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

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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.  


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

is the same as:

    pass  # application code is here

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'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 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.

Yes, the PYI holds a full list of the commands and constants.  There is currently no online help like TGC has.

If you use PyCharm, it performs syntax coloration on the PYI to make things a little more readable.  It also has code completion and context-sensitive help (using the PYI file).

Python does include a help command that can be used against anything to get its documentation.  It works in the Python console of PyCharm, but I see now that importing the pyd in IDLE throws and error about not determining the read path, which I'll need to change.  With this help command, one can import appgamekit then call help(appgamekit) to get all commands or help(appgamekit.create_window) to get help on a specific command.

The TGC help site can be used to get an understanding of how AppGameKit works.  The Python commands are similar, but have been changed to the Python naming convention.  You can then use the function help to see whether the parameter order has changed (mainly a concern for functions that allow one to assign their own ID to things).

I've posted a couple of tutorials at

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This tutorial is geared toward those who are completely new to Python development.  If you have any questions, please ask away.

Installing Python

The first thing you'll want to do is download and install the latest version of Python 3 onto your system.  At time of writing, that version is 3.6.4.  Version 3.3 or greater is required.

Since AppGameKit for Python currently only supports Windows x86, be sure to download and install either "Windows x86 executable installer" or "Windows x86 web-based installer" listed at the bottom of the page.

The default install settings are fine to use.

Developing with IDLE

Python comes with its own minimal IDE called IDLE.  These steps will get you started developing with IDLE.

First, be sure to have downloaded the appgamekit.pyd file.  (Note that the filename cannot be changed.)

  1. Start IDLE.  This opens the "Python Shell" window.
  2. File -> New File.  This creates a new script file.
  3. Write your script.  For this example, just copy/paste the basic "Hello, World" script from the project page under "Installation and Usage".
  4. File -> Save.  Save the script file into the same folder that your appgamekit.pyd file is located.
  5. Run -> Run Module.  This runs your script and you should now see "Hello, World!" in an AppGameKit window.

Developing with PyCharm Community Edition

PyCharm Community Edition has more features than IDLE, such as easier integrated help and type checking.  To use both of these features, download the appgamekit.pyi file into the same folder as the pyd file.

Before we begin, download and install PyCharm Community Edition.  The default settings are fine.

  1. Start PyCharm.  if this is your first time running PyCharm, you'll need to accept its license, decide whether to share anonymous usage statistics or not, and select your UI theme.  If you want, you can "Skip Remaining and Set Defaults", but you may also want to go through all the steps and see what features PyCharm provides.
  2. Create New Project.
  3. Set the location of your project.  Before clicking "Create" click on "Project Interpreter" right below the location.  Here you can choose to use a Virtualenv, which is a localized copy of Python's files that will be created specifically for your project, or we can use an existing interpreter.  For this example, let's use the installed interpreter rather than a virtualenv.
  4. Click "Existing Interpreter".  If this is the first time PyCharm has been run, the interpreter line might be blank.
    1. Click the gear button and select "Add Local..."
    2. Select "System Interpreter" and find the location where you installed Python 3.6.  PyCharm should find it pretty easily itself.
    3. Click OK.
  5. Now click "Create"
  6. In the window that opens, select File -> New, then select "Python File" and call the file ""
  7. Make sure that the appgamekit.pyd and appgamekit.pyi files are in the same folder as your file.
  8. Write your script.  For this example, just copy/paste the basic "Hello, World" script from the project page under "Installation and Usage".
  9. Run -> Run... then select "main" in the drop down that opens.  After running it the first time, you'll be able to select "Run 'main'" from the Run menu.


The PYI file is only needed while developing.  PYI files are only used by IDEs and contain no code.


Thanks for the suggestion.  I'll post a tutorial soon.


Thanks for the information. Now to see if I can duplicate what's going on and fix it.

Thanks again!

XP, 7, 10? 32-bit, 64-bit?

On what system did you play the game when you made the video? I notice that the game background doesn't clear as it should. (The title background shouldn't be visible at the top at all while playing the game.)