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

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The Zoq2
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Posted: 27th Jan 2013 23:04
Looks awesome as always, hopefully you will finish this one day
Digital Awakening
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Posted: 27th Jan 2013 23:48
Thanks Zoq2. I do look forward to the day when most of the coding is done and I can just focus on content. Hopefully it's not too far away.

Can anyone else spot the bug on image 3? I just notised it.


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 31st Jan 2013 13:36 Edited at: 31st Jan 2013 13:37


Introducing: Your first quest!

Here's the village to the north from the starting location. The ! mark is the village elder. He have a quest for you. Once you have talked to him you unlock a new level in the forest. Talking to him again after killing all the mushrooms in the forest you are rewarded with coins and experience, and the ! turns gray.


Demo 2 is out! Click the image for more.

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DVader
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Posted: 31st Jan 2013 20:00
Just played the demo from the top of page 1. Looks pretty neat so far! I can see you like the old Wonderboy games. Good luck with this!

Digital Awakening
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Posted: 1st Feb 2013 08:57
Thanks DVader. Hopefully it won't take too long to get the next demo out.

I have only played some of the first Wonderbuy on C64. I have not played the other games. I haven't played much Sega. I did try the Monster World collection trial on 360 but didn't like it enough to buy it. My game is inspired mostly by Zelda 2. I thought it would be suitable for phones to have the overhead exploration and the sidescroller action.


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 10th Feb 2013 10:20
This week brings a lot of little fixes here and there. Among other fixes I have made the ! mark turn green once the quest is completed, so you know you should visit the quest giver. The amount of coins and exp earned from a quest is now shown on the map with a little animation. When you unlock new screens there's now a little animation to make you more aware of the arrow. And a bunch of little stuff. No new screens, got to leave some for you to discover in the demo

My Demo 3 todo list is now finally shrinking. There is still a handful of these little fixes I want to get done all over the place. Simply because I don't want to carry them over to Demo 4. The problem with all these little fixes is that I need to go back to code I wrote a long time ago. This project was started on 10 months ago after all. But I have been revisiting most of it this week so I am quite into it at the moment. My plan right now is to clear off the easy stuff first. Finish the two new levels and get the updated version to my phone for testing. Then code the new credits screen. And finally the hardest part is the shop, adding torches to the inventory and using them to access caves. That's all before release!


Demo 2 is out! Click the image for more.
Talairina
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Posted: 10th Feb 2013 13:42
Your doing some great work. I really like the design and low bit graphics remind me of the old days of gaming. Glad to see your still working hard at it. Can't wait to try out Demo 3.
Digital Awakening
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Posted: 10th Feb 2013 18:31
Thanks Talairina


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 14th Feb 2013 22:25 Edited at: 14th Feb 2013 22:25


I have now completed all the minor stuff. Including saving your settings to file and adding darkness to the edges of the screen when playing cave levels. The two new levels have been created. And the game has been copied to my phone and tablet for testing. This weekend I will tackle the new credits screen and the shop. The screenshot shows the new cave level in action with touch controls turned off. The cave is pretty tough and you won't be able to S rank it without leveling up. You simply don't have enough energy to keep swinging your sword. Demo 3 is very close now!


Demo 2 is out! Click the image for more.

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Cliff Mellangard 3DEGS
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Posted: 16th Feb 2013 01:17
looks great

Could be a money maker when you are done

Alot of retro maniacs like me out there !

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Digital Awakening
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Posted: 16th Feb 2013 08:54
Thanks Cliff

I can only hope to make money on this. But it is something I strive for. Then I could spend more time making better games much faster. Any money made would go into making another game.



BTW for those who hasn't figured it out. Next update I make will be releasing Demo 3. Not sure if I can make it this weekend but I will try


Demo 2 is out! Click the image for more.
Cliff Mellangard 3DEGS
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Posted: 16th Feb 2013 14:06
One idea for you is to use the new in app purchase

Release the game for free with 4 quests.

The let the users that want more buy each new quest for 3-6 skr.

This way can you add quests and get new cash flow during a longer time of the games lifetime.

And maybe a gold edition where the user pays 30-40 skr and get the full game and new quests free.

Only some ideas

This way so do also users that are intrested being able to download the free version and maybe buy the gold edition instead when they get hooked

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Digital Awakening
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Posted: 16th Feb 2013 14:46
I intend to offer free and paid for versions. 30-40 sek (4-6 usd) is quite a lot to ask for this kind of game though. At least on mobile. 2-3 usd is probably more suitable. It would be nice to allow users to upgrade their free versions and continue playing. I don't intend for this game to use micro transactions. You get the whole game for a fixed price.

