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

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Digital Awakening
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Posted: 8th Sep 2012 21:40
Here it is: DEMO 2!!!
Windows - Android

Keyboard Controls:
Arrows to move and jump, Space to attack and Esc for menu.

There's nothing new on the world map in this demo. But both levels have been updated with jumping mushrooms and some other minor changes. The grass level is filled with green Jumping Shrooms that are easy to take care of. The forest level contains all 4 versions. The red ones are fast and really hurts. The gray one is armored and you are better off not using the simple sword against it. Finally the blue one is poisonous. When a poisonous enemy does damage to you a blue number pops up, you turn blue and your movement speed and jumping power is reduced by 30%. The duration of the poison is based on the amount of damage you take.

I want to point out that you can access the inventory from the world map. It's the button with the shield and sword. You can select from 3 swords, 2 armors and 2 shields. The shields are useless against the Jumping Shrooms because they do contact damage only. If you tap on a selected equipment you get some info about it. You are also free to adjust the 4 stats by tapping on them. Strength is required to carry heavier equipment. Agility increases your attack speed and energy regeneration. Constitution adds more health (hearts). Stamina adds more energy (stars).

From the game menu (Esc and button with 3 lines) you can access the settings. Here you can turn off the sounds and also switch the touch buttons Attack and Jump if you prefer them the other way around.

Auger
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Posted: 9th Sep 2012 00:19
Very nice I tried both the Windows and Android version. The combat worked well.

The only thing I noticed that was when I moved in the Android version you could see black lines between the tiles. That's on my Htc One S phone
leo877
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Posted: 9th Sep 2012 07:07 Edited at: 9th Sep 2012 07:15
hey Digital heres some pic of some errors..



and the second pic is



in the pics there line when i play the game on my tablet.


Digital Awakening
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Posted: 9th Sep 2012 10:09
Quote: "Very nice I tried both the Windows and Android version. The combat worked well. "

Thanks

Quote: "The only thing I noticed that was when I moved in the Android version you could see black lines between the tiles. That's on my Htc One S phone "

Quote: "hey Digital heres some pic of some errors.."

The infamous tile lines in AGK. I think this has something to do with the floating point placements. What you see is simply gaps between the tiles, so the background shows through. I only get this problem when running full screen on my laptop. I will try to see if I can fix this. There are 2 possible solutions that I can think of.

Quote: "in the pics there line when i play the game on my tablet."

How large is your tablet and how does the buttons feel on a larger screen? Do you play it with your thumbs holding the tablet, or with your fingers with the tablet on a table/stand?

Digital Awakening
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Posted: 9th Sep 2012 11:59 Edited at: 9th Sep 2012 12:00
It turned out that SetSpriteSnap didn't work so well with all resolutions. I used this on the level tiles to remove a flicker. After a few tries it seems that there was only solution that worked, and was also quite simple to implement:

setspritescale( level[x,y], 1.01, 1.01 )

I have updated both files, simply re-download the one you had a problem with. Let me know if this worked for you. And also anyone still having the problems with the lines, please let me know.

I was unable to remove the artifacts on the hero using this method. I will try to fix that by altering the artwork. But I used this on the map so hopefully those lines are gone. I didn't have a problem with lines on the map myself so I can't confirm.

leo877
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Posted: 9th Sep 2012 15:47
@ awake
I use a samsung gaxaly tab 2 that has a 10,1 inch screen. I play my tablet on a table. that way i can move and jump/kill easy. using the thumbs no so easy but it mite be on the way i holding or just small tgumb reach the inner buttons like the move right arrow and the jump button.

as for the errors, the lines have disappear during game play. on the world screen no line but after you beat the level that lets you swipe to the other map then come back to mapp with sowrds. the line reappear.


Digital Awakening
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Posted: 9th Sep 2012 16:07
Quote: "I use a samsung gaxaly tab 2 that has a 10,1 inch screen. I play my tablet on a table. that way i can move and jump/kill easy. using the thumbs no so easy but it mite be on the way i holding or just small tgumb reach the inner buttons like the move right arrow and the jump button."


I bet it is hard to play with your thumbs on a 10" tablet, just because reaching the keys would be hard. I am thinking about adding options to change the size of the buttons.

