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AppGameKit/AppGameKit Studio Showcase / [WIP - Almost done] Spell Breath

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kamac
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Posted: 10th Apr 2012 23:46 Edited at: 5th May 2012 23:32






Hey there! I'd like to introduce to you my new upcoming game. (And yes, It will be finished!)

About the game


Spell Breath is a quite creative game, where you play as a mage,
of unspecified origin yet. Your greatest skill is crafting special
blocks made of pure magic. Your goal is to get through all the
dungeons to reach the great spellbook, which will make you the most
powerful of [block crafters] - mages.
It is a funny puzzle game, where you have to show some agility & skill
to beat it. Game uses Box2d for physics and App Game Kit (C++ tier) for graphics.


Which platforms will Spell Breath reach?


It will reach following platforms for sure:



To be exact,

Android - Every device with OS higher than 2.3. Tablets included.
Blackberry - Every Playbook tablet


About iOS -
I would release the game for iOS, but I lack MacOS desktop computer, so until the game will be a enormous success or I would earn MacOS in any time - Don't count on it.
@EDIT Or if TGC would help me to release it on it /EDIT@



A few screens of glory









Also, check the trailer out:

GAMEPLAY TRAILER




GAME LINK

https://play.google.com/store/apps/details?id=com.motionstruct.spellbreath



Follow me on twitter! @kamac496
The Zoq2
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Location: Linköping, Sweden
Posted: 11th Apr 2012 01:20
Looks awsome, I'll probably get this when the game is released!
Kobaltic
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Posted: 11th Apr 2012 06:14
Looks good. Don't forget about the AppGameKit discount.
RickV
TGC Development Director
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Posted: 11th Apr 2012 11:18
Looks very cool! Certainly needs some more depth to it in the game play side. You have a very nice graphical look and feel, so keep working hard and add lots of polish.

TGC might be interested in helping you publish it onto iOS when it's complete.

Rick

Financial Director
TGC Team
kamac
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Posted: 11th Apr 2012 16:30 Edited at: 5th May 2012 23:32
Thank you for these kind words everyone.


Quote: "Certainly needs some more depth to it in the game play side."


There is a small story side. I have added dialogs few days ago so the player won't get too bored.

Quote: "TGC might be interested in helping you publish it onto iOS when it's complete."


This would be awesome, since I don't own Mac desktop computer and I am not willing to pay them 100$ a year. Rather willing to give % out of sales to you guys.



Follow me on twitter! @kamac496
Cliff Mellangard 3DEGS
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Posted: 11th Apr 2012 20:51
Looks very nice kamac
Keep on working on it and make it a bit more polished.
Maybe add some more clever trapps to avoid with stuff you create with magic.
kamac
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Posted: 11th Apr 2012 22:21 Edited at: 5th May 2012 23:28
Quote: "Looks very nice kamac
Keep on working on it and make it a bit more polished.
Maybe add some more clever trapps to avoid with stuff you create with magic."


Thanks. Sure, but it's not me who has made those traps. (My brother gave me the ideas)


PS. Many people think it'll be paid.

It'll be free for android, supported with ads since Google doesn't want to support Polish developers to sell paid apps on google play.



Follow me on twitter! @kamac496
baxslash
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Posted: 15th Apr 2012 10:43
Looks great kamac, I'll be watching this

kamac
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Posted: 15th Apr 2012 12:39 Edited at: 5th May 2012 23:29
Thanks baxslash

In fact, the game is near completion. Then it will be released on google play market!

And yay! Google play began to allow polish developers sell paid apps few days ago! I've been waiting for this for so long...

So, the game will be there for 1$ - 2$.



I hope to first release it for android, then try to fix playbook path problems and finally release it for it. Also for a small fee of 1$-2$. In the end, I hope that TGC would help me to publish it to the App Store.



Follow me on twitter! @kamac496
kamac
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Posted: 21st Apr 2012 17:33 Edited at: 5th May 2012 23:28
@Update

Sent Spell Breath to TGC gallery and also reached a milestone of 20 playable levels. Yet, I need more of them. (30-40)



Follow me on twitter! @kamac496
baxslash
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Posted: 24th Apr 2012 22:47
Keep it up kamac

kamac
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Posted: 26th Apr 2012 22:18 Edited at: 5th May 2012 23:28
Thanks Baxslash

I'm actually going to get advised from professional game dev. studio probably, so It's nice.



Follow me on twitter! @kamac496
kamac
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Posted: 3rd May 2012 19:19 Edited at: 3rd May 2012 19:34
Spell Breath released for Android (for now).

