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AppGameKit/AppGameKit Studio Showcase / [WIP] Zombie Hangover 82

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apocolyp4
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Posted: 7th Jul 2012 22:37 Edited at: 1st Nov 2012 20:56
Ive started work on a new project called Zombie Hangover 82. Its going to be a 2D puzzle based platformer with the same style as Lost Vikings. Im working on the PlayBook version first with a planned release sometime in October, with the Android/iPad version released shortly after.

The projects only a few days old but Ive managed to get the games collision detection, basic player movements, and screen scrolling working.

Latest video.



Here is a video showing a early engine test..

Cliff Mellangard 3DEGS
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Posted: 7th Jul 2012 23:46
Quote: "with the same style as Lost Vikings."

An awesome game

Sounds cool if you pull it off.

Iam currently bidding on lost vikings for my amiga cd32
kamac
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Posted: 8th Jul 2012 16:49
That collision handling looks good. Did you use box2d to handle it, or rather made it yourself?

Cheers.

Follow me on twitter! @MotionStruct
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apocolyp4
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Posted: 8th Jul 2012 19:49
The collision detection is all my work. I might add slopes into my game if I need them. Heres a link on how to implement your own 2d platformer physics http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
kamac
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Posted: 9th Jul 2012 22:41
That's some nice article. Thanks apocolyp
Do you have something like that for zelda-styled games too?

Follow me on twitter! @MotionStruct
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apocolyp4
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Posted: 15th Jul 2012 03:24 Edited at: 15th Jul 2012 03:34
I forgot to mention in my first post that the games being developed using tier 1 AGK. The game now loads maps from txt files now, so I dont have to hard code in the test levels! I plan to build a map editor for the game in a few weeks. Ive also coded in the first character into the game. Grantos the runner. His ability is speed which will allow him to jump longer gaps than the other characters. He is also the only character that can push crates, which can be used to get to higher platforms. The video below shows him using both abilities.



Right now I have the animation for his idle (jogging on the spot) animation, and his pushing animation. Im using his idle animation for running right now till the artist creates the running animation.
baxslash
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Posted: 15th Jul 2012 09:50
That character looks great! You have a good artist


this.mess = abs(sin(times#))
Cliff Mellangard 3DEGS
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Posted: 15th Jul 2012 16:48
I cant wait to play it
Loves! lost vikings.

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apocolyp4
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Posted: 30th Jul 2012 23:46 Edited at: 30th Jul 2012 23:48
Heres the 3rd update on my progress with the game. Ive added in the 2nd game character who uses a shield. Ive not finish developing him so he is missing most of his animation frames, and Ive yet to implement his abilities. Ive redone the games camera to allow the switching between characters. Ive added a video showing me controlling both characters using the runners abilities to get both from one side of the screen to the other.

Cliff Mellangard 3DEGS
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Posted: 8th Aug 2012 16:45
How is the progress so far ?

Any more vids?

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apocolyp4
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Posted: 9th Aug 2012 22:16
Progress has been slow the past week due to other projects (Neon Prime Lite for iPhone) and I was at a game jam at the weekend (I used Unity 3d). Right now Im finishing up the shield character, getting all his different animations working correctly. If all goes to plan Ill have a video showing him off either tomorrow or Saturday.
apocolyp4
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Posted: 10th Aug 2012 23:43 Edited at: 10th Aug 2012 23:44
Here is the latest video. It shows the shield character ability to use his shield to allow crates to be pushed over gaps. The shield is also able to repel enemies, bullets, and other obstacles. Next thing to do is to start work on the games tile editor which shouldnt take to long. I plan to have the editor released beside the main game to allow people to build their own maps.

