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

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Digital Awakening
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Posted: 30th Jan 2014 14:55
I have now uploaded the Android/OUYA version:

Andorid/OUYA

greenlig:
I have seen that movie before, but I watched it again anyway. This is why I am also posting on TIG Source and Ouya Forum as well as Twitter. I finally got my website working, although it's not very good. And a Facebook page, which I haven't put much effort into yet. I really have to work on the marketing side this year. But that's where the alpha come in. The screenshots are what people see first so I need more interesting ones. OhMyNugget wants to do another video once the Alpha is out. Hopefully I can get another article on IndieGames, he seemed to like it. Now I got the dash/rush that he was asking for

Digital Awakening
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Posted: 30th Jan 2014 22:30
So, when I downloaded this to test it on my OUYA I realized that the energy recovery was way too low. Part of this is because I lowered it after removing the delay but also because you now move faster so you have shorter time to recover between enemies. Both links have been updated so if you have already downloaded, please download again. Sorry for not testing this properly before uploading.

greenlig
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Posted: 30th Jan 2014 23:20
I have to go to my new house today and wait there for 4 hours while the power gets turned on. I will be downloading this and playing it on my laptop

ZacDuff.com
Digital Awakening
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Posted: 2nd Feb 2014 12:50


Finally the new forest background has been completed. I am really happy with how this turned out. Much better than I had expected. I think it's actually my favorite.

The Zoq2
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Posted: 2nd Feb 2014 13:06
That forest background does look really cool

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
unlikely
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Posted: 2nd Feb 2014 16:22 Edited at: 2nd Feb 2014 16:23
That looks great DA! (Been playing the pre alpha on my Android phone; plays very nicely / nicely polished.)

I think you got just the right fore/background contrast for a dark forest.
Digital Awakening
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Posted: 2nd Feb 2014 16:29
Thanks guys

greenlig
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Posted: 6th Feb 2014 02:53
Love the background! Does it parallax? Hah, might be too much of an ask, but that would look sweet

ZacDuff.com
Digital Awakening
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Posted: 6th Feb 2014 07:05
Thanks

I intend to make it parallax. None of the backgrounds have been coded in yet. But I will start on that this weekend.

Chris Tate
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Posted: 7th Feb 2014 11:46
I agree, the forest background looks breathtaking, and achieves so much with so few pixels.

May I offer a little feedback on your banner; its images are inferior to your latest; in the near future as you may already have planned, it might be a good idea to allow non-viewers of this thread some fresh breadcrumbs to follow. Just a reflection of my impression of the banner.

I am going to try to get this on my Samsung phone when possible.

Digital Awakening
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Posted: 7th Feb 2014 13:45
Quote: "I agree, the forest background looks breathtaking, and achieves so much with so few pixels. "

Thanks

Quote: "May I offer a little feedback on your banner; its images are inferior to your latest; in the near future as you may already have planned, it might be a good idea to allow non-viewers of this thread some fresh breadcrumbs to follow. Just a reflection of my impression of the banner."

I update my banner on each official release. So when I do the alpha release I will push on the new backgrounds. That's when you will be able to click on the banner and download what you see

Quote: "I am going to try to get this on my Samsung phone when possible."

Looks amazing on my new Note 3

Chris Tate
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Posted: 10th Feb 2014 09:15
Indeed, you banner changes with each official release; I understand what is going on now. I have a note 3 actually; so if it looks good on yours then all the better.

Digital Awakening
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Posted: 10th Feb 2014 18:35
Quote: "I have a note 3 actually; so if it looks good on yours then all the better."

One weird thing. I get noticeable ghosting in the cave. The black tiles on the brown background leaves a trail a few mm long.

Digital Awakening
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Posted: 15th Feb 2014 17:41
I have now coded in the new backgrounds. They all have parallax effects. The new forest got tons of parallax scrolling trees. They are placed randomly using the level number as a seed. The same level has the same look every time but each forest level has it's own background. And thanks to that 720p player SMD_3D posted it's all running at a constant silky smooth 60 FPS on OUYA.

Digital Awakening
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Posted: 15th Feb 2014 23:31
My first Youtube video. Showing the new parallax forest background. This is me rushing through level 2 on insane. Gameplay is still not complete and can change.

http://youtu.be/bpYBiUq-lIE

HOVERFLY
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Posted: 17th Feb 2014 16:41
Stumbled across this thread while looking for AppGameKit showcases.

Many thanks for sharing a video of the game. All of your hard work is evident in an instant and those are some very attractive pixels!

