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AppGameKit Classic Chat / Playing with agk shaders in an small retro dungeon :)

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Cliff Mellangard 3DEGS
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Posted: 1st Apr 2013 20:13 Edited at: 1st Apr 2013 20:21
Quote: "Are you saying that there are slow devices running Android 4? All I hear is that low end and old phones can't receive updates to 4+ because it doesn't work. That's what I base my understanding of the userbase on. If I'm wrong then please point me to a low end phone running ICS or better."

You are probably not looking that Close on some of the phones

Here do i only list some of the phones you can buy in sweden with sandwich
They are also big Sellers in india etc.
Some of these phones where even released late 2012 or early 2012.

Sony xperia miro = sandwich = 800 mhz

Sony xperia tipo = sandwich = 800 mhz

LG l5 = sandwich = 800 mhz

htc one v = sandwich = 1 GHz single core

htc desire c = sandwich = 600 mhz (Replaced wildfire and gratia)

You probably miss them when looking as you search for performance

I havent looked that Close on jelly bean but sandwich suffers from to bad hardware many times that tryes to run it

I whas playing some rings of fates and didt check my mail box.

Ps ....
I like constructive feedback so i will look wath i can do! and that dosent slow it down to much.
If you dont like it so should there be one or two more that dosent either

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: 1st Apr 2013 20:43 Edited at: 1st Apr 2013 20:48
Thanks for the info. Not sure you can compare just the MHz, same with a computer. Would be interesting to see how one of those compares to your test phone. You have a ZTE Blade right? Another thing that would be interesting is information on how likely it is for people with low end and high end phones look at apps. I would assume that people interested in games other than Angry Brids have better phones. But I can be completely wrong. BTW, how do you plan to target the Asian market, planning to translate the game?

I know a lot of people don't agree with my taste or is bothered as much as I am about certain details. I really want this game to be great, it looks like you are doing a great job.


Demo 3 is out now!
Cliff Mellangard 3DEGS
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Posted: 1st Apr 2013 21:09 Edited at: 2nd Apr 2013 00:43
Quote: "I know a lot of people don't agree with my taste or is bothered as much as I am about certain details. I really want this game to be great, it looks like you are doing a great job."

Iam doing some experiments and will post some screenies when its done

Quote: " how do you plan to target the Asian market, planning to translate the game?"

India is easy as its an old British colony with English as a comon language
The rest is the ones that speak English there.

I have an zte skate and is slower then blade 2 and faster then blade 1.

My thoughts are more that if more devices can run it! then more users can play it and then give Revenue in an later stage.

But if iphone gets 1 million more downloads so will we probably release an pimped version with dynamic lights if its requested

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Cliff Mellangard 3DEGS
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Posted: 2nd Apr 2013 21:22 Edited at: 2nd Apr 2013 21:23
After some experiments so did i come up with this.
It uses agks Point light 1 and i now get a framerate off 15-25 on my zte skate 800 mhz single core

But could be an option for iphone and more powerfull android devices?

I could try to make a video of the 2 shader types switching at real time if anyone wants it as it uses a Point light together with my old light system .

Here is a screenie digital



Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Cliff Mellangard 3DEGS
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Posted: 2nd Apr 2013 21:31 Edited at: 2nd Apr 2013 21:31
With the old lighting where i get 30-45 fps on the same device.

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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Digital Awakening
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Posted: 2nd Apr 2013 22:08
Cliff:
The old lighting looks better. The new images are too dark.

I think the old dark one would look nicer if it was a little darker next to the player and a little brighter further into the room. Like something in between what it is now and the new bright one.

BTW, I saw a review of the nVidia Shield. I noticed that high end games (like Max Payne and Vice City) allow the player to alter the graphics like on PC games. They even made the Tegra 4 suffer on max settings in Max Payne.


Demo 3 is out now!
lilpissywilly
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Posted: 2nd Apr 2013 22:47
Quote: "BTW, I saw a review of the nVidia Shield. I noticed that high end games (like Max Payne and Vice City) allow the player to alter the graphics like on PC games. They even made the Tegra 4 suffer on max settings in Max Payne."


I'm doing this in my latest project in a simple way. I just have a button in the options for low quality/high quality and it changes which shader is loaded per object and also loads a second set of .obj with lower poly-count.

My hovercraft is full of eels
Cliff Mellangard 3DEGS
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Posted: 3rd Apr 2013 01:14 Edited at: 3rd Apr 2013 01:15
Quote: "Cliff:
The old lighting looks better. The new images are too dark.

I think the old dark one would look nicer if it was a little darker next to the player and a little brighter further into the room. Like something in between what it is now and the new bright one."

After alot off painfull guessing on the agk commands are compared to wath my books call them

So have i managed to write an linear fog shader for agk.

This one have benefits to the old simple one as i can set min fog dist and max fog dist.

