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

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Paronamixxe
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Posted: 10th Apr 2014 19:33
Probably

cheers

greenlig
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Location: Melbourne
Posted: 11th Apr 2014 03:47
I just upgraded to Win8.1 and the Jan29 build doesn't work for me either!

However, that unofficial version you sent me on March 13 DOES work with Windows 8.1, Magnus.

Something changed between those versions?

ZacDuff.com
Paronamixxe
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Posted: 11th Apr 2014 12:45 Edited at: 11th Apr 2014 15:18
It's weird... Some people's games seem to work whilst others do not. Can it be something to do with a different file structure in windows? Are we missing dll's or have newer ones? Since when a project does not run, if I compile it, it does. It's mighty strange. It's the same with dbpro projects, some run... while others do not. When troubleshooting RTA it tells me that the program is "not compatible" and does not give me any other options. I think I might start a thread over in AppGameKit Product Chat so we don't clog your thread here

**Check back on this post for a link**

[EDIT] Here's the thread: http://forum.thegamecreators.com/?m=forum_view&t=210717&b=41

cheers

Digital Awakening
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Posted: 11th Apr 2014 13:45
Zac
I think that one is compiled in v2. But I don't remember exactly. I'll send a link to Paronamixxe when I get home.

Digital Awakening
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Posted: 17th Apr 2014 20:01
Paronamixxe:
Sorry about not getting back to you sooner. I don't have the version I sent to greenlig saved, I must have deleted it from my Dropbox. I've not touched AppGameKit in a while because I got busy with work, been dead tired (probably sick) and I bought a new gaming PC all at the same time. I'm working on setting up AppGameKit on my new PC at the moment but i probably don't have time to do anything with it. And I'll be away for the next few days.

Paronamixxe
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Posted: 17th Apr 2014 20:20
No problem! I'll just try the next update... if you do one!

cheers

Digital Awakening
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Posted: 18th Apr 2014 16:37
Since I have no better place to post this I'll post it here. I have had many ideas for what to do after RTA. I think I have finally figured it out. It will be a tower defense game. I have been thinking about making one for a while and then I thought I should start on a simpler one that requires less work and art. I've been having loads of ideas lately for this and I have a lot of it planned. Just started writing stuff down so I don't forget it. This game will be better planned than RTA. I also think it will require less work and have a larger appeal. But it will require more art. I'm looking forward to work on it after RTA.

As for RTA. I plan to get back to it this weekend. I am away but I got my laptop with me. The alpha is so close now. Got to get it done and out there.

Clonkex
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Posted: 11th May 2014 16:53 Edited at: 11th May 2014 16:55
I haven't posted here for ages (or ever, not sure), but I just happened to be scrolling down the first page of your thread and notice the image in this post. It shouldn't say "welcome" because the traveller clearly isn't being welcomed. Just something to add to your todo list

Digital Awakening
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Posted: 11th May 2014 19:29
Clonkex:
Well, it's not that the fisherman has anything against the traveler, or doesn't want him on the island. The following text is a warning. Welcome is also there to let the player know that he is new to the island. It's also really hard since I'm going with a limited amount of text. I don't want too much text in the game to bore the more impatient players.

If you have any idea for a better message then I'm open for suggestions. I don't think something like "Hello traveler" sounds right.

Clonkex
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Posted: 17th May 2014 17:54
Quote: "Well, it's not that the fisherman has anything against the traveler, or doesn't want him on the island. The following text is a warning. Welcome is also there to let the player know that he is new to the island. It's also really hard since I'm going with a limited amount of text. I don't want too much text in the game to bore the more impatient players."


I get your point, but every time I read it I envision the fisherman smiling with open arms as he says "welcome" and suddenly going all serious and dark as he advises the traveller to stay away. It just feels like he completely reverses as he's speaking.

Quote: "If you have any idea for a better message then I'm open for suggestions. I don't think something like "Hello traveler" sounds right."


