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

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leo877
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Posted: 31st Jul 2012 10:28
@ digital

okay i did what you said
Quote: "
With one quick motion with the mouse:
1: Click and hold down the left mouse button above the map.
2. Pull the mouse back, like you are dragging the map down.
3. Release the mouse button.
"


it work but i think it was me. looking forword for more progress from you.


Digital Awakening
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Posted: 31st Jul 2012 11:35
Did you download the new version? It's much easier now.

I am working on the inventory screen right now. Artwork is done and I am currently writing the code. This won't take long. I will be able to use this to test different weapons etc when I am working on the combat. The first 2 enemies in the game will be Jumping Shrooms and Shooting Plants. I think both will be excellent to get into the game. Something easy to fight with and something to use the shield against.

Screen shot of working inventory later this week.

leo877
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Posted: 31st Jul 2012 19:44 Edited at: 31st Jul 2012 19:56
@ditigal

where the link or post for the new version. the only one i got is the one in the forst post, demo 1.

edit 2

@digital
it work a whole lot better and faster. a side note you should rename the file or demo when every you put up a new..like demo1 then you upload another name the file demo2...something like that. just a thought.

thanks for help and your time.


Digital Awakening
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Posted: 31st Jul 2012 19:49
It's the same link, just updated the file I'll be more clear about it next time.

Digital Awakening
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Posted: 3rd Aug 2012 21:45 Edited at: 3rd Aug 2012 21:46
Have been too busy this week to code anything as I am back to my day job again. I should have more weeks off, I got tons done during my vacation. Inventory should get done this weekend though.

Anyway, the reason I am posting today is that I finally got to play the game on my phone. And that made me happy. Ancient Lady posted a version of the Android player to the issues board that she had compiled herself, and all my bugs were gone. Controls feels so different on a screen compared to a keyboard. It was really hard to get the timing of the jumps and even harder to jump the correct distances. And I'm not sure if it's me, but they don't always seem to be perfectly responsive. I should look into that later and see what can be done. I did manage one perfect run of the forest level after a few practice runs.

Ancient Lady
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Posted: 3rd Aug 2012 21:57
Glad I was able to help.

Happy Programming!

Cheers,
Ancient Lady
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Digital Awakening
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Posted: 4th Aug 2012 01:48
Thanks again AL

Digital Awakening
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Posted: 5th Aug 2012 15:14 Edited at: 5th Aug 2012 15:15


Finally the inventory is complete! Well, except for the items. But I don't need those for now.

You start the game with 3 basic equipment: A short sword, a leather armor and a wooden shield. You are also at level one of the 4 stats: Strength, Agility, Constitution and Stamina. The inventory is weight based. The stronger you are the better equipment you can carry. You select the equipment you want before starting a level. Each item also have a short description.

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leo877
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Posted: 5th Aug 2012 20:34
@ digital

youe game is out coming better. The inventory pic look cool.


Digital Awakening
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Posted: 5th Aug 2012 23:15
Thanks Leo

I am really happy with how it turned out. I may do some changes to the equipment artwork later. The only thing that bugs me a little is that it doesn't have exactly the same style as the rest of the game. But I can use the same style on other parts of the game later so it will blend better.

I am getting really excited about AI now. I really want to start hitting things with the swords. I have two new enemy ideas: Crawler will be the first armored enemy. Just moving around slowly, quite easy to kill. A good enemy to start coding with. And a Biting Plant. The first enemy with a melee attack. I think it will be fun to design levels with that one. Today I've been thinking about AI behavior. I think there will be some interesting enemies.

I know I also got bugs to deal with. Usually best to deal with them while I still have the code fresh in my head. And there's also setting up Eclipse to do. But Eclipse feels like it best to tackle on a free day, so next weekend at the earliest. Or I'll leave it until I got working AI and combat.

Cliff Mellangard 3DEGS
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Posted: 6th Aug 2012 00:41
Quote: "The only thing that bugs me a little is that it doesn't have exactly the same style as the rest of the game."

I think it fits well with the rest and its clear and easy to see

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Digital Awakening
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Posted: 6th Aug 2012 11:03
Thanks Cliff

Well, currently the only GUI art with that beveled look. But I have like 4 other places to use it in so it will blend in better.

Cliff Mellangard 3DEGS
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Posted: 6th Aug 2012 12:25 Edited at: 6th Aug 2012 12:26
Use this for your sound fx
I use it all the time for my sid (chip) fx


http://www.superflashbros.net/as3sfxr/

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Digital Awakening
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Posted: 6th Aug 2012 12:43
Thanks a lot for the link Will play around with it later!