Definitely a showcase project, both for the engine and for your own skills.
[^_-]

de gustibus non est disputandem
Digital Awakening
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Posted: 18th Feb 2014 08:31
Thanks for your kind words

If you plan to use AppGameKit it will be interesting to see what you come up with

Cliff Mellangard 3DEGS
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Posted: 19th Feb 2014 20:04
I like the forest back alot

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Digital Awakening
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Posted: 19th Feb 2014 22:19
Thanks Cliff That seems to be the popular opinion. I was really scared of making it. Which is why I made it last. But then I started making that tree and just covered the screen with them. It's amazing in 55"

Van B
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Posted: 20th Feb 2014 12:28
Looking great!

I'm with you on the level design woes, I have to be in the right mood, I need coffee and snacks and decent music before I even get started.

Hopefully once those tree's a parallax, you'll upload a video or demo so we can see, screenshots never do these things justice.

I am the one who knocks...
Digital Awakening
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Posted: 20th Feb 2014 18:33 Edited at: 20th Feb 2014 20:09
Thanks Van

Coffee doesn't work for me. I drink it when I get up in the morning and usually around lunch. When I code I always drink tea with sugar and honey and I usually listen to 80s music. I get coders block now and then and best solution is snacks and Coke. Best snack for a block is a bag of chips/crisps. I know it's bad for me but it's what I do to force the problem.

I did post a link to a Youtube video a few posts back. I don't know how to embed them. Here's the link again http://youtu.be/bpYBiUq-lIE. It's sadly only 30 FPS on Youtube. I have also modified the special moves since the video. I'm afraid it is a bit short.

Van B
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Posted: 21st Feb 2014 13:09 Edited at: 21st Feb 2014 13:11
Ahh, looks great! - must have missed that.

To embed youtube videos, use youtube /youtube tags. with just the codey bit inbetween... like [ youtube ] bpYBiUq-lIE [ /youtube ] without the spaces:



I am the one who knocks...
Digital Awakening
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Posted: 21st Feb 2014 13:13
Thanks

xCept
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Posted: 21st Feb 2014 22:53
This is looking gorgeous! Such a long time in the making but seems very fun to me and I can't wait to try it on Ouya some day!
Digital Awakening
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Posted: 22nd Feb 2014 09:50
xCept:
Thanks

Yeah, it's almost 2 years since I started working on RTA. I had a 3 months break last year when I moved to a new apartment. So, closing in on 19 months in development now. The main two reasons that this game is taking so long is that: 1) Whenever I work full time I don't have much time and energy for RTA. If I worked full time on RTA instead, I could probably cut dev time by 80%. 2) The game has a lot of features and is very polished. Both takes a lot of time. I hope that really pays off in the end.

Chris Tate
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Posted: 22nd Feb 2014 23:58
Looking at the bright side, a few things I like about long term development is that there is more time for inspiration for ideas. Being away from the development studio / bedroom computer when one must work can often help one draw ideas from ones work environment.

Digital Awakening
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Posted: 23rd Feb 2014 12:21
I don't get any inspiration from my work. I answer service calls and book technicians. It's quite stressful and tiring. It pays the bills.

But a long dev time means more time to think about various aspects. However, since I code so little every week I have more time to think than I need. So, I have 2 games I am currently thinking about for my next project. The success of RTA directly affects what I do next, so I want it to be the best it can be.

Digital Awakening
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Posted: 9th Mar 2014 15:26
Made a really big push on the new content this weekend. 2 new monsters (for the tower level) and 3 new levels. I've also added 3 new screens this week. Been doing lots of playtesting today. There are a few tweaks I still want to do to the gameplay. Also ran into a game breaking bug today. All but 2 levels now have updated S-rank scores. I have really been working hard on doing my very best on Hard to set these.

Greenlig:
Once I've made the last few tweaks to the gameplay I'll send you a new PC build. I do challenge you to S-rank every level on Hard. This time it's going to be really hard

Chris Tate
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Posted: 10th Mar 2014 03:16 Edited at: 10th Mar 2014 03:27
OK, I have some feedback; and it is only my opinion; but first, a graphical glitch:

I installed the game on my Note 3. Works OK but there is a notable glitch on the left hand side of the screen when viewing the inventory or end of level screen. The slight gap on the edge where the level is unconcealed by the UI contains 'fuzzy' distortion; it is difficult to describe in words, so I will need to send you a screen capture when I next get a chance. (Bed time)

Whether or not your game is causing the issue and not the OS or hardware is not clear at the moment.