But i have to test it some more tomorrow as it seam to have a Quick fallof like the old one?



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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Digital Awakening
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Posted: 3rd Apr 2013 01:43
I would love to see it in action It's hard to compare this on a single shot. I think setting the distances correctly is something you need to fiddle around with until you are happy with the result.

If that shot is without a candle burning you may want to shorten the min distance. In the end, you have to figure out what feels right when playing and how restricted you want the player to be when out of candles.


Demo 3 is out now!
baxslash
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Posted: 3rd Apr 2013 14:10
I simple linear fog is a very useful shader. I think if you can set the min and max properly this will be one of the more useful shaders I've seen so far! Does it work alongside the lighting system you are using ok?


this.mess = abs(sin(times#))
Cliff Mellangard 3DEGS
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Posted: 3rd Apr 2013 20:37 Edited at: 3rd Apr 2013 20:38
Quote: "I would love to see it in action "

I only have to add it to the rest of the shaders
I use multiple shaders for best performance as objects with no light or transparent parts use an almost barebone version and then they advances

I will put up a video as soon as its done and the Point lights for fireballs and other magic is there.
Have bin emailing with paul at tgc about best options for multiple lights.
Loops are not supported on all versions of gl or slow.

So i will probably use structs.

Quote: " Does it work alongside the lighting system you are using ok?"

The light system is completely fog and lightmap based so it works ok

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Cliff Mellangard 3DEGS
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Posted: 3rd Apr 2013 22:30 Edited at: 3rd Apr 2013 22:31
Started to play around with the new fog code and added the lightmaps to the fog and got a pretty cool fx.

Can you see the zombie in the shadows



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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Cliff Mellangard 3DEGS
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Posted: 5th Apr 2013 00:05 Edited at: 5th Apr 2013 00:07
I belive iam finished with the new light system now that uses my custom linear fog shader.

I now render the lightmap on to the fog and get a pretty cool light fx that you can see in the distance in the fog.

I will put up an video when i have vans updates also as he have made a feew things also
eatable food and new old looking map that scrolls down from the top.
Improved the scripts.




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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MikeMax
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Posted: 5th Apr 2013 00:56
Really Awesome ! Well done Cliff
Cliff Mellangard 3DEGS
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Posted: 7th Apr 2013 12:20 Edited at: 7th Apr 2013 12:21
Thanks mike

Here is a screen of the fx for fireballs and ice spells
Have worked out a solution for multiple lights i belive?

The White dot is a test dummy object while i write the shader


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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TheTeenDevs
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Posted: 8th Apr 2013 20:39
Great Job Cliff! It looks really cool!
Cliff Mellangard 3DEGS
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Posted: 8th Apr 2013 21:22
Thanks

Here is a video i made to show van b the new light system i coded for him

He wanted magic fireballs that lights up the dungeon so i coded a system that switches shaders when they are neaded to work well on slower devices.

Van have also made alot of work that i forgot to display in this video
Ingame map that looks awesome.
Food can now be eaten and particles flyes and the food does visually get chuncks eaten from them.
Looks awesome ingame



Ps....
Still runs well on my slow zte skate 800 mhz single core.
25-35 fps and drops by 5-10 when fireballs and other magic is fired.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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The Zoq2
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Posted: 8th Apr 2013 23:59
That looks realy awesome!

I realy want to learn how to write shaders
Cliff Mellangard 3DEGS
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Posted: 9th Apr 2013 00:38 Edited at: 9th Apr 2013 00:57
Quote: "That looks realy awesome!

I realy want to learn how to write shaders "

Thanks zoq
The shaders are actually pretty plain and based on the ones paul from tgc posted in the shaders thread.
I more or less added structs to the light that is like functions in agk.

So i can use as many lights i want but not clutter the shader with a zillion lines of code
And wrote my own linear fog code that i will try to post in the shaders thread when it have bin cleaned up a bit.

I recomend that you start now to play around with the ones paul posted as there is a bit tricky parts about how to get them to work on the droid when it comes to shaders

The weapon being held do i even swithc to agks internal transparency as it whas faster so up Close then any shader i wrote.

Shaders use more performance when up Close and using larger parts of the screen.

Edited....
It whas even paul that recomended me to not use to many dynamic lights like Point lights.
Thats why i have experimented so much with using static light maps.

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
MikeMax
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Posted: 9th Apr 2013 21:20 Edited at: 9th Apr 2013 21:20
Quote: "Shaders use more performance when up Close and using larger parts of the screen."


Ho yes .... a real fall of the first 60 FPS on mobile devices (ie visible ..)

