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AppGameKit/AppGameKit Studio Showcase / [WIP] Rush to Adventure

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Ortu
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Posted: 9th Jul 2016 16:05
Trailer looks great man, the music is a perfect fit.
Digital Awakening
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Posted: 9th Jul 2016 16:11
Thanks Ortu

Since the video is now on the previous page. Here it is again. Increasing saturation didn't help so I'm trying increased contrast to make it look like it should. It takes for ever to make changes on Youtube though.

PSY
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Posted: 9th Jul 2016 21:09
Man,

this game looks really great.
I grew up with the 8bit stuff, and I play these retro games on a regular basis.
As Ortu already said, music is a great choice.

The feedback when collecting a coin or a heart could be increased/intensified, but I might be mistaken. Watching a video instead of playing the game by oneself can be misleading.

I checked out your homepage, too.
You darkened all levels/lands when going into beta?

Might be a bit too dark, but again, it's probably just the video.

Keep up the good work!!!


L8er,
PSY

Digital Awakening
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Posted: 10th Jul 2016 18:30
PSY:
Thanks

You get more feedback with sound effects. If you think about it, there wasn't even animation of those things back in the day.

Only the grass levels and the map has been darkened since alpha. The other levels were already dark. There's a curse over the island and I needed something to show were the player can and cannot go. So I combined the two with the darkness. Unlocked areas light up as you play, like you are driving the darkness away by killing monsters. I also had people complaining that the map was to bright and colorful so this fixed that too.
PSY
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Posted: 10th Jul 2016 22:08
Welcome

Yeah, you're right, sound effects are a top feedback booster.

I also watched the pre-alpha walkthrough (with sound) today and got a better impression now!
No need for improvements there

Can't wait to see the final release


Digital Awakening
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Posted: 11th Jul 2016 18:52
Quote: "
Can't wait to see the final release
"


Me too! It's taken far too long. But that's what happens when you have a day job.
greenlig
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Posted: 13th Jul 2016 05:41
Ooooh haven't checked this in ages! Your progress is awesome Digaw, new trailer is very cool.

Is the online beta still a thing? I'd be keen to mess around with it
ZacDuff.com
Digital Awakening
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Posted: 13th Jul 2016 07:54
Hi Zac. Long time.

Thanks. I can set you up with a new version. Going to implement a fix to a problem with the HTML5 version. I'll send you a link later.
PSY
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Posted: 13th Jul 2016 14:48
There is an online beta?
Is it FFA or private?
Digital Awakening
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Posted: 13th Jul 2016 14:51
It's private but I can send you a link when the update is complete.
PSY
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Posted: 13th Jul 2016 19:43
That would be awesome
Digital Awakening
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Posted: 14th Jul 2016 19:41
Check your inboxes.
Funnell7
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Posted: 14th Jul 2016 21:04
Nothing in my inbox
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Digital Awakening
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Posted: 14th Jul 2016 21:12
Yes there is
PSY
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Posted: 15th Jul 2016 05:53 Edited at: 15th Jul 2016 06:04
Loading media...

This is gonna take a while
(edit) Didn't notice Steam was downloading stuff, using 99% of my bandwidth

Thx alot, gonna give it a go asap !!

(edit) Ranks C, B, A and S....did you play Black Desert by any chance?
Digital Awakening
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Posted: 15th Jul 2016 07:47
Don't know the game. The ranks are very common in Japanese games.
Funnell7
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Posted: 15th Jul 2016 08:37
Quote: "Yes there is "


Ahhh... That inbox! I assumed email, sorry! Looking forward to giving this a go
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PSY
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Posted: 15th Jul 2016 17:46
Yeah,

Black Desert is a Korean game.

I did some research.

The ranking comes from the Japanese grading system.
S stands for "shuu" which means excellent in Japanese.


L8er,
PSY
Digital Awakening
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Posted: 16th Jul 2016 08:21
Quote: "Ahhh... That inbox! I assumed email, sorry! Looking forward to giving this a go"

I sent you the link after you posted earlier I've only sent links to those who have asked for it.

Quote: "S stands for "shuu" which means excellent in Japanese."