Digital Awakening
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Posted: 10th Aug 2012 23:59
Looking good so far I loved playing through Lost Vikings on my Amiga. I never got through LV2, I think I got tired of it somewhere in the middle. Don't you think the crate pushing needs to be a bit faster? Would be nice if you could add something new and exciting to the gameplay though. Looking forward to what you can do with the level artwork as well.

apocolyp4
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Posted: 11th Aug 2012 00:27
Thanks. The crates will be faster they are just at that speed to test their collision detection. The gameplay will be different to Lost Vikings in a lot of ways. First the levels wont be linear and will allow the players to complete the levels in a number of ways. Plus the game will have a lot more physics based puzzles.

I plan to push the AppGameKit to its limits adding in different kinds of special effects using mostly the SetScissor command. You'd be surprised by what you can with that command (not just mode 7 effect).
Cliff Mellangard 3DEGS
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Posted: 11th Aug 2012 13:07 Edited at: 11th Aug 2012 13:08
Looks good and i really like the animations.
Are the limbs physics objects with joints?

Quote: "I plan to push the AppGameKit to its limits adding in different kinds of special effects using mostly the SetScissor command. You'd be surprised by what you can with that command (not just mode 7 effect). "

Its mostly the coder that is the limit in any language and how he solves them

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apocolyp4
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Posted: 11th Aug 2012 15:26
Quote: "Are the limbs physics objects with joints?"


No the limbs are not separate from the body animation. I just use a separate sprite hitbox to handle physics and collisions. The animation is all done using Flash Ive no idea how its done (Ill ask the artist).
apocolyp4
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Posted: 25th Aug 2012 02:03
A new video update. Ive added in the 3rd player character the crossbow guy (still to give him a name). As you can see his skill is the use of a crossbow. Itll be uses to kill enemies, hit switched and other uses. I have to improve the arrows collision detection but apart from that he's looking good.

Cliff Mellangard 3DEGS
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Posted: 27th Aug 2012 20:39
Looking good

I can imagine how hard the level building will be

To get the game balanced with the usage of the various characters .

Its the mayor problem when doing games like this

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apocolyp4
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Posted: 13th Sep 2012 01:08 Edited at: 13th Sep 2012 01:09
The latest update. Before I start making levels Im coding in more tiles, and environment hazards. in the video below I show off enemy turrets that target the nearest player character, water tiles which slow the player down when they are in water, fire particles, and some new artwork that replaces my place holders for the crates and arrows.

The plan is to get a playable tech demo of the game ready for the end of the month, as I plan to try and get a kickstarter to help fund the game.



Here also a pic of the game aswell.

Cliff Mellangard 3DEGS
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Posted: 13th Sep 2012 20:48
Looks awesome
Looking forward to the tech demo .

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Digital Awakening
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Posted: 15th Sep 2012 10:26
Looking good

It will be interesting to see how your game will do on kickstarter.


Demo 2 is out! Click the image for more.
apocolyp4
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Posted: 18th Sep 2012 16:05 Edited at: 18th Sep 2012 16:06
Thanks. Im hoping to raise enough money from the kickstarter to buy a new pc/mac to build and test the game with. Right now due to my laptop breaking Im reduced to developing on a nettop PC (Basicaly a desktop version of a netbook but with a decent graphics card).

On the development side Ive added conveyor belts into the game and the video below shows a new test level showing them off. Right now they are just place holder art. The runner player is the only character fast enough to run against the direction of the conveyor belt.

baxslash
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Posted: 18th Sep 2012 16:09
Looking great apocolyp4 love the gfx!


this.mess = abs(sin(times#))
apocolyp4
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Posted: 18th Sep 2012 16:20
Thanks baxslash though I cant take credit for them myself as thats all the work of the games artist. I only make the placeholder art using MS Paint!
baxslash
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Posted: 18th Sep 2012 16:22
Well the code looks well thought out too you aren't rushing it and everything seems to work nicely from what I've seen.


this.mess = abs(sin(times#))
apocolyp4
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Posted: 18th Sep 2012 16:33
Yeah Im taking my time with each feature of the game. Since I started the project just over 2 months ago Ive rewrote the game engine 3 times. Ive developed AGk tier 1 games before but nothing of this scale. Its code base is already twice the size of my last game (Neon Prime) and Ive still got a lot of coding to do!
baxslash
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Posted: 18th Sep 2012 16:34
My son is a huge fan of Neon Prime (as am I), if this is done to the same standard I'm sure it will do well


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Cliff Mellangard 3DEGS
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Posted: 18th Sep 2012 20:57
Really awesome stuff

How long do you belive it will take to finish the game?
How many levels are planned?