I much prefer playing with a game pad; jumping around with without falling off of tiny platforms whilst attempting to hold on to the phone is quite an awkward experience; being a large phone, holding the bottom end of the screen alone can actually reduce your grip of the sleek yet slippery surface. This spoils the fun for me; even if it was the platform game in the world, I would still find it uncomfortable. My thumbs have to bend at about 70 degrees to press even the big buttons, whilst my index figure is all the way up the other side trying to keep the phone steady; the muscle fibres in my hands are telling me they do not want to be treated so bad, they do not want to bend that way. Blame the phone!

I'd prefer it if there was a mode allowing one to use the whole left and right hand side of the screen as ghosted or hidden buttons so that the device can be held as it is held for most applications. Drag gestures for jump and hit could work. Perhaps that would be a bit exhausting. Maybe the top left and right could be for jump, and lower left and right for attacks. I am guessing that it would be a good option for people with small hands and big phones lol.

Here comes a mouse drawn sketch diagram, warning!



The main thing I am struggling with is getting my thumbs to bend unnaturally to press the buttons.

If I were to copy and paste a PS4 gamepad on the image above, you might find that the thumbs line up with the buttons more towards the top, and the pinkie fingers would be at the bottom. Personally I would of slapped together an 8 direction arrow button circle on the top left, and action buttons on the right; leaving the lower end of the screen for HUD. But that's without any reflection on what you have planned.

Obviously if my thumbs cover the screen, you will not be able to see what you are doing; which limits where the buttons can go. Probably central at the bottom and at the top corners of the phone.

Even when holding my Samsung Galaxy one; much smaller; I am getting a similar feeling of discomfort

Anyway, that is my opinion.

Now another topic for discussion is feedback for when sound is unwanted. Does ADK provide features for vibrating the phone to reflect damage or impacts? Would be interesting to see how it works for when sound needs to be turned off. Even with sound on a little force feedback would draw one into physics of the game world a bit more.

Keep up the fantastic work; looking forward to trying out new weapons

Digital Awakening
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Posted: 10th Mar 2014 07:51
Chris:
Thanks for the long reply and the lovely picture

Quote: "I installed the game on my Note 3. Works OK but there is a notable glitch on the left hand side of the screen when viewing the inventory or end of level screen. The slight gap on the edge where the level is unconcealed by the UI contains 'fuzzy' distortion; it is difficult to describe in words, so I will need to send you a screen capture when I next get a chance. (Bed time)"


This is because I am not clearing the screen every loop to make the game run faster. And I had forgotten to fix the inventory for this. If you download the latest unofficial version, this is fixed.

Quote: "The main thing I am struggling with is getting my thumbs to bend unnaturally to press the buttons. "


I think you are probably holding the phone wrong. I have a Note 3 and have no problems at all. I like playing RTA on it. Let the phone rest on your middle fingers. Place your index fingers on the sides, not on the top. This should be a secure enough grip (maybe not for playing in bed) and your thumbs pivots should be way below the screen. The full game uses 6 buttons once you have unlocked all abilities. I do not think your ideas will work well without blocking most of the screen with your hands. Also, gestures are probably too slow for this game.

Quote: "Now another topic for discussion is feedback for when sound is unwanted. Does ADK provide features for vibrating the phone to reflect damage or impacts? Would be interesting to see how it works for when sound needs to be turned off. Even with sound on a little force feedback would draw one into physics of the game world a bit more."


I don't think AppGameKit has any vibration commands. At least I cannot find any. Probably because it can't be supported by all platforms. I agree that it would be nice to have

Quote: "Keep up the fantastic work; looking forward to trying out new weapons"


Thanks

Chris Tate
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Posted: 10th Mar 2014 10:09 Edited at: 10th Mar 2014 10:14
Yeah for me putting my index fingers on the side doesn't make it comfortable. As I was saying with my thumbs in the top corners I can still see 90% of the screen. Only the thumb nails are actually on the screen.

For you and guys like you it the current layout feels comfortable so I this is why I would have liked it as an option; not that it is the option for everyone. One day, if you get the time; give it a go, mirror the HUD but put the buttons close to the top corner of the screen; (not central), then have some people test it as a non default option, trust me!

It is a shame about the vibration commands not being available; ohwell. Good luck with the update.

Digital Awakening
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Posted: 10th Mar 2014 11:16
Buttons on top can definitely be added in as an option. Not too much work either. Perhaps in the alpha.