I didn't know that. Thanks
JLMoondog
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Posted: 17th Jul 2016 10:07
Amazing trailer! Reminds me of Zelda II for NES, which was my favorite game on the NES growing up. My brother and I got so good at the game we would do speed runs on weekends instead of doing homework. Great nostalgic trip! Keep it up.

PS...I wouldn't mind a beta link for a bit of play testing *wink *wink
My workstation was destroyed in a fire, help me out and get free media for AppGameKit and Game Guru: https://www.gofundme.com/bfpm0g
Digital Awakening
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Posted: 17th Jul 2016 10:45
Thanks Moondog The game is primarily inspired by Zelda 2. I'll send you the link.
Digital Awakening
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Posted: 17th Jul 2016 14:07
If you guys run into any bugs or have any suggestions. Let me know. I'm sending this to some publishers soon.
Ranietz
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Posted: 17th Jul 2016 16:02
Does the new version support gamepad? If so, I'll love to try it out.
Digital Awakening
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Posted: 17th Jul 2016 16:49
Yeah, it does.
Ranietz
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Posted: 17th Jul 2016 17:02
Awesome. I'll try it out later tonight.
Ranietz
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Posted: 18th Jul 2016 23:15
I had a quick playthrough last night but I forgot to post about it.

I couldn't find any bugs exept I think the scoring system is still a bit off. Seems like it's impossible to get a score higher than B or C on some levels.

And it was great to play the game with a gamepad again. Keep up the great work.
Digital Awakening
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Posted: 18th Jul 2016 23:19
Thanks

I probably haven't updated the scores after making changes to the levels.
greenlig
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Posted: 19th Jul 2016 02:03
Ahhh I love it. I've lost all my speed, but this is fantastic Magnus. New areas are awesome, new enemies are cool. It's feeling very polished!
JigSpace
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Posted: 19th Jul 2016 09:31
Thanks Zac

We are starting to contact publishers today. I hope we can get a good one.
SpecTre
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Posted: 19th Jul 2016 23:12
Hey good luck with this, it has been good to see it progress.
You have a link to test?

Would love to have a go.

You deserve a good publisher with the work you have put into this project!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 20th Jul 2016 07:31
Thanks SpecTre. We'll see what the response is.
SpecTre
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Posted: 20th Jul 2016 14:54
Just had chance to have a quick go of it and looks vastly better from when I looked at it last time, very polished. Also works well in the Safari browser on the Mac, loads quick and nice and smooth.
Going to spend some time on it tonight!

Well done.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 20th Jul 2016 15:58
SpecTre:
Good to know And thanks again.
SpecTre
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Posted: 20th Jul 2016 17:57
Hey have you seen these:

http://stardewvalley.net

http://www.vulture.com/2016/03/first-time-developer-made-stardew-valley.html#

Something to dream about
One man indie guy who released in Feb on steam and in a month sold around 500,000 copies at around $15 a pop.
Obviously he wouldn't get all of the proceeds but a nice wedge!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 20th Jul 2016 17:59
Yeah, seen it and played about 80 hours.
PSY
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Posted: 21st Jul 2016 00:40 Edited at: 4th Dec 2018 16:28
Hey,

today was my last day at work for about 5-6 weeks, so I got some time left for testing

First impression:
The game looks very solid. Graphics are awesome, and so are sounds / music. Gameplay and controls feel outstanding. Very good work. Congratulations

I scrutinised the menu and the controls and came up with no bugs so far...
There are some minor typos, so you might want to have someone fluent in English look over your strings.

I found a minor cosmetic bug when moving to/leaving from the first cave and hitting [SPACE] at the same time, which will leave a marker that changes shape depending on where you go on the map.
I recorded a short video where you can see the bug and hear the keystrokes, so you will be able to reproduce it:
http://pheryllt.de/RushToAdventure_bug_01.mp4

I just started testing. If I find anything else, I'll let you know!

BTW...have you considered taking the game to Steam Greenlight?