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apocolyp4
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Posted: 18th Sep 2012 23:05
Theres a still a lot of work to do but Im planning a release either mid to late November for PC and Mac. I plan to then work on the Playbook, iPad, and Android for a release in December. I also plan to port the game to XNA/MonoXNA so that I can release the game on Linux/Xbox 360, and the PS Vita but ill be doing that after the AppGameKit version is completed.

As for number of levels I plan to release the game with 20-30 levels with a planned DLC afterwards. The game will release with the Map editor so that other people can create and share levels. Ill need to build the map editor 1st (thats next months work).
apocolyp4
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Posted: 20th Sep 2012 19:10
Just a quick update with a video of the game running on the BlackBerry PlayBook. Im hoping to have the first zombie in the game next week.

baxslash
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Posted: 21st Sep 2012 11:22
Looks great. Controls seem to work nicely too


this.mess = abs(sin(times#))
apocolyp4
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Posted: 21st Sep 2012 12:43
Thanks. I didn't really do much work to get the touch screen control to work on the PlayBook, as the AppGameKit did all the work for me. Its just the combination of the mouse controls for the crossbow guy, and the joystick controls that I use for the Xbox 360 pad. All I had to do was to reposition the virtual buttons, and label them. Ill reskin the virtual buttons for the final version of the game but apart from that the controls are finalised.

The plan right now is to release an Alpha build for testing either next week, or the week after on PC and Mac. Then submit the build for PlayBook/Android to test the reception of the game on it by Mid October.
apocolyp4
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Posted: 21st Sep 2012 13:07 Edited at: 21st Sep 2012 13:08
Also if anyone is interested below is how the map in the video is saved as in a text file. Each tile is represented using 2 characters. So B1 is block 1 SS, SC, SR are spawn locations for the player characters, and 00 is for an empty tile. Ive done it this way so that I can build and edit the maps using note pad before I have built the games map editor.

B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000000000000000000000000000000000000000B1
B1000000000000000000000000C10000000000000000000000000000000000B1
B10000000000000000000000B1000000000000000000000000000000000000B1
B1000000000000000000B4B4B4B4B4B400000000000000000000000000D100B1
B1000000000000000000000000000000000000B40000000000000000000000B1
B100SSSCSR0000000000000000000000000000000000000000000000000000B1
B1B4B4B4B4B4B4B4B4B4010202020202020203B4B4B4B4B4B4B4B4B4B4B4B4B1
B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1
B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1
B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1B1
Funnell7
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Posted: 21st Sep 2012 16:42
apocolyp4, ditto! Thats exactly how we are managing our levels for our platform game... Although we are using 1 character per tile instead of 2... But to be honest, we are quickly running out of characters to use! I may have to look at doing 2 characters also... Great minds and all that...
apocolyp4
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Posted: 21st Sep 2012 17:08 Edited at: 21st Sep 2012 17:09
When planning the game I knew right away I had to use 2 characters due to the amount of different tiles. Also I wanted to to keep the same types of tiles starting with the same character so that at a glance I could see what was what in note pad without looking at notes. So the 1st char represents the type of tile and the 2nd represents the version of that tile.

Also I noticed that was an old version of the map which used 0 and 9 for the conveyor belt tiles. Since then I changed that to < for left moving belts and > for the right moving ones which makes it easier to see in the map.
apocolyp4
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Posted: 24th Sep 2012 18:51
Ive added spikes and springs to the game. The springs work like the ones in Sonic (right now its just my place holder art).