Hmm...as weird as it feels to say "Welcome" and then warn them away, I'm really not sure what else I would replace it with... What about "Traveller, be wary.", or "Traveller, be warned."?

Digital Awakening
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Posted: 17th May 2014 22:48
Quote: ". What about "Traveller, be wary.", or "Traveller, be warned."?"


That doesn't sound like a bad idea

Digital Awakening
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Posted: 19th May 2014 23:30
So, time for an update. I haven't been working on RTA much the last few weeks. There have been many things taking up my time and energy. Some of the things I've worked on since my last update are PC screen options, OUYA overscan adjustment, new sound effects and some minor updates. I have looked into converting my music into OGG and M4A to avoid paying MP3 licensing. Not sure what format to use on what platform yet. Still to come is the map screen and a world map character.

Blog update: 15 May 2014 - Gameflow and evolution of gameplay

Digital Awakening
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Posted: 8th Jun 2014 23:02


This is what I'm working on right now. The map screen. You will be able to see what areas you haven't completed yet and also quick travel to all unlocked areas.

swissolo
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Posted: 9th Jun 2014 02:43
Neat. Your indicator is a bit large though. I'd drop the pointer and just keep the blue boarder. The pointer covers up too much of the map.

Digital Awakening
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Posted: 9th Jun 2014 08:49
Thanks One is for your current position and the other is for map selection. That's why the map says "You are here". Not sure which one I'll use for what.

Digital Awakening
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Posted: 12th Jul 2014 11:31 Edited at: 12th Jul 2014 11:33


Oops, almost disappeared from front page The alpha is getting very close now. I would like to get it out there this weekend or during next week. I'm working on pathfinding for having the hero walking around on the world map. An animated character on the world map is more immersive. You get direct control with a keyboard or controller but mouse and touch will also work.

Blog update: 12 Jul 2014 - Adventuring: Exploring, discovery and questing

Chris:
No moving of the touch controls in this version. It's still on my todo list but it will have to wait for the alpha. With RTA supporting multiple screen resolutions and moves the UI around accordingly this requires a bit more work than I first thought. And I have been short on dev time lately. But it will be added on early in the beta instead.

xGEKKOx
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Posted: 13th Jul 2014 01:06
Nice Digital, i love the map.

Long life to Steve!
Digital Awakening
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Posted: 14th Jul 2014 14:57
Thanks Gekko

_Pauli_
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Posted: 17th Jul 2014 09:40 Edited at: 17th Jul 2014 09:44
This game looks so awesome! Lovely pixels! Reminds me of old-school DOS/NES games.

How is your release plan for this?

Play Super Footie Online: SuperFootie.com

Development News: Forum Thread
Digital Awakening
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Posted: 17th Jul 2014 23:17 Edited at: 17th Jul 2014 23:21
Thanks

Alpha should be done during the next week when I have a week off from work. But no Internet. I will then work on getting it released on IndieDB for PC, Google Play for Android and also on Ouya Discover. I don't own a Mac yet so no MacOS or iOS release at this point.

Not sure where I go from there. I want to do a crowd funding to at least cover expenses but would be nice to get money to take time off from work. But that would require a lot more attention. So we'll see what happens after the alpha release.

I want to complete the game this year, but I can't work fast enough without funds. Working full time and working on a game is exhausting and bad for my neck. Not to mention how time consuming a full time job is.

Clonkex
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Posted: 18th Jul 2014 04:11
There's probably a lot more people interested in this game than it seems. I for one rarely post here, but I do read every single post you make, so while it may seem I'm not interested, I actually am. I just don't want you to lose interest is all

Digital Awakening
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Posted: 18th Jul 2014 17:52
Clonkex
I know I have your interest I can't expect people to post comments every time I make an update. But I need at least 500-1000 backers to raise $5000 (mostly to cover costs) and double that would be needed to have a chance to complete the game this year. Due to the high taxes in Sweden I need $1000 per week to pay the bills (still way less than working full time). And even if people are interested, it doesn't mean they want to back a game. So a lot of interest is needed in order to reach enough backers.