Get it at:

https://play.google.com/store/apps/details?id=com.motionstruct.spellbreath

Though, it might not be visible on google play for android mobiles yet.

baxslash
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Posted: 4th May 2012 10:36
Congrats kamac!

The Zoq2
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Posted: 4th May 2012 13:08
Congrats, im probably going to buy this in the future
kamac
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Posted: 4th May 2012 13:47
Thank you both

The Zoq2, if you have an android phone/tablet, could you check if Spell Breath is visible on the market? (I cannot see it from my phone, but it's there by the www)

The Zoq2
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Posted: 4th May 2012 21:46
I believe that yiu cant see your own apps from your own phone, I had the same problem...
kamac
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Posted: 4th May 2012 22:25
Oh, actually it's all fixed. I can see it.

Cliff Mellangard 3DEGS
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Posted: 5th May 2012 08:20 Edited at: 5th May 2012 08:31
Downloading the demo on android

Edited ...........
Something is wrong with the move left key on my zte skate?

I cant move left but everything else works!

its an 800 mhz phone with an 800x480 screen resolution.

Could be something with how agk scales the screen?
kamac
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Posted: 5th May 2012 11:27 Edited at: 5th May 2012 11:28
It certainly cannot be scaling problem, because it's native resolution is 800x480. It doesn't work for me too.

It is either:

1) Problem with google while I was uploading the update.
2) Something in code.

Whatever it is, I will bust it fast.

@EDIT

Found it. It was my mistake in code. Uploading updates now.

Cliff Mellangard 3DEGS
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Posted: 5th May 2012 18:03
Kamac
Iam having some trouble to get thru the second level
Either is it my touch screen or iam a super bad gamer!

But the magick blocks dissapear to fast for me and i cant get any further on the level.
Seams to be some limitation on size of the blocks that also hinders me?
Some small suggestions to make it easier to play on my phone!
Allow the blocks to be on screen a little bit longer!
Allow a slightly larger size of the blocks.

I can imagine that it works really well on computer or high end mobile phones.
But the cheaper ones do have a little bit more sluggish touch screen.
Cheers..
The Zoq2
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Posted: 5th May 2012 18:19
Quote: "Allow the blocks to be on screen a little bit longer!"


I agree on that, just one or to seconds would be awesome
Great app though, I have had a lot of fun with it so far
kamac
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Posted: 5th May 2012 19:20
They can be as long as you want. You just make them too thin.

Cliff Mellangard 3DEGS
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Posted: 5th May 2012 19:33
Quote: "They can be as long as you want. You just make them too thin."

I made an huge cube that vanished to fast kamac?
I made two huge cubes to jump on to get further in the second level.
But when i had made the second cube so did already the first start to vanish.
I tryed this many times but they simply vanished before i could jump on them?
kamac
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Posted: 5th May 2012 19:36
Hm. Do you know that you don't have to hold jump key? You tap it and you are already in the air.

I'm not sure about speed in what they dissapear. I have tried it on playbook, on Samsung Galaxy S II and on little phone of mine. Everywhere was the same speed. Also, I cannot decrease dissapearing speed, because the game would be too easy! (It is no problem for me, my brothers and even for my father)

I am really not sure what to think of it. Prehaps if you could record the speed in what they dissapear, I could help? (Or either show how you play)

Cliff Mellangard 3DEGS
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Posted: 5th May 2012 19:52
I think its as simple as my zte skate have a slow touch screen and not like the high end ones from htc,samsung or lg etc.
Maybe something you should think of when people may complain about it being hard to play?
It is having problems when i try to draw the objects sometimes.
When i get an better phone so could i test it again.
kamac
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Posted: 5th May 2012 19:57
I am thinking of adding hard/easy option.. And I think I will have to do that now. (It will simply decrease dissapearing time for blocks)

What do you think?

Cliff Mellangard 3DEGS
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Posted: 5th May 2012 20:05
Quote: "I am thinking of adding hard/easy option.. And I think I will have to do that now. (It will simply decrease dissapearing time for blocks)

What do you think?"

Completed the demo now
Sounds like an good idea .
noticed that my fingers where so big that when i whas pressing the move buttons so did i create a bunch of small boxes in that corner of the map
Maybe making the corner where the controls are to an dead zone for object creation?

It could be my creation of alot off small boxes that messed it up?
I didt notice it until now that i had a collection of small cubes at the same corner as the controls
kamac
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Posted: 5th May 2012 20:31
Alright. The demo is being uploaded now. It will take a few seconds to update full version too.