But the model you are suggesting is not a bad one. I have thought about something similar for other game ideas in the past. It's something you need to plan to include from the start. And the game should be larger than what I am planning for RTA.


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 17th Feb 2013 12:35
OK, I know I said that my next update would be releasing demo 3. But I am really happy to announce that I will have some sweet chiptune music coming for demo 3. Should take about a week to get the edits I want done.

On the programming side I made the credits screen yesterday. Got a new background, text with shadows and clickable links to websites. I am really happy with how it turned out. Got torches added to the inventory as well. Coding the torch shop and then using a torch to enter the cave will take a bit longer. I also need to tweak the scores for the ranks. But hopefully there are no other tweaks or fixes needed.


Demo 2 is out! Click the image for more.
Digital Awakening
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Posted: 24th Feb 2013 18:43 Edited at: 24th Feb 2013 18:45


Finally it's here! Demo 3 is now available for download. It is by far my most impressive release I am really happy with it.

New stuff:
Two new levels (one is a cave) and one new screen. Some great chiptune music by MisfitChris. First quest and first shop added. End of level scoring and ranking. Difficulty levels. Small buttons for tablets and turning buttons off for PC. And loads of minor stuff.

Known issues:
Menu transitions will be added in Demo 4.
There's a slight camera glitch at the beginning of the cave.

If you find anything else that I can improve, let me know.

Windows version
Android version

PC controls:
Arrows to move and jump
Space to attack
Esc for menu/exit



Plans for Demo 4:
First I have a bunch of minor things to do. Some of them have been on my list for a long time, but most have been added in the last week or two. About half are editor related. I am going to make the game fully playable with keyboard controls. This is so you can play it with for example a controller, on Ouya etc. I will do some level optimizations to use less sprites and you will be able to fall off the screen. I also got hazardous level tiles planned. And last but not least, I will be adding in more monster types.


Demo 3 is out now!
The Zoq2
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Posted: 24th Feb 2013 19:16
I tried it on my 10 inch tablet and it ran great, the small controlls are a huge inprovment. I realy like your artstyle and the game feels solid gameplay wise (to bad I suck at it). Im guessing it is intended but i can not equip any new equipment because I get to much weight when I try it. My one complaint is that you should do something about the rough edges on the bottom of the blocks in the cave levels. It looks a bit weird with them perfectly square (as they look in the first picture in your signature). Other than that, you got a great game going and I will be sure to play it when it is done.
Digital Awakening
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Posted: 24th Feb 2013 19:43 Edited at: 24th Feb 2013 19:46
Zoq2:
Thanks

To equip better weapons you need to level up your strength. You can just tap the STR stat in the inventory. Only the first 3 weapons have a weight of 1, the rest in the demo weighs 2. This is what the strength is for

Well, I agree with you. I could make the bottom black squares have rounded corners, that could look nice. Something I should investigate further.

I know it's hard on touch screens but it is possible to S rank all levels with enough time and patience It is however much easier on a keyboard.


Demo 3 is out now!
Talairina
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Posted: 24th Feb 2013 19:49
I love it. Control's are nice and responsive. Level's are short but sweet and that cave level is quit challenging on hard with minor stats and equipment. Love the music, very retro (Reminds me of the old cracktro tunes on Amiga games )

Settings panel works great and has everything you'd expect in it. Stats panel is great and and can see that causing a few challenges amongst friends on who can get the best score. Have you considered having a global scoreboard tied to each individual level at all? Nothing scream's re-playability like trying to get the highest score on a level.

I have not had any issues running it on Win 8, Kindle Fire 2 or Samsung Galaxy S. Like the screen size between the devices.
Digital Awakening
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Posted: 24th Feb 2013 20:24 Edited at: 24th Feb 2013 20:26
Zoq2:
BTW, inventory and stats are not new, they were in Demo 2 The sign that reminds people about it is new.



Talairina:
Thanks for all the positive feedback

I spent so much time getting the controls just right. Could not stand using the built in physics, couldn't get them this resposive. I also love the music, I am really happy that Chris offered me to use his NES album music. There's a link to it in the credits.

I intentionally made the cave level hard. If it wasn't for the fact that you need energy to swing your sword it wouldn't be so hard. I don't think it's even possible to S rank it on normal without at least level 2 in stamina. I have made the game automatically compensate the rankings on Hard. I have not attempted it myself. I would not try without maximum agility and stamina though. You can't use the Long Sword or you wont get the full equipment bonus required for an S rank. I don't know if I have the patience to play it through with basic stats. You would have to rest all the time

I have considered online scores. But I worry about people cheating. I have also been thinking about allowing users to post their scores to Facebook and Twitter. It's still all up in the air. It wouldn't be impossible to add in additional screens etc to handle either/both.

