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AppGameKit/AppGameKit Studio Showcase / [ Tier 1 ] [ Wip ] Platformer framework - Engine

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Cliff Mellangard 3DEGS
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Posted: 9th Aug 2012 17:45 Edited at: 6th Jan 2013 22:39
The royalty free and open source game engine jump pixel is released here!
To make your game simply make new media and create levels.
The included media is scrambled as i dont want copy cat games of my own.
I would be very happy if you credit the jump pixel engine and me cliff mellangard when creating games with this engine.

This fix is simply that it runs at constant 60fps again after doing all the syncing manually instead.
https://forumfiles.thegamecreators.com/download/2423755

-------------------------------------------------------------------
Old files.
Fixed files for the agk 108 beta 6 version.
https://forumfiles.thegamecreators.com/download/2423632

You nead 108 beta 3 or later for it to work properly.
https://forumfiles.thegamecreators.com/download/2417423
-------------------------------------------------------------------

This is wath you get.


Its free here on appup.
Currently so do you nead an ultrabbok to play it.
Only because i submitted it as an ultrabook only app to get in the fastlane.
http://www.appup.com/app-details/super-bboy
Latest movie of the ultrabook version.
Jump pixel game engine.


Old movie.


Android apk file of the old beta.....
https://forumfiles.thegamecreators.com/download/2397335

First peek of my work with an platformer framwork.
This is wath i have done so far in little less then a week.
If you want to see the editor let me know so will i do a video of it
Phaze 1 of the project.

Phaze 2 of the project.

Level load times pc VS android.




The plan is to do somekind of rick dangerous meets mario game ?
But with my track record of completing projects

I made a function for sprites as multi touch buttons you can find here.
http://www.thegamecreators.com/?m=codebase_view&i=7067e7536ec668ae66dbe9d3236279db

My other threads that also have free source code for agk tier 1.
Boinkadroid shooter that neads to be updated on the sprite depth that changed after an agk update.
http://forum.thegamecreators.com/?m=forum_view&t=188881&b=48
Retro snacker game with an simple raycaster with free source.
http://forum.thegamecreators.com/?m=forum_view&t=197392&b=48
My open source raycaster.
http://forum.thegamecreators.com/?m=forum_view&t=190896&b=48
Agk droid xml android project wizard (no source).
http://forum.thegamecreators.com/?m=forum_view&t=198867&b=48
Agk path finder.
http://forum.thegamecreators.com/?m=forum_view&t=197547&b=48
Agk mode 7.
http://forum.thegamecreators.com/?m=forum_view&t=198464&b=48

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Digital Awakening
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Posted: 9th Aug 2012 18:00
Another project

Looks like a good start.

Cliff Mellangard 3DEGS
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Posted: 9th Aug 2012 18:05
Quote: "Another project"

Iam trying to tell you guys that i get bored very fast
But a promise is that if i get bored with this so will i release the whole source code.
For free to use like my other projects

My main problem is that i have so many other things going on in real life ,that i simply get exhausted on to large projects very fast.

I thought a simple platformer is more fun and not so though as fake 3d projects

Quote: "Looks like a good start."

Its extremely early and all the art is simply placeholders while i build the framework.

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Digital Awakening
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Posted: 9th Aug 2012 21:01
I know how it is. I work hard to not switching projects. I have a whole bunch of started on projects. I find the best way to keep to a project is if you can work on it continuously. Preferably every day. And if you are not working on it, think about it. And when you come across a bug or something else that makes you not want to work on the project you need to do whatever you can to get past it.

apocolyp4
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Posted: 9th Aug 2012 22:20
Looks great. Are you using XML or a plain txt file for the editor?
Cliff Mellangard 3DEGS
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Posted: 9th Aug 2012 23:10 Edited at: 10th Aug 2012 02:40
Quote: "Looks great. Are you using XML or a plain txt file for the editor? "

It is as extremely simple as it could get
The editor code do i belive is 50 lines.
The whole game level is built on an simple array like this
map[160,20].
The map tiles is drawn with an single sprite and i use a blank dummy sprite for the physics collision.
It loads extremely fast on all my mobile devices,its alot simplier to draw alot of sprites for the map but is very slow to load.
The magic lies in he map drawing routine that draws it on screen,something i learned from my short java experience.

