About this project
App Game Kit (AGK) will be a new and enhanced version of our current App Game Kit product. AGK is already used by hundreds of developers around the world, helping them to quickly create games and utility apps that can be coded once and then deployed across popular mobile platforms.
Backing AGK Version 2 will save you over $100 on the final release price. This is the time to buy! When completed AGK V2 will retail at $149. You can back the product for as little as £30 ($45 approx). So don't delay, SAVE today! :-)
Want AGK V1?
When the funding phase ends, backers can also gain access to the full Version 1 of AGK while we develop Version 2. Just make sure you pledge £35 (BRONZE backers and above) to gain access to V1 and V2.
We have an exciting vision of how we want to evolve the product and are looking for your help so we can move the development forward with confidence.
For those new to AGK, the BASIC scripting system is very easy to learn and start coding with. If you're a seasoned developer you can access the extensive AGK libraries and use these inside your C++ projects.
The BASIC has lots of game based commands that make it a cinch to create sprites, play sounds, add physics, code multiplayer games and much, much more. Once your game is compiled you can take the resulting project byte code and run that through special players that we have created for the support platforms (iOS, Android, Windows, Mac, Blackberry).
AGK is from the same team that developed DarkBASIC on the PC and since 2010 we have been investing our time and money into building AGK.
Teachers only have short term times in which to engage students into learning how to program. With AGK, students will quickly pick up the basics of 2D and 3D games in their first few sessions. With the wide availability of smartphones the students are able to take their projects home with them on their devices. We have a special pledge specifically for schools and universities so take advantage of it now and save!
AGK deals with all the dark and difficult issues on each platform so you don't have to. From drawing fast 2D sprites to the complexities of 3D physics, AGK will handle it all. You are then free to focus on the development of your game.
Apps you make in App Game Kit will work on these popular platforms;
You only want to code your game once, so use AGK and then deploy it to the various app stores to maximise your chance of sales success.
The current version of App Game Kit (V1.08) offers these key features;
- Write once & deploy technology
- Code in BASIC or C++
- BASIC Compiler broadcasts direct to device player apps
- Open GL based 2D sprite engine with text fonts, particles and Box 2D collision detection
- 3D command set
- Sound & Music
- Video playback
- Facebook & Twitter
- File I/O
- Network (broadcasting, messages, shared variables)
- In-app purchase (iOS & Android)
- Notifications (iOS)
- Rate this app (iOS)
- Misc: Time & Date, camera access, QR codes, HTTP, Zip file
- Extensive Help & tutorials
- Online Android APK build service
Here are just a few quotes from our early adopter customers;
"Seriously good job. You should be very proud of what you guys have accomplished with this."Alien Menace
"This is incredibly easy to use."Thraxas
"Best software I have purchased ever so far." Rampage
"This is definitely a great tool and an easy language. I love it."2Beastmode4u
"I’m REALLY enjoying AGK. You guys have done an awesome job" Richard Taylor
"The inclusion of Box2D is, in my opinion, a masterstroke."Greenlig
#1 App Store Success!
The apps were coded once in AGK BASIC and deployed to multiple app stores. They now ride high in the charts and at the time of writing the Theory app is #1 in the UK Educational chart!
Our vision for AGK is to make it significantly more powerful and even easier to use. We're starting to see our early adopters create some great apps with it and they too are eager for us to push forward and enhance the product.
In response to user feedback we have a clear plan for evolving AGK. Our initial aim is to raise the necessary funds so we can develop the next phase. We can guarantee that the stretch goals shown below will be developed if we raise the amounts listed during this funding phase.
AGK has a very strong 2D engine on to which we will add new commands and effects so your games can look even more awesome.
- Sprite Blending Modes
The sprite engine will be expanded to allow additive blending techniques that you can affect your sprites with.
Game sprites can be visually enhanced by assigning shader effects.
- Full Screen Shaders
The whole game scene can be modified with your own shader effects. In addition we're adding the ability to render the scene to any image. This is great for creating split screens and picture in picture displays.
- Drawing commands
The fast 2D shape commands will be expanded to include rectangles and ellipses (both filled and unfilled).
- Enhanced Particle commands
The particle commands will be expanded to include key frame sizing and rotation of particles.
- Sound Features
The sound library will be expanded to allow finer control of individual sounds - the volume and pitch will be controllable. Where supported, we'll add seeking control of sounds and music files and the ability to read the current volume data.