For my game i already added an option to decrease quality (disabling shaders and few environment objects in fact :p)
Psycho Psam
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Posted: 14th Apr 2013 04:29
Saw this and thought I'd give you the heads up. Important to know your competition...

http://youtu.be/9j_7mxXTILc
Cliff Mellangard 3DEGS
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Posted: 14th Apr 2013 13:07
Psycho psam.....
A cool find
Its weirdly very Close to our game but not sure when he started devloping his game?
But you could also say that we and this guy is copying delver that whas done befor our games

But our game have one huge advantage with van bs pixel magic and great ideas,and my thirst in Learning shader fx that works on as many devices as possible.

And of wath i can see so does this game tend to get extremely boring after a short while?

Something we are working on to avoid with extreme variation on weapons and dungeon design.

But i hope thus guy all luck as he already seamed to have earned some cash on it

He also seam to only aim for windows,mac and Linux computers?

If anyone find more viedos of similar game please let me know as i love to see wath others are up to

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Van B
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Posted: 15th Apr 2013 10:14
As long as we make sure we always have better bats, then we'll be fine

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 15th Apr 2013 19:07 Edited at: 15th Apr 2013 19:09
Quote: "As long as we make sure we always have better bats, then we'll be fine "

I Think the rats are just as cool
Thanks for the latest files van
Iam going to sum up our work and add a temp inventory so we can release an first alpha apk, our dear comunity can test and give us some feedback on.
We could say about 2 weeks until the first playtest of our work so far ?
But it will be a small alpha test to get some feedback on our work so far.
Because its you guys out there that help us make the game even better
It should be a piece of cake with the latest hard work by paul j and the rest of the tgc team
They have prebuilt files that only neads to be compiled in eclipse now and no nead for ndk.
So we should e able to release playable alphas and betas more frequent later on.
Maybe we should Think about a name soon and move this to the agk showcase when we have an playable alpha?

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Van B
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Posted: 15th Apr 2013 20:02
Sounds good Cliff, although I do have some sprites done already for the inventory, so maybe we're as well just adding it. I mean, you could make something really basic to get the data footprint and handling in place, then we can make it look and work nicely... shouldn't take too long really.

I was thinking that maybe we just need an array of item references, so actual items, but hidden, until removed from inventory. That way there won't be any need for translation between data sets, nice and easy to code. Maybe just a 2D array like Inv[8,5] - but we use row 0 for what the player is wearing and using, and the actual grid inventory starts at 1 - giving 32 slots. A good size for the 32x32 item sprites, no need for scaling . On the character avatar, we'd have grid slots at set positions instead on the normal grid - then drag and drop really. But if you could use indice 0 for the main weapon, 1 and 2 for the quick slots, then I would get cracking on the front end with that in mind. As soon as the inventory is ready I'll have a slew of new items for it.

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 15th Apr 2013 20:13
I will wipp up something basic you can finetune

I have made a better code for when picking up stuff as now does up to 4 pickups appear as rotating Icons on screen when you can pick them up.

And the user can select wath to pickup and leave.

I will try to smack something up i can send you soon to finish the inventory.

I feel we nead to make something basic and playable instead off constantly making it a better Tech demo

Something we can release as an beta and we can build and finetune later on.

Cheers.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Van B
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Posted: 15th Apr 2013 20:22
Yup, sounds like a plan Cliff - let's try and get a 5-level demo released at the end of the month.

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 15th Apr 2013 20:44
Quote: "Yup, sounds like a plan Cliff - let's try and get a 5-level demo released at the end of the month."

Lets make this our goal

I also noticed that you forgot to fix the weapon scripts bug

I still dont get particles on some weapons

Could you go thru the scripts and fix this so we dont forget it?

Cheers.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Cliff Mellangard 3DEGS
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Posted: 4th May 2013 12:16
The work on the demo we have planned to release soon.
logo and menu are simply placeholders like all the sound fx.
This is the first time van b also see all the merging work and placeholder stuff that i have done the last week.
So i hope he dont hate them to much
The enemy attack is a basic placeholder to work on.


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Van B
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Posted: 4th May 2013 19:09
Awesome stuff!

Just thought of a name for it...

Eat. Drink. Slay!

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 4th May 2013 19:16
Quote: "Eat. Drink. Slay!"

lmao

i will send the latest files as soon as i cleaned them up and added some more suprises for you

The latest work makes it more a game that can be finetuned easially by you and me later on.

Made random dungeon selector that works great and a random player placement that first searches the map 4 corners in an flood manner for a random position and if dont find one so does it do a centered flood search.

It still plays nice on all my mobile devices but tegra devices with android 3.0 - is a bit to slow with all additions.

But i will do this first and then optimize all code after you recived this batch.

I know you had a toon of ideas you wanted to implement and new art work.

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Cliff Mellangard 3DEGS
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Posted: 13th May 2013 00:43
Anyone intrested in the Project so have it now moved

http://forum.thegamecreators.com/?m=forum_view&t=205487&b=48

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