The biggest joy with agk is the experimentation for me

Here is an screenie of the editor.



You only use the arrow keys to move.
Space to show the tile selector.
mb left to select and place tiles.
mb right to delete.

Everything in the engine is extremely rough right now

Quote: "I know how it is. I work hard to not switching projects."

Something i struggle with every day
I belive i have some kind of adhd but the illnes whas not invenetd when i whas i child

Edited...............
The last fix for today is that tiles and objects use there own layers also in the editor.
So now can i place objects on top of tiles etc.
I wanted to be able to also place tiles in the background in the mapper that is possible now.

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3d point in space
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Posted: 10th Aug 2012 11:39
Looks like cliff your building a tile engine also I think its fun as well as extreamly wear out your fingers.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
Cliff Mellangard 3DEGS
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Posted: 10th Aug 2012 20:55 Edited at: 10th Aug 2012 20:55
Whas bored with coding and started to do some new basic tiles to be used in the huge temple/castle where we will run around in
They are still pretty simple as i will be able to change them easy later on.

Quote: "Looks like cliff your building a tile engine also I think its fun as well as extreamly wear out your fingers."

Yes an very simple one
Yours are a bit more advanced



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Digital Awakening
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Posted: 10th Aug 2012 22:03
I really like the new tile artwork Really makes it pop. I think you should look into trying to remove those sharp lines, making the tiles fit better next to each other.

BTW, shouldn't the button be gray instead, and placed a little higher up?

3d point in space
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Posted: 10th Aug 2012 23:57 Edited at: 11th Aug 2012 00:00
I am still far from done with my engine though still need to import tmx tiled files into it I got it to parse the tmx files but I figuring how I want to display it. I also need animating lights, spot lights, and flickering lights. Might be too much for the undo and redo code might be done next year.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
Cliff Mellangard 3DEGS
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Posted: 11th Aug 2012 12:59 Edited at: 11th Aug 2012 13:01
Quote: "I really like the new tile artwork Really makes it pop. I think you should look into trying to remove those sharp lines, making the tiles fit better next to each other.

BTW, shouldn't the button be gray instead, and placed a little higher up?"

Thanks.
Yes i know that they dont fit perfectly right now,i wanted to do a batch that i can adjust when i get an overview on how it looks ingame.
The button and virtual jostick is simply place holders while i write the engine
Neaded them when testing on my 3 android devices

One reason i also get lines is that i use percentage scaling as iam trying to leave the virual resolution.
I dont like the black borders i get with it!

Quote: "I am still far from done with my engine though still need to import tmx tiled files into it I got it to parse the tmx files but I figuring how I want to display it. I also need animating lights, spot lights, and flickering lights. Might be too much for the undo and redo code might be done next year."


Iam trying to keep my own simple so i dont get bored to fast

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DennisW
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Posted: 15th Aug 2012 20:09 Edited at: 15th Aug 2012 20:09
Hi Cliff

I would very much like to see a video of the editor you are working on. All your work here looks great. Keep up the good work.

Dennis

Ham and Eggs Breakfast
The Chicken was involved the Pig was Committed
Cliff Mellangard 3DEGS
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Posted: 15th Aug 2012 22:22 Edited at: 15th Aug 2012 22:22
Quote: "Hi Cliff

I would very much like to see a video of the editor you are working on. All your work here looks great. Keep up the good work.

Dennis"

Thanks dennis
Could you wait a couple of days as i started to rewrite some of the core parts that currently makes it crash until iam finished

I writing a entity library for all objects as iam using separate libraris for each object right now.