Digital Awakening
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Posted: 18th Jul 2014 21:13 Edited at: 18th Jul 2014 21:18
Should add that I will continue to work on the game regardless of funding That's just the real world math. I have no idea how well the game will do. There would be no point in stopping so close to the finish line, with all the hard work already put into the game. It will be a good game as proof of what I can do for future projects.

Chris Tate
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Posted: 20th Jul 2014 00:00 Edited at: 20th Jul 2014 00:06
Quote: " I for one rarely post here, but I do read every single post you make, so while it may seem I'm not interested, I actually am. I just don't want you to lose interest is all"


I second that. Interest can be reflected by your viewcount if you keep good track of it. I never commented on a DarkBASIC forum for 2 years, even though I planned to buy it.

But using IndieDB is good stepping stone towards reaching your goals.

Digital Awakening
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Posted: 20th Jul 2014 23:29
I used to keep track of views but then I stopped. IIRC I got about 200 views during a week after I made a new post. I get a lot more views at Tigsource but fewer replies. I hope there is a lot of silent interest. I look forward to releasing the alpha on IndieDB. BTW, how do people find games there? I have very limited experience with that site.

Digital Awakening
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Posted: 21st Jul 2014 18:34
Finally got the hero walking on the map fully working. I think VanB posted about doing a fill with each space having a movement score. So when you use the mouse or touch to navigate, the hero will stick to roads and avoid things like buildings and forests, as long as that is also the shortest path. When you swipe the screen the hero will come walking in. And of course you can also walk around with the keyboard or a controller. When you walk to a new screen the hero keeps animating for a seamless experience.

Since the alpha dragged on this long and I am now far away from anything better than a horrible Edge connection, I will add stuff that I was pushing to the beta. I will see about perhaps coding a new website, instead of using the horrible one.com builder.

Digital Awakening
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Posted: 22nd Jul 2014 14:40
Today I have altered the menu from 4 items to 6 items. It is so much better now. Before I used more and back buttons, but all that do is add extra clicks with a total of 6 items. Now I have added things like a level restart option. Something that I have wished for when trying to get the highest scores. Still 4 days to go!

xGEKKOx
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Posted: 22nd Jul 2014 20:12
Digital you know you can count on me for iOS/MAC.
If you call me on skype, i will explain you how it can be published after code porting and how to earn.
You know i think your game is good for iOS/MAC.

Long life to Steve!
Digital Awakening
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Posted: 22nd Jul 2014 21:29 Edited at: 22nd Jul 2014 21:31
Gekko:
Thanks for the offer. I will look into Mac and iOS at a later date. The full release is still quite some time away. I also currently have no hardware for it.

xGEKKOx
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Posted: 23rd Jul 2014 00:42
This is why i always tell you that i would help you.
I think you are losing too many time.

You have a good product but i think you are not monetizing it.
Do you code for hobby or is your job?

Long life to Steve!
Digital Awakening
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Posted: 23rd Jul 2014 07:31
I have a more or less full time job. I do this in my spare time. I am not going to monetize an incomplete game. Except I might try crowd funding and/or early access if there is enough interest after releasing the alpha.

Digital Awakening
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Posted: 23rd Jul 2014 15:29
Finally had the bright idea to code my own mouse cursor. I am surprised it took me this long, with all the problems I've had showing and hiding the Windows cursor. This one shows up when you move the mouse and fades away after a few seconds of not moving it. It's also hidden when you play a level. I have also played through the game and fixed bugs today, new and old.

Clonkex
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Posted: 23rd Jul 2014 16:31
Quote: "Finally had the bright idea to code my own mouse cursor."


lol Good idea

Digital Awakening
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Posted: 23rd Jul 2014 16:44
Got a bug that's been bugging me for months. Fixing bugs is taxing. I am totally exhausted. Will be focusing on the release these next few days. Recently bought Fraps so I'll record some gameplay on Sundays. Release will be some day next week.