Cheers,
PSY


PSY LABS Games
Coders don't die, they just gosub without return
Digital Awakening
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Posted: 21st Jul 2016 08:29
Quote: "The game looks very solid. Graphics are awesome, and so are sounds / music. Gameplay and controls feel outstanding. Very good work. Congratulations "

Thanks

Quote: "I scrutinised the menu and the controls and came up with no bugs so far.."

YAY!

Quote: "There are some minor typos, so you might want to have someone fluent in English look over your strings."

There are still typos? In the ingame texts or elsewhere? But yeah, having someone skilled in this area to look it through when the final map is complete is not a bad idea.

Quote: "I found a minor cosmetic bug when moving to/leaving from the first cave and hitting [SPACE] "

I've had this show up once before on a different level during a playtest at a convention.. Not sure if it was a cave. It's the old level select thingy. Thanks for showing me how to reproduce it so I can fix it!

Quote: "BTW...have you considered taking the game to Steam Greenlight?"

Yeah. But I rather go through a publisher than doing it by myself. So far it's been either not what they were looking for or they are too busy. Hopefully my contact has better luck than me. Having a publisher helping out with marketing and distribution can multiply the sales many times. Also it would mean less work for me so I can focus on making games.
PSY
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Posted: 21st Jul 2016 17:40
Quote: "There are still typos? In the ingame texts or elsewhere? But yeah, having someone skilled in this area to look it through when the final map is complete is not a bad idea."


Examples:
The first sign
'Look for signs like this. They contain usefull hints'

I think the verb 'contain' should be replaced, because signs don't really contain stuff. Boxes and chests do, for example.
'Usefull' is spelled 'useful'.

The text should read: 'Look for signs like this one. They provide useful hints'.


Elder
'The darkness has awoken a golem in the forest. We are affraid to leave our homes. I can pay you, if you help us slay it'

'Affraid' is spelled 'afraid'.
'if you help us slay it' suggests that the villagers and you slay the golem together. But you go Rambo on him, so 'if you slay it for us' would probably be the better choice.
'him' might be better than 'it', because it's more personal.
I believe you can drop the comma, too.

The text should read: 'The darkness has awoken a golem in the forest. We are afraid to leave our homes. I will pay you if you slay him for us'.


Title: Unkown Traveler
'n' missing in 'Unkown'.
If you're using American English, 'Traveler' is spelled correctly.
If you're using British English, 'Traveler' must be spelled 'Traveller'.


Undertaker
"The dead have been disturbed. Their gosts are blocking the path to the temple. Normal weapons can't hurt them'

'gosts' is spelled 'ghosts'.
'Normal' should be replaced with 'Ordinary'.


I'm far from being fluent, but we have a lot of members hailing from the US and UK, I'm sure someone will do the proofreading.


Quote: "I've had this show up once before on a different level during a playtest at a convention.. Not sure if it was a cave. It's the old level select thingy. Thanks for showing me how to reproduce it so I can fix it! "

Also happens with signs (and other stuff I guess) .


Quote: "Yeah. But I rather go through a publisher than doing it by myself. So far it's been either not what they were looking for or they are too busy. Hopefully my contact has better luck than me. Having a publisher helping out with marketing and distribution can multiply the sales many times. Also it would mean less work for me so I can focus on making games."

True. Sending your game to the right Twitcher or Youtuber can also get you a lot of publicity.
Getting your game on Greenlight is a very easy process. Getting greenlit can take some time, though. You should really consider uploading it on Steam Greenlight. It can really help spread the game.
It's just additional publicity.


PSY


Digital Awakening
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Posted: 21st Jul 2016 17:57
Quote: "Examples:"

Thanks There has been so many comments on typos and I've fixed them. So I'm a bit surprised there are more that people hasn't spotted or commented on.

I consider a golem an it. It is a thing that is made, not born.

Quote: "True. Sending your game to the right Twitcher or Youtuber can also get you a lot of publicity.
Getting your game on Greenlight is a very easy process. Getting greenlit can take some time, though. You should really consider uploading it on Steam Greenlight. It can really help spread the game.
It's just additional publicity."