Digital Awakening
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Posted: 13th Mar 2014 22:59
Not much work this week so I've been pushing forward with RTA. Today I made a polished build and sent it to OUYA. I hope they'll have it available at their GDC booth next week. They were offering to show off early builds sent to them this week.

There isn't much left to do now before the alpha release. It's getting very close. I can just get so much done on a day off from work. Now I am really tired. Been working on RTA almost all day long.

Digital Awakening
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Posted: 14th Mar 2014 22:17 Edited at: 14th Mar 2014 22:17
Yes! RTA will be available on OUYA at GDC. Going to get a forum set up on my website this weekend.

Here's the OUYA game icon.



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greenlig
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Posted: 17th Mar 2014 00:25
Congrats DigAw!!!!! Exciting times

ZacDuff.com
Digital Awakening
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Posted: 17th Mar 2014 13:34
Thanks But I am cautiously excited. I really want more feedback on the game.

Digital Awakening
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Posted: 17th Mar 2014 20:25
The forum is live if anyone want to sign up. I'll still post updates in here but you can find my development blog over there and hopefully be able to interact with users from other communities as well.

Digital Awakening Forum

Cliff Mellangard 3DEGS
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Posted: 18th Mar 2014 08:58
Nice homepage and forum da

And happy hunting in gdc with the game

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Digital Awakening
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Posted: 18th Mar 2014 13:31
Thanks Cliff

However, it's only quick and dirty solutions. The website is made with One.com's website builder and the forum is just a standard SMF installation. I don't have time to put together anything fancy right now

Digital Awakening
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Posted: 24th Mar 2014 20:33 Edited at: 25th Mar 2014 20:06



This is the new time/score screen. It shows you total score and time for all your levels as well as number of levels played through, completed (all coins and exp) and perfected (completed with no hits). It also shows all your ranks.

Dev blog update: Rushing: Scoring, ranks and replayability

greenlig
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Posted: 25th Mar 2014 00:41
Hmm, that image link seems dead?

The idea is awesome though I want to be able to post my scores to Facebook/twitter. It would be fantastic to challenge my friends like that.

ZacDuff.com
Digital Awakening
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Posted: 25th Mar 2014 20:10
Thanks for telling me Zac Apparently if I link to a file uploaded to the forum you will only see it if you are logged into the forum. Which I am on my PC so I see it. But it's not visible on my phone.

Quote: "I want to be able to post my scores to Facebook/twitter. It would be fantastic to challenge my friends like that."


I have thought about doing that before. I should be able to add in buttons for that easily in the design now. But I need to figure out how to make that work. It's probably a nice way to market the game, so I should look into that.

Mig
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Posted: 26th Mar 2014 09:13
great game

I played the whole beta and enjoyed it a lot. It is one of those nice: "i want to beat my own highscore" games I'm looking forward to the next levels.

May i ask you some technical questions?

How to you get the lightning effect in the cave, and the screen transition effects working?

Greetings Mig

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Digital Awakening
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Posted: 26th Mar 2014 19:25
Thanks Mig

The cave lighting is simply an overlaying sprite using an image that is transparent in the center and fades to black along the edges.

The transitions are a black sprite that I alter the alpha value on over time using setcoloralpha().

Paronamixxe
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Posted: 10th Apr 2014 00:53
I can't seem to get this to run!

After all the great feedback here, I want to test it out! But on running I just get a "rush to adventure has stopped working" error. Im on Win 8.1, which hasn't given me any problems yet with AGK... I tried running in compatability mode and with a bunch of other options. Is this a thing? :/

cheers

greenlig
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Posted: 10th Apr 2014 02:31
Hmm, I play it with Win 8, and it works. Maybe it's the 8.1 update? I'll download the update today and test it out, see if that's doing it. Does the crash occur immediately?

ZacDuff.com
Paronamixxe
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Posted: 10th Apr 2014 02:35
Yup :/

I've downloaded other ago projects and some work, some don't. Often I need to compile it myself for it to work... Which makes me wonder... Will older OS' be able to play my games? ._. have to test that later.

cheers

Digital Awakening
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Posted: 10th Apr 2014 19:18
Quote: "I can't seem to get this to run!"


Which version are you using? Have you tried this one?
http://forum.thegamecreators.com/?m=forum_view&t=196497&b=48&msg=2506347#m2506347

Paronamixxe
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Posted: 10th Apr 2014 19:23
Just did, no difference :/ Same thing

cheers

Digital Awakening
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Posted: 10th Apr 2014 19:31
Weird, you are the first one who can't run the game. I have no clue what the problem could be. Maybe Windows 8.1. I'm using 7 myself.

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