Thanks for trying on multiple devices


Demo 3 is out now!
Cliff Mellangard 3DEGS
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Posted: 25th Feb 2013 16:49
Everything plays great on my 10 inch android pad
But i do get some scanlines sometimes on the sprites ?
I belive it scales up the sprites so much that they borrow the first pixel on the next tile on your atlas image.

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Digital Awakening
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Posted: 25th Feb 2013 18:23
Cliff:
Thanks

What tablet brand and model are you using?
Have you upgraded to the latest OS version?
Where do you get the lines? On the map or the levels, or both?
Horizontal or vertical lines, or both?

I have tried to fix this problem before and have no issues on most hardware. I have no problem running it on my phone or tablet or even full screen 1080p on my PC. I am not sure if it even can be fixed. Since I don't have the problem myself it is hard to test and fix this. By turning off the filtering and using a wide margin there shouldn't be a problem at all. If anyone has a solution I would be happy to try it out.


Demo 3 is out now!
The Zoq2
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Posted: 25th Feb 2013 22:30
I also had some lines on the sides on some sprites. I only noticed them on the mushrooms and they are not that common. But I did see it happen one or 2 times. It looked like an animation frame was offset to much. Im running android 4.1 on an asus transformer pad TF300.
Digital Awakening
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Posted: 25th Feb 2013 22:57
Enemy sprites is something I can do something about, since they are not tiled. Adding extra space around them should fix that. I wonder if I can use the same method for tiled spites. That would require more work and I can't really test it.


Demo 3 is out now!
Digital Awakening
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Posted: 26th Feb 2013 21:34
Just took care of 8 issues on my todo-list for Demo 4. I had 20 issues when I started. These are minor things and most will be cleared before I get to the level stuff and the new monsters.

I also wanted to say that I won't be releasing any fixes for Demo 3 like I did with Demo 2. Adding transparent pixels to the enemy sprites is one item on my todo for Demo 4. Adding rounded corners to the black tiles is something I'll do when I am working on the improved level code. The test image I did looks great though, thanks Zoq2 for the idea. I want to get on with Demo 4 now that I got momentum.

Plenty of time to code this week!


Demo 3 is out now!
Talairina
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Posted: 26th Feb 2013 21:42
Can't wait to give Demo 4 a blast. Rounded corners on the black tiles should make the levels seem a little cleaner then the current version. Do we get to see the way the stat system will work once the game is released in Demo 4 or is that saved for later? I mean rather then being able to just assign point's as the current demo has it.
Digital Awakening
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Posted: 26th Feb 2013 22:09 Edited at: 26th Feb 2013 22:09


I might as well post an image of the corners for you to take a look since I saved it anyway.

Proper leveling up, unlocking equipment, map screen, total score screen, special attacks etc will be added in Demo 5. Most coding will be done in Demo 5 so I consider it as Alpha. After that it's mostly content. Planning to start spreading the word about the game at this point. Hopefully I can get the attention of some media people who loves old 8-bit games.

BTW been thinking about a global scoring system. Gonna have to dust off my PHP and MySQL skills for that one. Registration, buddy system, cheat prevention etc. I think that's for post Alpha though.


Demo 3 is out now!

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Talairina
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Posted: 27th Feb 2013 06:43
The rounded edge's look much better. It's all shaping up to be something rather special
xCept
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Posted: 27th Feb 2013 07:21
This is great! I only played it on the PC yet but love the authentic old school vibe. I hope it brings you lots of success
Digital Awakening
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Posted: 27th Feb 2013 11:42
Thanks guys I can only hope that you are right.


Demo 3 is out now!
Digital Awakening
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Posted: 28th Feb 2013 10:21
I realized that I need someone to try out the pixel fix for enemies on Android. So The Zoq2 and Cliff and anyone else experiencing pixel issues on the enemy sprites. Please download the attached APK file and tell me if I have fixed the problem or not.


Demo 3 is out now!

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The Zoq2
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Posted: 28th Feb 2013 12:43 Edited at: 28th Feb 2013 12:56
I'll test it when I get home...

Edit: I tested it on my galaxy note and didn't have any problems with the borders. But I havt tried it on my tablet where I saw the problems in the first place
Talairina
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Posted: 28th Feb 2013 17:29 Edited at: 28th Feb 2013 17:31
Tried it on my Kindle Fire 2 running a custom Jellybean Rom v4.2.1.