I did it like that while i whas testing.

I will put up a playable version with the first level as soon as its done so can you play around with the editor your self

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DennisW
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Posted: 15th Aug 2012 23:20
Sounds great Cliff I look forward to it

Dennis

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The Chicken was involved the Pig was Committed
Cliff Mellangard 3DEGS
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Posted: 26th Aug 2012 19:12
Phaze 2 of the project.


It also gives you a quick glimpse of the editor if you notice it

Iam having a hard time to get box 2d to work with an platformer?

Enemys get stuck and get weird speed ups on movement

Its still pretty early in the project.

And all gfx are place holders made by me during development.

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Cliff Mellangard 3DEGS
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Posted: 27th Aug 2012 01:07
I uploaded a new video to show the fast load times on mobile devices of the levels
Iam pretty happy with the speed it loads the levels as i use an samsung galaxy y with an 825 mhz cpu when testing this.



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Digital Awakening
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Posted: 27th Aug 2012 01:12
Quite nice so far

I don't use the built in physics in my game. All I do is check for contacts and then do the physics myself.

Cliff Mellangard 3DEGS
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Posted: 27th Aug 2012 01:31
Quote: "Quite nice so far "

Thanks!
Its only the beginning of the project
I have so many plans for traps,secrets,elevators etc
I havent decided yet if he is going to be able to shoot?
And use grenades like rick dangerous?

Quote: "I don't use the built in physics in my game. All I do is check for contacts and then do the physics myself."

A true pain to get it to work the same on pc and android
But i use impulse with a timed value that seams to work the same on pc and android now for movement.
The collision is weird some times to and whas a real pain.

But i started the project with box 2d in mind as i have never used it before
And i havent used agks particles before either.
Iam always after pushing my limits as a messy coder

I hope i get some more time for the project soon
Extremely much at work right now

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apocolyp4
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Posted: 27th Aug 2012 02:02
That's looking good. Just like Digital Awakening I don't use the built in physics in my game. I tried using Box2D to begin with but I couldn't get the players movements to look and feel right, so I coded the physics myself.
Cliff Mellangard 3DEGS
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Posted: 27th Aug 2012 20:35
Quote: "That's looking good. Just like Digital Awakening I don't use the built in physics in my game. I tried using Box2D to begin with but I couldn't get the players movements to look and feel right, so I coded the physics myself."

Thanks

I can tell you that i have thought of abandoning box 2d a feew times

But it seams to work like i want now ?

Noticed you have updated your vikings clone thread also !
Going to take a look

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Cliff Mellangard 3DEGS
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Posted: 28th Aug 2012 22:32 Edited at: 28th Aug 2012 22:36
The first ever playable early beta of my engine

I want some feedback on the player controls as i use box 2d for everything with movement and collision.

I think its pretty good now?

Time to finetune and add some more stuff.

Looking forward on your feedback

The keys are....

arrow keys left - right moves the player.
arrow key down makes him jump.
tab key switches betwen editor and game during play.(this only works when playing a level)
in editor controls.
space tile and entity selector.
return saves the map.
backspace deletes everything drawn on the map.
mb 1 draws the selection.
mb 2 erases

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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apocolyp4
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Posted: 29th Aug 2012 17:00
I've hard a quick play through. You've done a good job getting a tile based platformer to work with box2d. Did you use a circle object for the player character so he didn't stick to some of the tiles?

Why have you made down key jump? It would be more natural if jump was space bar. Also for the jump he only jumps to one height. Most platformers make the player jump lower if they just tap the jump button, and jump higher if they hold it in.

I haven't had time to try the editor yet but ill do that tomorrow.
Cliff Mellangard 3DEGS
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Posted: 29th Aug 2012 19:29
Quote: "You've done a good job getting a tile based platformer to work with box2d. Did you use a circle object for the player character so he didn't stick to some of the tiles? "

Thanks! and it whas a pain to get right

I use an circle collision bound on all moving objects like player and enemys.