From what I've heard Total Biscuit say, it's better at least for indies that youtubers and streamers cover a game that is available for purchase and not something that is coming later. The viewer will have forgotten about it by then. Steam Greenlight is something I would rather plan a campaign for, if I decide to go that rout. Also, there's a fee involved. If not through a publisher, I might be able to get other help with running campaigns.
PSY
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Posted: 21st Jul 2016 20:10
Quote: "I consider a golem an it. It is a thing that is made, not born."


Yes, but neither are cars, ships, countries, tornados.....and they are often referred to as HE or SHE

But - as you already said - it depends on how YOU see the object. Grammatically you're correct anyway

Quote: "From what I've heard Total Biscuit say, it's better at least for indies that youtubers and streamers cover a game that is available for purchase and not something that is coming later. The viewer will have forgotten about it by then. Steam Greenlight is something I would rather plan a campaign for, if I decide to go that rout. Also, there's a fee involved. If not through a publisher, I might be able to get other help with running campaigns."

True, you can always put it on Steam later (during its hype).


Cheers,
PSY
Digital Awakening
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Posted: 25th Jul 2016 12:16
Half of the new island map has been completed. I'm just doing the map now, will add new levels later. I'm on a holiday now and I get a lot done every day.

The new map is more spaced out with only one or a few objects on each screen. The start is also paced better for new/casual players. Overall you get a better feel for the exploration part of the game. Since you can run on the map and instantly fast travel anywhere, I don't think it's too much.
Digital Awakening
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Posted: 29th Jul 2016 12:04 Edited at: 29th Jul 2016 12:04


The entire island map is complete. Only thing missing is the end game stuff that will require extra programming.

I've added more stuff. Like these cabbage and wheat fields.

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Conjured Entertainment
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Posted: 29th Jul 2016 18:34
Looking great man, it won't be long now.

I watched the trailer but couldn't see any scoring system, just a timer.
Is this a speed run to the end type of thing, or is there a score at the end if you make it that far?
Sorry if that question has already been answered, but it has been awhile since I visited this thread and I am too lazy to search through 16 pages of posts.

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Digital Awakening
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Posted: 29th Jul 2016 19:05
CE:
Thanks

There is scoring and ranking after every level. This can now also be turned off. There's a screen that keeps track of total time and points and how many of each rank you have etc. Another screen shows time played, total deaths etc. Additionally you can show the timer and death counter on the top. I think that will be great for streaming.
Digital Awakening
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Posted: 31st Jul 2016 14:56 Edited at: 31st Jul 2016 14:57
Half the game now has levels. Is a mix of new levels and old. Most of the old ones have received changes. I have also fixed some bugs in the editor.

Making levels is tough and requires
Digital Awakening
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Posted: 1st Aug 2016 14:23 Edited at: 1st Aug 2016 14:24
Feels like I have exhausted my level design inspiration. Sill a bunch more to make.

Tomorrow I will start coding in the end of game stuff. Also had my cousin's boy play through all the new levels and we found some new bugs I have made.

There's so much content now and I'm not done yet
Cliff Mellangard 3DEGS
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Posted: 1st Aug 2016 15:37
Ser fint ut du
Himlans stort projekt det här för du jobbade på det när jag slutade programera för ett bra tag sen

Iam back at it again men mest för skojs skul
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Digital Awakening
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Posted: 1st Aug 2016 15:56
Tack

Been working on this off and on for 4 years and 4 months now.
Digital Awakening
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Posted: 2nd Aug 2016 12:04 Edited at: 2nd Aug 2016 12:06
There's a thunderstorm here so I can't have my laptop plugged in. And I have run out of battery. We even had hail almost turning the lawn white.

Fixed a bunch of stuff today. Wasn't fun working out bugs in my 2-3 years old path finding code.

Forgot to mention that I did a blog post a few days ago: http://www.digitalawakening.se/2016/07/26/after-the-convention/

And here is the new map:

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Digital Awakening
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Posted: 3rd Aug 2016 13:29
I have now fixed all known bugs. All weapons can now be unlocked. All golems have been added to the game. All end game content except bosses and animations are working. And I have added something special for those who can find all the gems.

There's still stuff to do and levels to make. And of course the bosses. But it is getting closer every day.

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