Digital Awakening
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Posted: 6th Aug 2012 23:20
Got sounds for jumping and picking up coins in the game now. It's like magic! The game gets a whole new dimension of life to it. And the sounds are just right for this game too. Now I can make them all myself, just like the artwork. Thanks again for the link Cliff

Now all I need is music...

Digital Awakening
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Posted: 7th Aug 2012 23:26
Been fixing bugs and making minor updates. Also just did the first enemy artwork. It's the Crawler, very simple. Art may or may not be changed before release. It's something for me to start working on the AI code. I will use the same enemies with different colors to have multiple variations of the same species. The crawler will come in easy green, aggressive red and armored gray. The look is somewhere between a turtle and a snail. It will move around slowly.

Digital Awakening
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Posted: 10th Aug 2012 21:07 Edited at: 10th Aug 2012 21:07


I decided to do all the artwork first and then get to coding later. This is a test image I put together to see how it all looks together. The hearts and stars (hard to make low res stars look good) shows your current health and energy.

I have wanted for quite some time to change the colors of the player character to indicate different equipment. So I will use multiple sprites to accomplish this. The left most hero is the new one with some shaded artwork thrown in. That's the starting equipment. You have the old artwork next to it as a comparison. I also added the old attack frame so you see what that looks like. Shouldn't take long to do this.

All four enemies are on display here. The Armored Crawler, Jumping Shroom, Biting Plant and Shooting Plant. Not all animations are done yet. But I am keeping it simple so they are not expected to take long. Getting AI to work is the big project.

Comments on the new player look as well as the look of the monsters are welcome

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Cliff Mellangard 3DEGS
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Posted: 10th Aug 2012 21:22 Edited at: 10th Aug 2012 21:23
Think it fits very well together
Couldt you simply show armour like helmets and boots at the top center of the screen?

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leo877
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Posted: 10th Aug 2012 21:30
@ d w
looks great. The only is how can you tell the difreences from brackgound from the enemys. the enemys look part of the background but the again i am just looking at a screen shot not the actual game.


Digital Awakening
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Posted: 10th Aug 2012 21:46
Thanks guys


Quote: "Couldt you simply show armour like helmets and boots at the top center of the screen?"


I want to alter the look of the hero. I think that always adds a little extra to any game. I also wouldn't want to display the weapons like that. BTW, you won't be able to change equipment during the levels. If you want/need a particular item you have to play through the whole level with it. The top center of the screen is also reserved for something else


Quote: "The only is how can you tell the difreences from brackgound from the enemys. the enemys look part of the background but the again i am just looking at a screen shot not the actual game."


I know what you mean. I struggled quite a lot with the plants until I made them darker. I'll probably do the same with the crawler and the shroom. Maybe darken them all a bit more. I have no problem seeing them myself. But I do have very good color vision.

Digital Awakening
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Posted: 11th Aug 2012 11:07 Edited at: 11th Aug 2012 11:07


What do you think about these colors leo877? I don't think I want to go any darker than this. I also made the bushes a bit brighter to add more contrast. Tried going with dark bushes and bright enemies but that looked stupid.

Additionally I added a little shading and highlights to the hearts and stars as well.

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Cliff Mellangard 3DEGS
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Posted: 11th Aug 2012 13:09
Quote: "The top center of the screen is also reserved for something else "

Adds

Looks better now with the shading.

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Digital Awakening
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Posted: 11th Aug 2012 13:46 Edited at: 11th Aug 2012 13:48
Thanks Cliff. Nope, not adds I won't release this big and complex of a game for free.

Check out my new signature!

leo877
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Posted: 11th Aug 2012 21:21
@ digital
The new screen looks better. How does the game look when you play on your devices.


Digital Awakening
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Posted: 11th Aug 2012 22:13 Edited at: 12th Aug 2012 00:51
Thanks

On my Galaxy S2 (with Super AMOLED Plus screen) some of the colors are a bit over saturated. On my netbook the colors looks washed out in comparison. The signature image looks really good. Well, it gets zoomed in. The images you see here are made in Photoshop and are not coded in yet. Once I get the new player sprites set up I will start on the code.

Man, I love the signature image. Wouldn't mind that on a black t-shirt But maybe the s-word is not allowed here?

leo877
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Posted: 12th Aug 2012 00:39
I was also thinking about tyour signature imaga, not sure is right to use bad words, in case theres young kids on the forum. maybe do it like this " OH $#!T !!! "


Digital Awakening
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Posted: 12th Aug 2012 00:56 Edited at: 12th Aug 2012 00:57
Crap is not censured by the forum. So I'll change it to that. Although I don't think my other word is so bad.

Digital Awakening
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Posted: 17th Aug 2012 11:23
Counting down to Demo 2.