Box collision simply dont work at all.

Quote: "Why have you made down key jump?"

When i beta test so do i play with one hand on the computer and hold the android phone with the other
I always test all changes on pc and android as a small change could work well on pc and not at all on android.

So i wanted single hand controls during the development
Quote: "Also for the jump he only jumps to one height. Most platformers make the player jump lower if they just tap the jump button, and jump higher if they hold it in."

A good idea that i did not think of
I will test some things with how to use the impulse force for multi height jumping.

Quote: "I haven't had time to try the editor yet but ill do that tomorrow. "

Its very plain but wath you delete and paint is selected with wath you select in the tile and entity selector screen.
If you click an tile so will you only paint and delete tiles.
if you click an action or entity so will you only delete and paint entitys and actions.

They use there own layers

Thanks for testing and feedback

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Cliff Mellangard 3DEGS
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Posted: 29th Aug 2012 22:34
Ok i added wath you wrote
quick tap on jump makes a small jump and holding the jump button makes him jump higher.
I also made a few other changes in movement.
replace the byc code in the download with this one.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
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Digital Awakening
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Posted: 30th Aug 2012 22:33
Controls are far from optimal, they don't feel right and are a little glitchy here and there. But, considering you are using Box2D I am impressed. I never did try using circle collision sprites for my game. Is that why your character doesn't stick to walls in mid air, or did you use a different method?

Why not use up arrow to jump? You can still play with one hand.

Cliff Mellangard 3DEGS
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Posted: 30th Aug 2012 22:39
Quote: "Controls are far from optimal, they don't feel right and are a little glitchy here and there."

Did you test with the latest bytecode i uploaded ?

The biggest problem is the jumping that i have partially solved by checking velocity.
Quote: "I never did try using circle collision sprites for my game. Is that why your character doesn't stick to walls in mid air, or did you use a different method?"

It is as simple as using a circle shape
Quote: "Why not use up arrow to jump? You can still play with one hand."

Its no big deal right now as the game are for the mobile market with multitouch buttons

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Digital Awakening
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Posted: 30th Aug 2012 22:58
I have the latest bytecode.

Quote: "The biggest problem is the jumping that i have partially solved by checking velocity."


I will not comment on the jumping then.

If you try walking into a wall, the player and screen starts to shake. If you are standing next to the wall and press against it, this doesn't happen.

If you are moving full speed in one direction and then change direction, it takes a while for the character to change.

Cliff Mellangard 3DEGS
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Posted: 30th Aug 2012 23:35 Edited at: 31st Aug 2012 00:36
Quote: "If you try walking into a wall, the player and screen starts to shake. If you are standing next to the wall and press against it, this doesn't happen."

I use raycasting to check if to use impulse or not if standing close to a wall.
And if you walk in to it with an high velocity so would the impulse give it a higher force the then the raycast check distance,and the player bounce out of reach of the raycast and it starts over.
Will see if i can make the check longer?
Quote: "If you are moving full speed in one direction and then change direction, it takes a while for the character to change."

Its intended as one of my all time favorites works like that
Turrican on amiga and c64
I first made it like the standard way where the change is instant,but that feelt wrong also?
Mostly because the scrolling background made it look choppy also.

Quote: "I will not comment on the jumping then."

The jumping is a true pain and is still not finished.
Iam a physics noob and still learning it.
All feedback is neaded

Edited...........
Fixed the shaky background and player.
Took a while to pin down but it whas my code for changing the direction faster that made it,it uses reversed impulse force to change it faster.
Added a raycast check to it so it works now as it should.
Also added so both up and down arrow is the jump key

Will work on the jumping more tomorrow as its a huge bit harder to get right.