Quote: "as for the errors, the lines have disappear during game play. on the world screen no line but after you beat the level that lets you swipe to the other map then come back to mapp with sowrds. the line reappear."


Thanks for the report. It is hard for me to test this since I have no problems on the map. Maybe if I increase the sprite scale of the map a little more. What is the resolution of your tablet? Maybe I can replicate the glitch.

The increased scaling didn't cause any noticeable graphical glitches. I have updated the .apk file with the increased scaling for the map. Can you please try downloading it again and see if the lines appears?

Cliff Mellangard 3DEGS
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Posted: 9th Sep 2012 19:31
I just downloaded the latest demo on my 10 inch pad
Plays really well but hard to reach the inner buttons whileplaying
Make them slightly smaller on there width perhaps?
No lines on any of the tiles or map.

Only lines i get is at the bottom of the enemys!
Maybe add 1-2 empty pixels at the bottom so will they go away.

The switched button configuration feelt best

Nice to see the flashbros sound fx maker being used right
Only thing missing is some credit to the flashbros for ther app with an link?
They where so nice to make it free that we should support them when using it

Quote: "setspritescale( level[x,y], 1.01, 1.01 )"

You remembered my tip from earlier
I use it on my game 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: 9th Sep 2012 19:44
Quote: "I just downloaded the latest demo on my 10 inch pad
Plays really well but hard to reach the inner buttons whileplaying
Make them slightly smaller on there width perhaps?
No lines on any of the tiles or map."

Thanks Yeah, I will add in adjustable width to the buttons later.

Quote: "Only lines i get is at the bottom of the enemys!
Maybe add 1-2 empty pixels at the bottom so will they go away."

Ah, was afraid of that. Didn't have any problems with that myself.

Quote: "Nice to see the flashbros sound fx maker being used right
Only thing missing is some credit to the flashbros for ther app with an link?
They where so nice to make it free that we should support them when using it "

Yeah, I am going to add that to the credits. It will take some extra coding to get it working. These demos still won't reach out of this community. But I should add it for my next one.

Quote: "You remembered my tip from earlier
I use it on my game also."

I think it's been mentioned a few times in various threads

Thanks for all the feedback, much appreciated

Auger
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Posted: 9th Sep 2012 21:59 Edited at: 9th Sep 2012 22:07
Well, that fixed the tiles for the most part. Still I noticed this late last night and it's still in both versions. If I go to the home screen and then back into the game I get lines around all the tiles.

Guess it has something to do with the app going to background and coming back. I've attached the screenshot.

Maybe try and then redraw everything might help

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Digital Awakening
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Posted: 9th Sep 2012 22:29
Quote: "If I go to the home screen and then back into the game I get lines around all the tiles."


That's because AppGameKit messes up the filtering when it goes to the background. I have tried this but it only worked on the text.



It still drains like 50% CPU in the background so it should not be sent to the background. Still you could get a call. Squashies World (by TGC) doesn't hog the CPU in the background though.


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 9th Sep 2012 22:47 Edited at: 9th Sep 2012 22:50
Finally I did it! I just defeated all the enemies in the forest level without taking a single hit With level 1 stats, of course. Now that's a challenge for you! It wasn't optimal on time. I messed up my timing on the blue one and had to jump up again. The gray one is a bit tricky as you don't have enough energy. I am thinking about adding in a CBAS rating system. S rank would only be given if you can complete the level without taking a single hit.

I have played through both levels multiple times on my phone now and I just love the controls and the gameplay. In some ways it feel like I am back playing old NES games. Once you get used to the touch controls you can do some very interesting moves, even on a phone. The larger button areas really did wonders for the playability. Now, if my phone didn't mess up the touch when it gets hot it would be great.

Update:
Just did a perfect and fast run on my very next attempt


Demo 2 is out! Click the image for more.
The Zoq2
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Posted: 9th Sep 2012 22:54
Hehe, I gave up on that level

Works great on my asus transformer TF300, I have to try it on my phone sometime...
leo877
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Posted: 9th Sep 2012 23:40
@ awake

okay on my tablet in landscape mode, the width is 1280 and height is 752. i just only notice the lines on the world map level one with the swords but when you swipe to next level theres no line there. then when i swipe back to level with sworfds and signs the line are still there.


