of anything that would convert to a 3D model since Wolf3D uses billboarding sprites and cubes for walls (except for the doors).

Thanks!  I'm glad that you found this project and hope you will enjoy using it!

Here are some answers for you:

1. The Application class wraps the create_window and destroy_window calls to make them a little easier to work with.  

This:

with agk.Application():
    pass  # application code is here

is the same as:

try:
    create_window()
    pass  # application code is here
finally:
    destroy_window()

2) Yes!

3) As far as I know, you can import any modules you like.  (If I understand your question.)

Linux and Windows 64-bit Python are now supported.

Another vote for this.

Great!  I'm glad you figured it out.  Let me know if you have any more questions or comments.

There is no File -> Save As.

Use File -> Compile -> GameMaps to compile the game maps file.  Then run your game in your project's Output Folder.

WDC community · Posted in HELP!

OK, what "saves" are you meaning?  Can you explain what steps you're doing?  What are you editing?  Maps, graphics, sounds?

WDC community · Posted in HELP!

Are you compiling the data files and running your game within the "Output" folder?

Has anyone heard from support yet?

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You're not the only one.  I've been waiting for an response from support since Jan 31st.  I thought a post in the forum might get a response, but still nothing.

Hi Squabe517,

I don't have any experience with FPS Creator so I can't be of much help with it.  I'm not affiliated with The Game Creators.  They just gave me permission to publish this project.

The 3d first person example creates the level from the .obj files found within the media/3d_first_person_example folder.  These files are pre-made 3D objects, so all the code has to do is load them and their texture image.

I don't have the 3D asset pack, but the process of loading the objects is the same.

I hope this helps!

I have a separate account for personal projects and I'd like to perform a single payout for both accounts.  This account is listed as a project admin for the other's projects.

The tax information would be the same, so the second tax identity fee plus extra PayPal fees for the additional payments would be wasted (from my perspective).  The personal account has a single "$0 or donate" project on it and may or may not break $5 in a year.  If it does not, the amount will start to go toward itch.io's maintenance fee.

Perhaps a way to designate an admin as "able to initiate payout" on the admin screen?  I can see how this might actually be useful for dev teams: One account for the team and members' personal accounts set as admins, the member in charge of finances can initiate payouts while others are able to see the payment information as they can now.

Another thought: maybe change the "admins" page into a "team" page where one can add members with a check box for admin, another for financial officer.  If admin is not set, the member can view the project information, but not edit.

I emailed itch.io support about this on Jan 31, Feb 14th, and Mar 19th with no response.

TheGameCreators will allow AppGameKit for Python to continue long-term and it can stay up-to-date with AppGameKit Classic.

An update will be released in the coming weeks.

Thanks for the feedback.  I had thought that players could use that as a sort of strategy, but I will look into making the characters "solid" so they don't overlap and see how that affects gameplay.

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Hi pythonthusiast,

I just got a newsletter that mentions that AppGameKit is free for educational establishments.

More information.

That's for the original AppGameKit from which this project derives.  I know you only utilize Python, so you might not be interested in that, but maybe you could drop The Game Creators a line and mention that you've found this Python project useful for Whizkids.  Thanks.

(It looks like their education package includes some DLC of assets and plugins that you could use with this as well.)

Hi pythonthusiast, I'm glad you like the project and find it useful!   I appreciate you helping promote it in your coding for kids community.  I hope they enjoy using it.

You are correct that there is currently no way of broadcasting the app to Android.  Once the agreement was made with The Game Creators, the makers of AppGameKit, to limit this release to Windows 32-bit, I did not look any further into what it would take to jump onto using this project with other OS, like Android.

I have successfully used PyInstaller to create a distributable EXE.  Some tips on doing so can be found starting at this forum post.  If building on Windows 10, PyInstaller might not find the DLLs needed to run on earlier Windows OS, such as Windows 7.  (Additional information.)  I had intended to create a tutorial for using PyInstaller but never did.  I'll have to raise that a little higher on my "TO DO" list.

Great!  I'm glad you got it fixed and are up and running.  Have fun!

Thanks and you're welcome!  I certain won't be abandoning it until The Game Creators tell me to drop it. :)

Let's see if we can get you error free.

What version of Python are you using?  This requires Python 3.3 or greater x32 bit for Windows.

Are you using an IDE?  If so, which one?

I've posted a new pyd that fixes the problem.  Thanks for letting me know about the bug.

What you did should work and I can duplicate the error.  I'll check it out and see what the problem is.

Yes, currently the pyd is only for Windows.  This project is a trial run to see what the response to it is.  If The Game Creators, the makers of AppGameKit (I am not affiliated with them), decide to continue the project beyond its initial 12-month trial, it will be up to them to decide what they want to support.

In my own opinion, Linux and Mac OS support should be doable.  Their library supports both of those OS already plus Android.  I don't think Android would be as easy to do as the others, but I haven't looked into it much and don't know for certain.  The main reason for the current limitation is that Windows support is the easiest for me to do personally.

You're welcome.

I've added a file called appgamekit.html which is a pydoc-generated list of all functions and descriptions modified to have a categorized listing at the top similar to how The Game Creator's help documentation is done.  It can be downloaded and viewed locally.

An updated PYD was also posted so that the appgamekit module can be imported in IDLE's Python Shell and interactive help used there.