- App Window Size
This feature will allow you to change the size of the app window at game run-time for Windows and Mac.
Full support for the new Android based Ouya console will be added to AGK's arsenal of features. Ensuring the game controls are easily supported and the in-app purchasing for the Ouya store is available within AGK commands.
- Auto Tweening
We'll add in an automatic tweening system to AGK. This means you can set a sprite moving in a direction and know it will arrive at it's destination exactly when you wanted it to. Currently this has to be handled by your own extra code.
- Support for Spine
Spine is a very popular sprite animation tool that had their own funding via Kickstarter. It will be fully supported across our AGK engine.
- Memblock commands improved
We'll be adding extra commands to the memblock tool set to make them more flexible and useful.
- Function Lists
A clear list of all the functions within your BASIC souce code with clickable links so you can jump straight to them.
- Folding code
Source code can be folded up and unfolded to improve readability.
A full step through debugger for the BASIC Compiler section of AGK. Add breakpoints to your code and trace variables, arrays and types.
- Dynamic Lists
This data format will be added to the language.
- Passing arrays to functions
The compiler will be improved to allow arrays to be passed to functions in your code.
- Load & save arrays
Data arrays can be saved to local storage and re-loaded.
It is envisioned that the current Compiler will be re-written to accommodate these new data sets.
AGK currently has over a hundred 3D commands but it still needs some essential features. We'll expand the AGK 3D universe if we meet this stretch goal;
- Support for animated objects
Bone based animations will be supported.
- Importing .X files
The .x file format will be supported so you can load in your animated 3D objects and display them within your AGK applications.
- Vertex data manipulation
This will provide direct access to the 3D model data.
- Terrain system
In just a few commands you'll be able to create a 3D terrain as the basis of your 3D game world.
Should we reach this stretch goal we'll be able to implement the world class Bullet Physics system into the heart of AGK. We've chosen this engine because it's cross platform, is robust and has been used in commercial games such as Disney's Cars 2, Dreamwork's Megamind, Shrek 4 and How to Train Your Dragon.
Core features supported by this physics add-on will include;
- Rigid Body
Tumbling boxes and perfect spheres will fall and interact with each other automatically.
A car hitting a wall, the camera keeping its distance from the player, a sword clashing with an enemies skull are key collision events and will be handled by the physics engine.
In games this technique helps game developers check line of sight of game characters and projectiles.
- Contact reports
Contact reports allow you to detect the exact position of every collision allowing you to place effects or decals at those locations, it will also reveal when a collision between two objects results in multiple contact points.
- Rag dolls
Enemy characters when shot can be made to slump realistically like a rag doll over the scenery around them.
The whole AGK engine will be ported to work with the Windows 8 Phone platform. This will expand the potential marketplace for any apps you create in App Game Kit. There is significant work involved in making this happen which is why this stretch goal needs more financial backing.
The core AGK engine is OpenGL based. For WM8 we will rewrite the core engine to use DirectX.
Developing such tools takes a lot of time and skill. We have already invested significant amounts of both our time and money into AGK and now need to raise additional funding to ensure we can work through to complete on our vision. We believe we're best working directly with our customers, listening to their needs which in turn will ensure we create a tool that appeals to a wider reach of developers.
Along with our early adopting customers we have successfully used AGK in a number of commercial apps. In fact one of our biggest success stories is with a range of learning to drive apps for the UK Publishing Focus Multimedia. We developed the apps using AGK BASIC and then deployed them onto the Apple App Store, Google Play store, the Mac store, the Amazon store and the Blackberry World store. These apps are riding high in all these charts.
Estimates delivery of each phase
These are our estimates for how long each phase will take to develop. If we raise more than planned then we should be able to hire additional help to do more in parallel. As each phase is completed we will release versions to all backers.
- 2D Enhancements - October 2013
- Ouya & Spine support - End of October 2013
- IDE & Compiler update - December 2013
- 3D - Jan 2014
- Physics - Feb 2014
- WM8 - May 2014
We hope you will back us. If you do, you will be making a huge saving over the final release price of the product. Thank you for your consideration.
Risks and challenges
The implementation of the physics engine is an unknown quantity at this time. Until we implement it we will not know the performance on mobile devices.
Supporting Windows Mobile 8 is another area that could throw up new challenges for the team.
The team have developed and shipped many products over their extensive time in the games industry. We will work through these challenges until we find a suitable solution. We will also talk with our backers to gain their views of any such problems and how best to fix them.Learn about accountability on Kickstarter
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