Auger
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Posted: 10th Sep 2012 00:24
Quote: "It still drains like 50% CPU in the background so it should not be sent to the background. Still you could get a call. Squashies World (by TGC) doesn't hog the CPU in the background though.
"


Just checked this out. RTA is using about 90% while in the background while Squashies World was using about 7% . I ran a test app I'm making and it also ran about 90% in the background also? Maybe Bax has some insight into this?
Fuzz
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Posted: 10th Sep 2012 06:17
Hey bro, I played the Windows demo. It ran fine and it was awesome! Keep up the good work.

Digital Awakening
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Posted: 10th Sep 2012 08:22 Edited at: 10th Sep 2012 08:24
Quote: "Hehe, I gave up on that level

Works great on my asus transformer TF300, I have to try it on my phone sometime... "

I got the game on my phone and have had for a few weeks now. I playtest it almost daily. I have played both levels countless times. First Demo 1 without monsters, then with non moving monsters and now Demo 2. And of course loads of testing on keyboard while coding

Quote: "okay on my tablet in landscape mode, the width is 1280 and height is 752. i just only notice the lines on the world map level one with the swords but when you swipe to next level theres no line there. then when i swipe back to level with sworfds and signs the line are still there."

Strange as they use the same sprites. I only use extra sprites to do the scroll effect. Now that I look at your screen shot it looks like on the map you get pixels from nearby tiles. That's why they are colored and not black. Will test your resolution after work today. Did you try the 3rd version?

Quote: "Just checked this out. RTA is using about 90% while in the background while Squashies World was using about 7% . I ran a test app I'm making and it also ran about 90% in the background also? Maybe Bax has some insight into this? "

I would suspect an update to AppGameKit itself.

Quote: "Hey bro, I played the Windows demo. It ran fine and it was awesome! Keep up the good work."

Thanks I wish I had more time to work on this. Now I got a bunch of annoying bugs to deal with, that are not visible in the demo. Not sure about what to add after that, but I will leave gameplay for a while now. There are so many other things to do.


Demo 2 is out! Click the image for more.
Fuzz
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Posted: 10th Sep 2012 09:09
Quote: "Not sure about what to add after that, but I will leave gameplay for a while now. There are so many other things to do."


How about adding some music? That would really bring it to life.

Quote: "I am thinking about adding in a CBAS rating system. S rank would only be given if you can complete the level without taking a single hit."


I like this idea!

You can count on me to test all the demos you upload! For Windows anyway :p

Digital Awakening
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Posted: 10th Sep 2012 13:28
Quote: " How adding some music? That would really bring it to life."

I would love some nice 8-bit music. I know a guy who does some but he is busy. Thinking of doing some myself, but I am not a cpmposer.

Quote: " I like this idea! "

Had a brilliant scoring idea yesterday. I will give players a bonus for using light equipment, and penalties for every hit taken. Regardless of damage taken. So no matter your level or equipment you are judged fairly.

Quote: " You can count on me to test all the demos you upload! For Windows anyway :p"


Thanks


Demo 2 is out! Click the image for more.
Funnell7
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Posted: 10th Sep 2012 14:50
Quote: "It still drains like 50% CPU in the background so it should not be sent to the background. Still you could get a call. Squashies World (by TGC) doesn't hog the CPU in the background though."


This can be resolved by altering the main.c file when compiling in eclipse (this file is located in the 'jni' folder).

Near the bottom of the main.c file, you will see a bit of code which looks like this:



Make this amendment:



And this should resolve the high CPU usage issue...
Digital Awakening
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Posted: 10th Sep 2012 18:15
Thanks Funnell7, I will give that a try


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 16th Sep 2012 17:00 Edited at: 16th Sep 2012 17:02


As you can see from the screen I have made a new start screen. The text is flashing. I have more plans for it in the future, but this will do for now. Also, I no longer use particles to indicate new icons on the world map. Instead they, one by one, fall down with a thud. I have wanted to do this for a while now. Demo 3 will thus look a little better. I will add new world map art. Time to start on that village mentioned on the sign on the 2nd screen. I should get some questing to try and more levels. However, progress will be slow the rest of September. I will be busy the next two weekends which is when I normally do most of my coding.

leo877:
I was unable to replicate the lines you see on my PC. I will see if there is some command that I can use to fix your problem in my next demo.