The colors of sword, armor and shield can now be controlled by code. First thing one of my friends asked about after trying the game on my phone. So at least on my PC the look of the hero changes. I now have Eclipse set up so the next demo will be released on both PC and Android. I am currently working on the editor and the placement of enemies. I am planning to have all 4 enemies shown and all 3 attacks working in the demo.

leo877
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Posted: 17th Aug 2012 21:03
cool cant wait to try out demo2.


Digital Awakening
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Posted: 24th Aug 2012 23:58
I've been busy and tired since my last post. Today I got started on adding enemies to the level editor. The interface part is now fully working and I will be able to easily add more enemies. I am currently working on the placement part. Once I got placement sorted out with collision boxes, I will start on the combat code. After that I will do the actual AI code to start moving them around. We will see how far I get this weekend, should get a couple of hours.

I will be working full time throughout September as well. Wish I could have a few days off every week, to do nothing but code. But I need the money. Being a frequent visitor to Kickstarter, and a backer of a few projects, I wish I could finance taking time off that way. Well, using Indie Gogo instead since I live outside US. But I doubt I can raise any money at this point. More people need to know about the project and I need to be further along. Maybe later, we'll see.

leo877
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Posted: 25th Aug 2012 00:40
@ AWAKING

Thanks for the info post on your game, i watching this with very good eye. I just have afew question, I dont think is relate to your game.
1. In your experience/Knowledge whats better to make the game or editor first. I not sure how to do an editor. For me I think I should make my game and see what kind of editor I should make.

Any thought from you on how you do your game making will help me if you dont mind sharing your skills.


Digital Awakening
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Posted: 25th Aug 2012 01:09
The advantage of starting with the editor is that you can use it to place things. When I worked on collision I made a little level where I could jump around and test it. It makes things much easier to test. The game and the editor also share a lot of code. Once you can save and load your levels things get a lot more convenient. It will speed up your development because the testing part is cut down. If your game uses levels or maps then you need an editor sooner or later to make a good game. It is time well spent.

leo877
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Posted: 25th Aug 2012 01:59
@ AWAKING

Thanks for the reply. I think this helsp me out more what you said
Quote: "The game and the editor also share a lot of code "

I got 3 games idea. Two of the seem very complex for to do sinse i am still learning. I brought agk book which helps alot. The other game is just a one screen game which i thought it would be easier to make while i learn on my own. But damn xboxlive take my time. I also get get furstrate on coding some times which is why i take a break and come back to the coding when it is time to code.

So I think while I tried to code the game is actually coding an editor first. (1 screen game)My background is not a tile map, but i know i am gonna need to use array for a map to keep were my bullets land. for example if a bullet hit a certain spot overs, then the spot be come static and the ai has to go around. just one idea i have writern down on paper.


Digital Awakening
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Posted: 25th Aug 2012 09:12
It's a good idea to start with a smaller project. There is a lot of work to complete a game and there is so much to learn. I think it's more helpful for you to complete a project and then take what you have learned into your next project. Maybe you can reuse some of your code as well. Rush to Adventure turned out to be bigger than i thought and it's hard to keep coding every week. But I know I can complete it and reuse a lot of the code. And perhaps more importantly, I know it will be fun to play. Otherwise I wouldn't be able to stick with it long enough to complete it.

Good luck with your game

Cliff Mellangard 3DEGS
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Posted: 28th Aug 2012 18:51
DA

I think i read that you wanted a cheap android pad ?

Have you checked the kurio pad?

Seams pretty good for one here in sweden?

Price in swedish money = 1790 kr.

Dual core 1.2 ghz cpu.

1gb ram.

7 inch screen.

And here is the mali 400 gfx card again

http://www.netonnet.se/art/dator/surfplattor/android/kurio-kurio7/174961.5323/

I have the dmtech 10 inch pad with built in 3g that only have an single core 1.2 cpu.

http://www.netonnet.se/art/dator/surfplattor/android/dmtech-tablet9738b973g/174612.5323/

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The Zoq2
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Posted: 28th Aug 2012 20:31
I actually found a place in sweden that sells the nexus 7, if you are looking for a 7 inch one. I will order mine today I think. http://www.bazula.se/Google-Nexus/Google-Nexus-7---16GB.htm
Cliff Mellangard 3DEGS
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Posted: 28th Aug 2012 21:15
Cool zoq2
Time to save up some money!

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Digital Awakening
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Posted: 29th Aug 2012 00:04
Since I'm here replying, I may as well write a little about RTA. Progress is slow at the moment. But I try to do a little every day. AIs can now be placed with the editor. The very next thing I'll do is to add in the health and energy bars, getting them fully working. I think I'll go for the damage taking "animation" before I'll dive into player attacks.