No scanline issues on the sprites however I did discover an issue with jumping. It's seem's every now and then it does a double jump i.e. it will jump when I tap the jump key, as soon as I land it will jump automatically again without any input from myself. I could find a way to reproduce it 100% of the time I'm afraid but it happened both on a quick tap for small jumps and a hold (release before landing) for the higher jumps.

Run's pretty well also and everything seem's responsive and I coulden't see any other issues other then the jump bug above.
Digital Awakening
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Posted: 28th Feb 2013 19:57
The Zoq2:
There should only be a problem on some devices. So please check with your tablet. So far I have only heard about these problems on tablets. I wonder if it's because they run in some stretched phone compatibility mode. With no issues on my tablet, PC or 32" 1080p TV it's really hard to test this.

Talairina:
If you hold in the jump button you will instantly jump again if you touch the ground. I have never had the problem myself and played loads of it. The jump is only reset when you touch the ground, so you should only get a jump if you are touching the ground and holding the jump button during the same frame. When falling the hero will cover quite some distance each frame, especially if the hardware is a bit slower. But, if you can reproduce the problem I can always take a look at the jump code.


Demo 3 is out now!
Talairina
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Posted: 28th Feb 2013 20:22
The issue I was having is I tap jump, it would jump up, I'd release the button well in advance of the sprite touching the ground and the minute I hit the ground it would jump again. I know I'm not pressing or holding the button during the last few frames of being in the air let alone on the ground. So it shouldn't jump again if I understand your description above correctly.
The Zoq2
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Posted: 28th Feb 2013 20:42
Alright, I tried it on my tablet and I didn't see any problems with the enemy sprites.
Digital Awakening
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Posted: 28th Feb 2013 22:35
Talairina:
Yeah, it should not happen. And I can't replicate it. Did this happen on a touch device and was it very warm when it happened? Sometimes weird things happens when my phone gets hot. It's like it produces it's own touches. Only explanation I have at the moment.

The Zoq2:
Great, solved that problem Will replace my other download later. Thanks for the help!


Demo 3 is out now!
Talairina
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Posted: 1st Mar 2013 00:18
Happens on all 3 tablet's I have neither device was hot to the touch. I'll turn on the dev options with the touch ui and see if it's getting 'phantom' touches. I'll let you know if I can discover anything.
Cliff Mellangard 3DEGS
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Posted: 1st Mar 2013 14:14
Sorry da i missed your call
But zoq seams to have tested it already

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Digital Awakening
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Posted: 2nd Mar 2013 22:29
This week I have cleared well over 25 minor items on my todo list. Some of these have been on the list since Demo 2. My 5 piece notepad has not been this empty since I unwrapped it. Feels really good. But I keep adding new stuff. I have more time to code right now and I am also more into it now so I'm making really good progress. I think I've been coding every day this week. Not that I have much to show for it. I have decided to take care of every little thing I can think of and not carry them over to Demo 5.

Some of the more notable additions are keyboad controls for the menu and my text buttons. The shop now shows the 2nd text imidiately after purchase. When you buy the torch it is now shown on the map, raising up from the shop. A new item, a key, has been added. There are a bunch of new sounds for menus etc. I have also added new special tiles for the various level designs, to make the levels more varied.

Minor(ish) things left to do are:
Keyboard controls for the world map and inventory
New start game animation
Transitions for the menu

If I don't add anything more to the list the plan is to get started on the new level stuff. This is the main part of Demo 4. Starting off boring with the way I handle levels, it will be a bit different. There will be hazardous tiles and you can fall of the screen. And of course the rounded black tiles will be added. New artwork for tower levels, quite grey I believe. After that I'll be adding the other 3 basic enemy types and make a few new levels.

With the pace I have now, Demo 4 doesn't look like it's gonna take too long. Depends on if I run into any annoying bugs or not.


Demo 3 is out now!
Digital Awakening
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Posted: 4th Mar 2013 19:17 Edited at: 4th Mar 2013 19:21


The two new map screens are done. I really like the way the tower screen turned out. This one is to the right of the village while the beach is to the right of where you start. The tower screen is unlocked as soon as you play through level 1, just move past the village. You get access to the beach by playing through the cave. What will you find on the beach? You'll find out when you play Demo 4

Both swords will be grass levels. The tower will be a new type of level design. When I'm done with Demo 4 I will have no less than 7 levels. Feels like I am finally getting closer to a finished game. Still quite far but I can finally see the end. A very nice feeling. There are now only 8 items left on my todo. I hope I can manage that this week. At least 3 of them should be a breeze.