Funnell7:
I implemented your changes to main.c but without any changes to the CPU useage. I have cleaned the project in Eclipse twice.


Demo 2 is out! Click the image for more.

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JLMoondog
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Posted: 16th Sep 2012 18:28
Just played demo 2 and have to say I'm loving this game. Looking forward to demo 3.

Digital Awakening
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Posted: 16th Sep 2012 18:46
Thanks Josh


Demo 2 is out! Click the image for more.
Funnell7
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Posted: 16th Sep 2012 19:05
Digital Awakening, you need to do the Cygwin bit etc as well, cleaning the project alone isn't enough...
leo877
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Posted: 16th Sep 2012 20:14
@ awake

The lines dont appear PC game, only when I play on my tablet. My tablet is a Samnsung Gaxaly tab 2 ,101.1 screen width is 1280 and height is 752. You ask if I tried the 3rd version but I always download from the first post, so hopefully thats were you put it.


Digital Awakening
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Posted: 16th Sep 2012 22:14
leo877:
I tried setting my resolution on PC to the resolution of your tablet. But that didn't cause the lines to appear. I only have 1 of each file up for download. When I post that I have updated it, all links pointing to it will download the latest version. I will look into possible commands to fix this for demo 3.


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 18th Sep 2012 00:42
Demo 3 - Road map
I have finally come up with a plan for what to work on next. Having loads of possible things to do next is not good for me. It is in my nature to prioritize things and organize objectives to reach a goal. Being unsure of my next goal also makes me unsure of what I should be doing. After adding these last two simple updates that has been bugging me for a while and then figuring out what I want to test the most have led me to a goal.

The goal for Demo 3 is questing. Now RTA does not have a fully fledged quest system. I have settled for something that is quite easy to code and easy for non RPGers to follow. In Demo 3 I want the player to receive a quest to defeat all monsters in an area and receive an award for doing so. I also want the player to be able to collect coins, buy an item and then use that item to access a locked level.

First I need to alter the way coins are handled in the levels. This will both fix some bugs that you do not see in Demo 2 and allow me to score the player on coins. I also need to add end of level scoring and store the player's progress. So the ranking I talked about earlier will be in Demo 3. Next is the village to the north. It will contain the shop and the quest. And to round it out there will be 2 new levels. Considering adding artwork for forest tiles and cave tiles. The thought of grass tiles in the cave bugs me

Well, that's a text heavy update. Now to implement it. Not a lot of time for the rest of the month. But it looks like I'll have more time to code in October. Hoping to get the coins fixed this week though.


Demo 2 is out! Click the image for more.
Fuzz
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Posted: 18th Sep 2012 08:19
Sounds awesome! Can't wait to test it.

Digital Awakening
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Posted: 24th Sep 2012 09:44 Edited at: 24th Sep 2012 09:45


Just a small update. The coins were dealt with last week. Been pondering about the look of the game scoring screen we'll see how it turns out. I've been thinking about updating the game's logo for a while. I wanted to see how it looked with rounded corners. The low resolution ensures that it looks retro any way. I like it, I hope you like it too. Now that that's out of my system I can focus on the scoring layout.


Demo 2 is out! Click the image for more.

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leo877
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Posted: 24th Sep 2012 09:55
@ awake

Sounds good on what you have been doing to this game. Title screen looks cool. Looking at your game progress just makes me want to keep at mine game. I making some progress but still learn AGK.


Cliff Mellangard 3DEGS
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Posted: 24th Sep 2012 18:25
Love the title screen

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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: 24th Sep 2012 20:17
Thanks guys

News:
Just got offered full time the rest of the year at work. Now I don't have to worry about money for the rest of the year. Sadly this means that RTA will keep the current slow pace.

leo877:
Just keep at it! It's the big breaks from a project that is the hardest to overcome. Also, when you get stuck on some problem or you realize you have a huge step in front of you. That's when you have to do whatever you can to keep working. For me a can of Coke and taking little steps at a time is what gets me through it. This is also a project I really want to get done. I also have a clear path of what I have to do next so I just have to put everything on that. Have never worked on a game I believe in more, that also helps.