Cliff:
Nah, I'm buying a Nexus 7. Seems like a good tablet and it also has the latest Android version, and will receive quick updates. I really want to make sure RTA runs great on it as it seems to be selling quite well.

Zoq2:
I think I wait for the official Swedish launch. That looks like it might be an import. It also looks a bit over priced.

Cliff Mellangard 3DEGS
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Posted: 31st Aug 2012 20:09
Quote: "Cliff:
Nah, I'm buying a Nexus 7. Seems like a good tablet and it also has the latest Android version, and will receive quick updates. I really want to make sure RTA runs great on it as it seems to be selling quite well."

I read that it should be on sale next month
Iam getting one.
Good price here in sweden also on it.

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Digital Awakening
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Posted: 1st Sep 2012 15:20 Edited at: 1st Sep 2012 15:20


This week I have organized things so I have plenty of extra time on the weekend. I usually don't feel like coding after work on weekdays. So I am going to try to do the same thing every week where I have time to code on weekends.

So, as you can see from this screenshot I have the hero taking damage from touching enemies now. If you get hit you get knocked back a short distance. The hero shows the hit anmiation frame. A small white number raises up from where your head was displaying the amount of damage you took. The healthbar (length depending on your constitution level) is updated. Each heart is 5 HP. After the knockback the hero turns semi transparent, showing your invulnerability period. And of course I have a sound playing when you get hit.

Next up is adding data to all monsters and player attacks!

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Digital Awakening
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Posted: 2nd Sep 2012 15:53
Been working on the basic attack today. The time it takes before the hero recovers from the attack depends on the speed of the sword and your agility level. The delay until another attack can be made also depends on the agility. Energy is spent on each attack, depending on the sword. Each star is 5 energy, number of stars increases with stamina. The energy recharges when you are not using your sword. Agility shortens the time it takes to start recharging and increases the recharge rate.

I have decided to release Demo 2 with only the basic attack and only the Jumping Shrooms. It will probably take a while to get all 3 attacks and all 4 enemies working. Would be nice to get some feedback on the combat early on. I hope to complete demo 2 next weekend, but I'm not sure how long it will take to get everything ready.

Fuzz
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Posted: 3rd Sep 2012 03:53
This looks really awesome! I won't be able to play it but good luck.

Digital Awakening
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Posted: 3rd Sep 2012 07:44
Quote: "This looks really awesome! I won't be able to play it but good luck."


Thanks Why won't you be able to play it? While it will only be PC and Android right now (I can do those for free), I hope to release it on all platforms supported by AGK. Probably not all at the same time. iOS would be my next choice I guess.

Fuzz
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Posted: 3rd Sep 2012 09:29
Oh, awesome! I thought it was only going to be Android and iOS. Can't wait.

Digital Awakening
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Posted: 3rd Sep 2012 10:36
My first demo is available for PC if you didn't notice

Fuzz
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Posted: 3rd Sep 2012 11:53
Oh, sweet! I'll give it a try soon.

baxslash
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Posted: 3rd Sep 2012 11:58
Nice work, the demo is simple but gives an idea of what the game might be like. Well done!


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Digital Awakening
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Posted: 3rd Sep 2012 17:36
Thanks Bax
I am hoping to have the next demo with basic combat and basic AI done next weekend. Will be available for both PC and Android. This is when it will start to get really interesting, I hope. Have to get out and enjoy today's sunny weather, it might be the last one this year.

Digital Awakening
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Posted: 3rd Sep 2012 22:14 Edited at: 3rd Sep 2012 22:16


Finally killing off those mushrooms is so satisfying

They don't put up much of a fight yet. Gonna make them flash red when hit and fall off the screen when killed. Maybe I can squeeze that in tomorrow. Enemies do have a different hit sound than the player. As you can see those gray armored ones are quite annoying if you only have the first sword and the basic attack, which is how you will start the game. I'm wondering if the green mushrooms should only take one hit. Starting the game off easy.

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Digital Awakening
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Posted: 4th Sep 2012 22:18
Enemies flash red when hit and is thrown away from the player and fall of the screen when killed. The more damage you do on the killing attack the farther and higher the enemy is thrown. A nice little extra effect. Attacks also works when jumping now. Player death causes the game to return to the map screen. Levels and monsters are properly loaded and unloaded. All that remains now is to get the AI working. Hopefully I can manage that this weekend.

Now to get this into a working .apk so I can playtest it on my phone and show to my friends. First try didn't go so well. Back to the tutorial video. It's sweet playing in the player though. It really starts to feel like a game now that there is some monsters to kill.

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