Demo 3 is out now!

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The Zoq2
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Posted: 4th Mar 2013 19:34
Looks awesome as always, my only suggestion is that the tower could be a bit taller.
Digital Awakening
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Posted: 4th Mar 2013 20:06
Thanks Zoq

I am using my current max tile height. But that is something I can change. I'll probably look into it this week.


Demo 3 is out now!
Digital Awakening
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Posted: 10th Mar 2013 13:53
Had a case of coders block the last few days. Not feeling well either. There has been progress, but it's been slow. Just finished off the menu transitions and I am very pleased. The worldmap fades in and out. The menus move up and down as you move in and out of sub menus. The height of the tower has also been fixed, and it looks better

I have not added keyboard controls to the worldmap and inventory screens yet. I am also planning to hide the buttons at the bottom of the screen when you play with touch off. Instead you will be able to pop up a smaller menu in the middle. This will look much better when playing fullscreen on PC or Ouya.

I am thinking of skipping the map stuff for now and start on the level stuff next. The new intro is also postponed for now. Really want to play with the new Tower level and hazardous tiles.


Demo 3 is out now!
xGEKKOx
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Posted: 10th Mar 2013 14:50
I like it, you are doing a great job.
Is for ios or android? I will buy it.

Long life to Steve!
Digital Awakening
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Posted: 10th Mar 2013 19:16
Thanks

Did you download Demo 3? It's available for PC and Android, just scroll up to the big picture and you will find the download links below it. You can also click the image in my signature and find the same links on the first page of this thread.

I intend to by a Mac and release it on iOS and Mac too.


Demo 3 is out now!
Digital Awakening
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Posted: 16th Mar 2013 10:37 Edited at: 16th Mar 2013 10:38


Time for something funny

Image 1 shows the level I used to test falling off the screen and resuming the player. If you fall off the screen you take 10 damage (2 hearts). You will then be "resumed" a bit above the last tile you stood on and slowly descend. You will of course be in invulnerability mode. The same will apply to touching hazardous tiles.

Image 2 shows something I discovered today. I was working on the rounded edges on the level tiles and discovered that the "gravity" on killed enemies got messed up somehow and that the player is slammed into the nearest wall whenever you touch an enemy. Gonna have to check my resume player code. The rounded corners are working though


Demo 3 is out now!

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Digital Awakening
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Posted: 20th Mar 2013 11:08 Edited at: 20th Mar 2013 11:09


Tower artwork, rounded tiles and level hazards. All in one image

Water is easy on you, always deals 5 damage (1 heart). Lava causes 10 fire damage and spikes causes 10 physical damage. The plate armor that is available in the demo will reduce physical damage but I will remove the fire protection from it. For now, lava is the only thing in the game that causes fire damage.

I hope to fix all bugs and add in full keyboard support before the end of the week. Did you see the new official Samsung controller attachment? I'll postpone the new intro to the alpha. After that it's just adding the new monsters. Demo 4 is getting close now.


Demo 3 is out now!

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Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 30th Mar 2013 19:18 Edited at: 30th Mar 2013 19:18


Full keyboard support is working now. Here's a photo of my phone attached to my Gametel, running some controller tests.

There are still quite a list of fixes on my todo list. I take a bunch out and suddenly a bunch of new ones pop up. I hope this is the final list before I tackle the new AIs. After that I got new levels to make.


Demo 3 is out now!

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Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 8th Apr 2013 22:07 Edited at: 9th Apr 2013 00:54


Demo 4 is now available. It eats Demo 3 for breakfast. So many things has been added I can't write them all down. The main stuff is of course that there are 3 new types of enemies, 3 new levels, 2 new map screens and level hazards. There's now also full keyboard support so you can play without a mouse or with a controller.

If you spot any graphical glitches please let me know where you get them. There's still a risk for that on the world map but I have a fix planned. If you can think of anything, even the smallest thing, I can improve on then let me know.


Windows version

Android version

PC controls:
Arrows - navigate, move and jump
Space - attack and confirm
Enter - jump and confirm
Ctrl - back
Esc - menu and back

Don't forget that you can level up and change equipment in the inventory!

Future plans:
Next up is Alpha and my first public release. I'll be turning this into a full game with a working leveling up, special attacks etc. I'll see if I can get any reviews and mentions. Loads of stuff planned for this release as well.

Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 8th Apr 2013 22:34
Looks nice da
Will try to download it and try it on my new galaxy tab 8.9 later

How does the gametel map in agk?
Is it simply keyboard keys ?

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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