Digital Awakening
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Posted: 25th Jul 2014 14:34 Edited at: 25th Jul 2014 15:11
Been playing through the game a few times. Finding more bugs and things to tweak. I have also grabbed a bunch of new shots in 720p. Wasted a lot of time realizing AppGameKit had problems capturing outside the virtual resolution and then figuring out how to get perfect 720p shots with my 200x120 resolution. I also managed to beat my own high score on level 3. So the S-rank has been increased by 1 sec. I have also decided to post a speedrun of that level on hard. I think that will really show the depth of the game without spoiling it too much.

I just realized that I might as well set the official release date on Sunday next week, 3rd of August. That will give me the most time as possible to prepare the launch.

easter bunny
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Posted: 28th Jul 2014 05:28
Looking forward to it


Audacia Games - Latest WIP - AUTOMAYTE 2.1, AppGameKit one click deploy to Android
"When you've finished 90% of your game, you only have 90% left"
Digital Awakening
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Posted: 28th Jul 2014 16:51
Thanks EB

Back to work this week

Indie Cade is now following me on Twitter

And I am soaking wet from the waist down due to massive rainfall. I even had an umbrella!

Clonkex
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Posted: 28th Jul 2014 17:03
Quote: "And I am soaking wet from the waist down due to massive rainfall."


Whaaaaa.....

Quote: "I even had an umbrella!"


....oh. I was like, "why are you only soaked from the waist down?!" until I read this

Digital Awakening
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Posted: 28th Jul 2014 17:50
Yeah, would have been an amazing feat without it I poured water from my shoes when I came back to work after my lunch break.

Digital Awakening
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Posted: 29th Jul 2014 19:25 Edited at: 29th Jul 2014 19:27
The Alpha just got approved by OUYA, took them less than 24h

Lots of Twitter activity lately. Both my own work and thanks to Greenlig. Feel free to help spread the word. My Twitter account is @M_Esko.

Got a tweet the other day from the creator of Duck Game, who thinks RTA is awesome

Launching on Sunday on PC and OUYA, Android as soon as possible. Working on submitting to Google.

Funnell7
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Posted: 29th Jul 2014 19:29
Congrats, sounds like its all coming together now! I wish you much success... Looking forward to the Android release, keep us posted...
Digital Awakening
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Posted: 29th Jul 2014 20:09
Thanks

Well, I got momentum now. Let's see how far I can get. There's still a long way to go.

Digital Awakening
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Posted: 30th Jul 2014 00:01
Finished the store listing on Google Play. Must now wait for the payment processing. Can't believe that can take up to 48 hours when it takes seconds for other websites.

Clonkex
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Posted: 30th Jul 2014 06:13
Quote: "The Alpha just got approved by OUYA, took them less than 24h"


Awesome!

Quote: "Feel free to help spread the word."


Will do

Quote: "Must now wait for the payment processing."


Payment processing? For what?

Digital Awakening
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Posted: 30th Jul 2014 09:09
Quote: "Will do"


Thanks

Quote: "Payment processing? For what?"


The $25 dev fee. That is done now.

Clonkex
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Posted: 30th Jul 2014 13:52
Quote: "The $25 dev fee. That is done now."


Oh. Not sure how you did the store listing without the payment having not finished first... I've been through the process with NeoParticle but I can't remember how the payment works.

Digital Awakening
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Posted: 30th Jul 2014 17:05
You can do everything but not publish until payment has been completed.

Clonkex
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Posted: 31st Jul 2014 08:39
Quote: "You can do everything but not publish until payment has been completed."


Oh, ok

SoftMotion3D
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Posted: 31st Jul 2014 19:15
Congrats. I'm happy to see this coming to ouya! Was this 2 years in the making? If so I'm impressed with your dedication. I find it hard to stay on a single project for too long.

Great work!

Digital Awakening
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Posted: 31st Jul 2014 20:45
Thanks

I started coding RTA April 6 2012. But there has been two big breaks totaling about 4 months, so in total 24 months now in August.

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