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MarcoBruti
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Posted: 31st Aug 2012 01:01
why do you not use polygonal shapes to check collisions? I did it in my platform game, and it works. It is very accurate, especially for characters without circular symmetry.
leo877
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Posted: 31st Aug 2012 07:04 Edited at: 31st Aug 2012 07:05
@CLIFF

hi. First postive comments....I like the graphic, did you draw them, what program you use. I just play for a little bit,seem to run smooth.

The bugs i found were:
1. when switch between editor and the game , will fast the player keeps falling until you at the bottom of screen and can not move. Then when I got into editor not show.

my Ideas:

When you in the editor is there any way to put a box outline on what tile you clicking.


EDIT : dont get bored on this project


Digital Awakening
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Posted: 31st Aug 2012 08:12
Quote: "Turrican on amiga and c64"

Not played. I prefer my controls to be as accurate as possible. In RTA I use instant controls. It makes jumping on platforms very easy.

Quote: "The jumping is a true pain and is still not finished."

I check if my character is on the ground before pressing the jump button, otherwise it does nothing. I also check how long it is pressed. Adding a smaller and smaller boost the longer it is held. Until a maximum time is reached.

Quote: "Iam a physics noob and still learning it."

As you know there are others who have given up on using the physics for platform games

Cliff Mellangard 3DEGS
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Posted: 31st Aug 2012 20:05
Quote: "why do you not use polygonal shapes to check collisions? I did it in my platform game, and it works. It is very accurate, especially for characters without circular symmetry. "

Iam trying to do it old school with physics and are doing it simple in the begining.
When i understand it better so will i try to advance

Quote: "hi. First postive comments....I like the graphic, did you draw them, what program you use. "

Its all original work by me as i have planned to release it later on and dont nead any copyright issues
Iam a sucker for pixel art but not that very talented at it,i can do some simple tile and sprites when iam in the mood for it.
I have bin messing on and off with sprites and tile art for over 20 years.
It makes me relaxed
Iam a sucker for paint shop pro by jasc software.
Corel messed it up when they bought jasc.
I have paint shop pro 5 fully boxed,paint shop pro 7 with only the cd left.
I found paint shop pro x on ebay that i havent tryed yet but i will soon.

I used my paint shop pro 7 version on this game.

Quote: "The bugs i found were:
1. when switch between editor and the game , will fast the player keeps falling until you at the bottom of screen and can not move. Then when I got into editor not show."


The editor is so extremely rough
Did you change anything on the map?
Did you forget to draw the collider blocks? (white squares with an x in)
Did you forget to save your changes?

Could you post an screenie?

Wath is not showing in the editor?

Quote: "my Ideas:

When you in the editor is there any way to put a box outline on what tile you clicking."

A planned feature i havent simply done yet
I told you that iam lazy

Quote: "EDIT : dont get bored on this project "

No promises ! No promises

Quote: "I check if my character is on the ground before pressing the jump button, otherwise it does nothing. I also check how long it is pressed. Adding a smaller and smaller boost the longer it is held. Until a maximum time is reached."

Iam having some problem with the physics get collision id
So iam simply forced to using raycasting until its solved.
I have an function that checks if the sprite is on ground but if i only used a simple collision check so did it miss to many times when i wanted to jump.
So it also uses raycasting for its check.
I use 2 impulses for the jump in its current state.
1 = simple short jump when the jump bt is tapped.
2 = check if the jump bt is still pressed after a specific distance gives another impulse so he jumps higher.
Quote: "As you know there are others who have given up on using the physics for platform games"

Probably one more soon

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
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Digital Awakening
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Posted: 1st Sep 2012 00:56
Quote: "I use 2 impulses for the jump in its current state"

I think it's better to use SetSpritePhysicsForce for jumping. You can use it evey frame the player holds the button, but smaller each frame. That's basically how I do it, but I have my own physics code.

Cliff Mellangard 3DEGS
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Posted: 1st Sep 2012 12:24
The problem with the jumping is that i use a single dummy sprite i add collision shapes to for the entire level.