Demo 2 is out! Click the image for more.
leo877
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Posted: 25th Sep 2012 00:55
@ awake

thats good news getting a full time, RTA goona be slow but slow and steady wins the race...just dont rush the game...thanks for encouragement and advices...i doing liitle steps but i notice i jump around to other part of the game when it not need yet...i make a list of what to add and fix.


Digital Awakening
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Posted: 13th Oct 2012 13:02 Edited at: 13th Oct 2012 13:03


Man, it's hard to get back to a project after over 2 weeks of inactivity. I went for a soft start as I have other things to do today and my head feels all foggy after finally getting 9 hours of sleep. I have been thinking of making a more interesting credits screen for a while. So here's today's attempt. I will see how it looks with text on it once I code it in. Tomorrow I plan to do the art for the level score screen. My head should feel refreshed and I will have less other things to do.


Demo 2 is out! Click the image for more.

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Cliff Mellangard 3DEGS
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Posted: 19th Oct 2012 01:29
Send this to the ultrabook competition

You only nead to get them intrested and pass thru the first step to get an ultrabook.

And i know they will be intrested

And after that so dosent it matter if you cant finish it on time for the compo end.

As you already have an ultrabook anyway.

Its simply an bonus if you get another prize also.

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leo877
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Posted: 19th Oct 2012 03:09
@ digital

i agree with cliff, you enter you game in the contest.
Digital Awakening
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Posted: 31st Oct 2012 23:40 Edited at: 31st Oct 2012 23:41


Finally an update! I started on this last weekend and have been doing a little every now and then. This is the end of level scoring system. First I was thinking about doing something in the same design as the inventory screen. But then I started to think about animating the scores. So I thought a lighter design would be better.

The black semi-transparent background fades in. The white text shoots in at high speed from the left, line by line. And then the score counts up (or down). It's all quite fast, don't want people to wait for their scores too long. The rank will be displayed at the bottom later. Next up is collecting all the values from the level and adding the ranks. Then of course saving the scores.

Cliff & Leo:
Thanks for the support I decided not to enter the competition. As I understand it, I have to show the game publicly. I don't think it is ready for that. I don't want to show it off now when the development have been so slow. Also, I already have a netbook, a laptop and just bought a tablet (Note 10.1).


Demo 2 is out! Click the image for more.

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Cliff Mellangard 3DEGS
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Posted: 1st Nov 2012 00:18
Looks nice.

Note is a wonderfull machine

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Digital Awakening
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Posted: 4th Nov 2012 13:31
Thanks Cliff Yeah, the Note is nice. RTA looks really good on it too. Buttons are too wide to play comfortably, but that was expected. Something I will look into later.

Got all the values in there so the scoring works as it should now. There is now a clock to the game screen. I have also added in working difficulty settings. These might need an adjustment in the future. The game also defaults to Medium difficulty now.

There is still a few things to do before I'm done with the scoring. Have taken a few days off next week, hopefully I can get more than a few hours of coding done. There are other things that needs fixing too.


Demo 2 is out! Click the image for more.
Plystire
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Posted: 10th Nov 2012 06:30
The game is looking wonderful, DA! I wanted to give it a try, but when the game goes into a level, my mouse is hidden so kinda hard to push buttons. I'll definitely try this out on my ultrabook when I get home.


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Digital Awakening
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Posted: 11th Nov 2012 11:08
Thanks Plystire You can play with the keyboard: Arrows to move and jump, Space to attack and Esc to open up the menu. I don't like having the mouse pointer visible when I am playing.


This week I have been working on all things scoring. Hitting space or clicking/tapping now instantly completes the scoring screen. AI sync/delay is now stored in the level file and not random each time you play. This is to make each playthrough exactly the same and scoring fair. Can be adjusted manually as well.

I am currently working on displaying the scores on the map screen. Once you have completed a level, selecting it again displays the scores for your best playthrough. I am about to add buttons to play or exit the level. Storing the scores from each level is next up and then the rankings.