Cliff Mellangard 3DEGS
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Posted: 5th May 2012 23:05
Quote: "Alright. The demo is being uploaded now. It will take a few seconds to update full version too."

I gave the new demo version a 5 star review
Plays perfectly now!
Awesome with the slow setting as default
Great game kamac and the controls feelt alot better now .
kamac
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Posted: 5th May 2012 23:06 Edited at: 5th May 2012 23:32
Quote: "I gave the new demo version a 5 star review
Plays perfectly now!
Awesome with the slow setting as default
Great game kamac and the controls feelt alot better now ."


Thank you



Follow me on twitter! @kamac496
Cliff Mellangard 3DEGS
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Posted: 5th May 2012 23:15
Quote: "Thank you "

We are here to help each other

I have only one suggestion more ?

Wath do you say about 5-6 levels instead of 3 for the demo?

Think you will hook alot more people if they play some more until it ends?

Playing 3 levels is more like ...
Hmmmm wonder if the rest of the game is as good or ?

5-6 levels of play is more .....
This is extremely fun i want some more

Alot of people dont even download small demos with to little levels to play.

And i want you to see alot of the green stuff
kamac
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Posted: 5th May 2012 23:23 Edited at: 5th May 2012 23:32
Alright. I will unlock 5 first levels .

Stay tuned for the update when it appears.



Follow me on twitter! @kamac496
The Zoq2
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Posted: 5th May 2012 23:54
Quote: "5-6 levels of play is more .....
This is extremely fun i want some more "


I agree on that

Quote: "Stay tuned for the update when it appears."

Wow, you are realy updating a lot! Good work
kamac
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Posted: 6th May 2012 00:05
Quote: "Wow, you are realy updating a lot! Good work"


It is neccessary when there is something to update. To make it more functional



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The Zoq2
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Posted: 6th May 2012 00:22
Quote: "It is neccessary when there is something to update. To make it more functional "


Of course!
Funnell7
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Posted: 11th May 2012 15:22
kamac, just downloaded the demo version on a Galaxy Samsung S2... I really like the graphics, looks very professional and plays really nice too... Just as abit of feedback, I found a couple of minor bugs...

When you click on Credits, the Slow/Fast box remains on the screen. Also, once you have clicked 'New Game', during the fade out, you can still click the buttons. So when clicking 'New Game' and then clicking 'Credits' straight after, the app just freezes on a blank screen... You may want to deactivate the buttons once one has been clicked...

Apologies if these have already been fixed, just thought I'd let you know...
kamac
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Posted: 11th May 2012 16:37
Quote: "When you click on Credits, the Slow/Fast box remains on the screen. Also, once you have clicked 'New Game', during the fade out, you can still click the buttons. So when clicking 'New Game' and then clicking 'Credits' straight after, the app just freezes on a blank screen... You may want to deactivate the buttons once one has been clicked..."


Thanks, I'll update those ASAP.



Follow me on twitter! @kamac496
Impetus73
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Posted: 14th May 2012 18:56
Great game kamac! Brilliant concept of building the bridges as you go! I were wondering why the hero was jittering like he had to pee though, he keeps vibrating up and down

----------------
AGK user - novice
Did Amiga / AMOS programming in the 90's, just started programming again with AGK.
kamac
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Posted: 14th May 2012 23:53
Quote: "I were wondering why the hero was jittering like he had to pee though, he keeps vibrating up and down"


Yup. It's an known bug, but it's box2d's fault. No way to solve it for me at the moment.



Follow me on twitter! @kamac496
baxslash
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Posted: 15th May 2012 10:38
Quote: "Yup. It's an known bug, but it's box2d's fault. No way to solve it for me at the moment."

Have you tried changing the physics scale? You need to use this command before you start making any sprites: setPhysicsScale()

The downside is you might have to edit all of your character movement code etc to suit the new scale. Getting the scale right at the start is vital for any physics game. I find it hard to believe this is a "bug" in box2d. I'd be happy to help if I can?

kamac
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Posted: 15th May 2012 20:32
Quote: "The downside is you might have to edit all of your character movement code etc to suit the new scale. Getting the scale right at the start is vital for any physics game. I find it hard to believe this is a "bug" in box2d. I'd be happy to help if I can?"


Well, I didn't even know that. But that occurs on small screens only, where on the bigger ones it's almost unseen.



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baxslash
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Posted: 17th May 2012 12:11
Are you setting a virtual resolution or using a percentage based system? Seems odd that the size of the screen should make a difference in either case...

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