Agk seams to be extremely bugged with getting collision if you added multiple collision shapes to a single sprite?

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
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leo877
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Posted: 1st Sep 2012 13:05
@ cLIFF

I guess the bug i found was an error i did. Th character wasnt spwaning in a with box with an X. I manage to find another error on my point...i put a spike one block atop af the AI and the program went crazy. everytime the AI hit the spike it would kill my playere in a loop cycle of dying. I tried taking a screenie but doesnt show, mite show as a video.

How you post videos on your post with having to go to youtubepage to watch. last time i tried to link all i could get was to post the link.

well you pixel art looks very cool and professinal, for example like the brick walls the are darker.... the programs you use never use them mite look into those. i did brought from TGC site was the ProMotiom version 5 which does pixel art.

heres one i did in promotion v5 for my game project while i learn agk.


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Cliff Mellangard 3DEGS
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Posted: 1st Sep 2012 18:27 Edited at: 1st Sep 2012 18:28
Quote: "I guess the bug i found was an error i did. Th character wasnt spwaning in a with box with an X. I manage to find another error on my point...i put a spike one block atop af the AI and the program went crazy. everytime the AI hit the spike it would kill my playere in a loop cycle of dying. I tried taking a screenie but doesnt show, mite show as a video. "

I havent done it so user friendly yet
I recomend that you look at my map on how i did it to see how its done until i have fixed the editor some more.
I know about the spikes and its going to be fixed
Quote: "How you post videos on your post with having to go to youtubepage to watch. last time i tried to link all i could get was to post the link."



Quote: "well you pixel art looks very cool and professinal, for example like the brick walls the are darker.... the programs you use never use them mite look into those. i did brought from TGC site was the ProMotiom version 5 which does pixel art."

Promotion is a very good paint prg
And thanks
I dont have it but think about buying it every day
The darker bricks are simply the bright ones i adjusted the brightnes on

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Cliff Mellangard 3DEGS
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Posted: 13th Sep 2012 21:52
The project is not dead

But lesson one!

Mobile devices do really not like draw sprite command

And its used alot!

Works very well on computer but as the project progressed and i added stuff to the engine,things started to get slow on android.

Have spent the last week trying to optimize the level render with no progress at all.

And are shifting to the multiple sprite method i used in boinkadroid that works.

But a huge load of work to rewrite everything.

With drawsprite so did the game drop to 16-25 fps sometimes when it drawed alot of tiles.

With a simple experiment where i simply shifted 200 sprites around for the tiles on screen so did i get 36-60 fps on android.

Time to optimize that method instead.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Digital Awakening
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Posted: 15th Sep 2012 10:29 Edited at: 15th Sep 2012 10:30
Is this when I say "I told you so"? Or maybe not to you, but I have said so in multiple threads by now

Good luck and keep fighting on!

BTW, how do you do physics without multiple sprites?


Demo 2 is out! Click the image for more.
Cliff Mellangard 3DEGS
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Posted: 15th Sep 2012 11:00
Quote: "Is this when I say "I told you so"? Or maybe not to you, but I have said so in multiple threads by now

Good luck and keep fighting on!

BTW, how do you do physics without multiple sprites?"

I dont remember ?
But it works very well to a specific limit where it starts to fail,so when i added more and more stuff so did it fail big time

Draw sprite have issues when sprites are visible on top of the sprite being drawn and such.
Its a great command when they work some more on it

I use an grid map and place a dummy sprite at grid 0,0.

Then do i read in the map array and use addspriteshapebox on that dummy sprite.

Very simple and works very well

But i have advanced this code some more to use less shapes .

Sorry for the wage post but iam really tired this weekend from an overload of work the whole week

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Cliff Mellangard 3DEGS
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Posted: 25th Sep 2012 01:01
Latest version of the framework.
The largest improvement is performance and i have added alot of things.
If the video dont show? Be patient as iam writing this while uploading
I whas extremely tired while recording this thats why i die so often ZZZZZZzzzzzzzzzzz.


Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
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leo877
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Posted: 25th Sep 2012 03:18
cliff very cool on your game. i have a question you get the point system for different AI. i tried coding one in mine, but every AI point system is the same.


Cliff Mellangard 3DEGS
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Posted: 25th Sep 2012 07:31
Quote: "cliff very cool on your game. i have a question you get the point system for different AI. i tried coding one in mine, but every AI point system is the same."

all enemys and traps are an entity class where i have differrent types for score points and state etc.

its as simple as this .
type abo
score as integer
endtype

dim enemey[1] as abo

enemy[1].score

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apocolyp4
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Posted: 25th Sep 2012 16:18
Its looking really good. I like the players death animation. I cant believe you've got the physics working so well with box2d. I gave up after a few days trying to get box2d to work for platformers. How is the performance of the game on phones now?
Cliff Mellangard 3DEGS
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Posted: 25th Sep 2012 18:35
Quote: "Its looking really good. I like the players death animation. "

Not so much an animation but an zoom effect
Iam trying to keep the media to a minimal amount and only use one frame for its death.
Quote: " I cant believe you've got the physics working so well with box2d. I gave up after a few days trying to get box2d to work for platformers. "

I completely understand you
It have bin alot of experiments to get it right.
I almost gave up a few times but found that you only nead to see the physics very simple.

Push the player from one of its side when the user presses a button.
In the begining give an larger push until we have the right speed.
check if the player is at its maximum speed or not before we push again to keep the speed.
If the user changes direction give a large push in the new direction to make it change faster.
Then do i also use friction to make him stop faster when on tiles.

I want to put up the code to show how simple it is but iam thinking about maybe earning some money on this project?
So have to wait and see wath i will do?
I could try to do a simple code sample if i get the time to do it?
Quote: "How is the performance of the game on phones now? "

You could say that the fps i get with fraps is almost the same as i get on my 3 devices.

zte skate 800 mhz 40-58 fps.

samsung galaxy y 832 mhz 46-62 fps.

sandwich pad is the slowest with around 30-45 fps.

But iam still optimizing the code

Iam trying to get it to run better on android sandwich also.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Digital Awakening
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Posted: 25th Sep 2012 22:06
Looking better and better Keep it up!

Considering it is you game, you die quite a lot


Demo 2 is out! Click the image for more.
Cliff Mellangard 3DEGS
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Posted: 25th Sep 2012 23:48
Quote: "Considering it is you game, you die quite a lot "

I whas so tired as it whas after midnight and had to go to work 6 hours after i recorded this

I wanted to display the new die effect also and do it alot

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Drillfoot
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Posted: 25th Sep 2012 23:54
Looks very well done, and the FPS on that mobile device was excellent! Keep up the good work!! This is looking good!

rem allow user create game with one click
rem create graphics, sound, scripts, models, with one click
rem slap user in face if game choice is mmo
Cliff Mellangard 3DEGS
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Posted: 26th Sep 2012 22:41
Quote: "Looks very well done, and the FPS on that mobile device was excellent! Keep up the good work!! This is looking good!"

Thanks my friend

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Cliff Mellangard 3DEGS
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Posted: 30th Sep 2012 16:43 Edited at: 30th Sep 2012 16:47
Ok here is the first time i build an apk file of the framework
So if you have an android device please test it for me and tell wath device and framerate you get.
Weirdly enough so does it run slower as an standalone file then thru the player?
I get 40-49 fps on my slow zte skate with the apk file ?

Edit......
Probably just the phone as it runs correctly now with the same speed as with the player

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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apocolyp4
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Posted: 30th Sep 2012 17:59
I just tested it on my tablet and it ran at full 60fps. It plays well. There is a bug when you quick tap jump then press it again the player appears to double jump in the air.

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