Some other updates: AIs can be flipped in the editor now, to face the other way. Swords on the map turn gold when you collect all the coins and kill all enemies. To ensure that players start with the easiest level only the grass level is unlocked after talking to the fisherman.


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 18th Nov 2012 13:19 Edited at: 18th Nov 2012 13:19


The update this weekend is all about controls. Been thinking about this update for a while and I wanted to get it done. I have added additional menus so that music and sounds settings are separated from touch control settings. I can now turn touch controls off and select smaller buttons. The smaller buttons are much better when playing on a 10" tablet. The buttons have also been lowered to increase the screen size. Still works just as well.

I am not 100% done with turning off the touch controls, so that's for next update. Playing without the touch controls are of course meant for devices that have other control methods. Or maybe you plug in your mobile to the TV and play with a bluetooth controller. I intend to have black lines on top and bottom of the screen in this mode.


Demo 2 is out! Click the image for more.

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Digital Awakening
AGK Developer
22
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Joined: 27th Aug 2002
Location: Sweden
Posted: 2nd Dec 2012 09:49 Edited at: 2nd Dec 2012 09:50


Another quite boring update. This weekend so far I have been working on bugs and tidying things up. I have added a feature I call text buttons. As you can see in this screenshot I can now add simple buttons using text with brackets. They will light up and the brackets will spread out when touched. The map score display is the first of quite a few uses I will have of these.

Next up is more boring stuff. I have not yet made the game store the level results, only using the latest values. And then using the stored results to do things like updating the coins and experience in the inventory. I also still need to implement ranks. I'll probably just hard code them in for now. I want to move on to more exciting stuff. It's almost time to add in the first village now.


Demo 2 is out! Click the image for more.

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Digital Awakening
AGK Developer
22
Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 9th Dec 2012 15:34 Edited at: 9th Dec 2012 15:35


Time for something a little more interesting. Trying out the new level artwork for forests and caves. With touch controls deactivated.

Comments are welcome


Demo 2 is out! Click the image for more.

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The Zoq2
15
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 9th Dec 2012 15:44
That looks realy cool. Looks like your game is comming along niceley
Digital Awakening
AGK Developer
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Location: Sweden
Posted: 9th Dec 2012 15:55
But very slowly. Thanks Zoq2


Demo 2 is out! Click the image for more.
fog
21
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Joined: 5th Oct 2003
Location: Newcastle, England
Posted: 10th Dec 2012 18:01
Good to see a familiar face still developing DA/DG

Anyway this is looking great. I love a bit of pixel art.

Digital Awakening
AGK Developer
22
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Joined: 27th Aug 2002
Location: Sweden
Posted: 11th Dec 2012 13:35
Hi! Been a while since anyone called me DG. Was that way back on the classic board? I remember your name but not when I last saw it. Yeah, I still code. Had a break for a while. This project turned out to be a bit more complex than I thought. And I have way less time to code now. Hopefully it will be good.

Thanks, me too


Demo 2 is out! Click the image for more.
Digital Awakening
AGK Developer
22
Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 27th Jan 2013 22:09 Edited at: 27th Jan 2013 22:09


The project is not dead! Almost went of the first screen. Hopefully back to more frequent updates now. Fixed some bugs on Christmas eve, got sick during new years and then I didn't feel like coding for a few weeks. Did quite a lot last weekend and then some more this weekend. Basically lots of boring stuff finally done. Some bugs have been fixed but most importantly the scoring is now done.

Best scores are now stored for each level and difficulty. When you get a new highscore it says so on the scoring panel. If you didn't then your previously best is shown. The inventory is correctly updated with coins and experience. I got tired of waiting for the score to count up on the map screen so those now fade in with with the panel. I realized that I had forgotten to add in the level number on the scoring screen, fixed that. And you can now see your ranks on the map screen as well.

Next up I will work on the small village to the north. There you will find your first quest and be able to buy a torch. You need a torch to enter the cave. Got a quest related level and the cave level to do. Also, the new credits screen has to be coded. Demo 3 is not too far off now


Demo 2 is out! Click the image for more.

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