Though all the collision detection for the spikes are in the game Ive yet to add in the death animations so right now the game just prints ouch when the player touches one.

Heres a video showing of the player using a spring to get to a higher platform.



Im on track to release an alpha build of the game for PC sometime next week.
Cliff Mellangard 3DEGS
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Posted: 24th Sep 2012 18:56
Looks great
Iam also having springs in my engine but no nead for it in the first level

Maybe nead to do some more levels my self and use the springs

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Digital Awakening
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Posted: 25th Sep 2012 22:10
Nice improvemet with the artwork

Will be interesting to see how the gameplay feels when it's done.


Demo 2 is out! Click the image for more.
Drillfoot
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Posted: 25th Sep 2012 23:50
Ok, from the first screen shot at the top of this page, my feelings were ... Then I continued scrolling, very good job, and hard work!! This looks outstanding!! You are a genius!

Off topic a bit- Loved your article on D3, and you got a nice set up portfolio!! Good work, I'll gladly pay for a nice mobile release of this game!

rem allow user create game with one click
rem create graphics, sound, scripts, models, with one click
rem slap user in face if game choice is mmo
apocolyp4
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Posted: 26th Sep 2012 15:26
Thanks Drillfoot. Ill start placing my latest videos in my 1st post as well to encourage people to scroll down.

The alpha version that Im releasing next week will be free to download for PC and Android. Nothing in that version will be final (including the levels) so when playing it dont hold back the criticism!

Also I just got my new Android tablet today. Its a cheap one off ebay for less than £50 but it runs my AppGameKit games perfectly. It can even run Unity3D games without too much effort. Heres a pic of the tablet running the game.

Cliff Mellangard 3DEGS
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Posted: 26th Sep 2012 22:40
Quote: "Also I just got my new Android tablet today. Its a cheap one off ebay for less than £50 but it runs my AppGameKit games perfectly. It can even run Unity3D games without too much effort. Heres a pic of the tablet running the game."

Where did you find it ? (link)
wath specs does it have?

Keep in mind that sandwich makes agk apps run slower then other android versions.

I see it on the image that its sandwich you have on it

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apocolyp4
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Posted: 26th Sep 2012 23:52 Edited at: 27th Sep 2012 00:13
Yes its Sandwhich 4.0.4.
Its called the Allwinner A13. I got mine off of ebay just search for Allwinner A13. The battery life is poor but Im only using it to test my games, though it can play games like sonic cd and GTA 3 without any bother. its specs are:

Cortex A8,AllWinner A13 Chip, 1.2-1.5Ghz CPU
512mb ram
4GB of disk space with a micro sd card slot.
7 inch capacitive screen with 800*480 resolution
Graphics Processor : Mali 400 MHz

You wouldn't use it as your main tablet (my playbook) but its perfect for testing games.
apocolyp4
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Posted: 27th Sep 2012 19:29
Ive added the players damage collisions into the game. When a player character dies they explode with blood going everywhere! Heres a video of them dying .

Cliff Mellangard 3DEGS
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Posted: 27th Sep 2012 21:29
Could make your game age rated

Looks cool anyway

The particles are your own as agks dont hit solids like that?

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apocolyp4
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Posted: 27th Sep 2012 22:55
Dont let the cartoon graphics fool you this game wont be for kids, as I plan to have plenty of blood in the game! Each player death uses 150 blood particles for now.

The blood particles are all my own code due to lack of collision detection with AppGameKit particles.
apocolyp4
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Posted: 8th Oct 2012 17:45 Edited at: 8th Oct 2012 17:46
Heres a video of the latest build of the game. The games a about a 1-2 weeks behind schedule due to waiting for artwork. Ive entered the game into a competition to win an UltraBook http://www.codeproject.com/Articles/472046/Zombie-Hangover-82

Ive added tile backgrounds, and zoomed in the game a bit to see more of the games details. I hope to have the alpha release sometime next week.

Ancient Lady
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Posted: 8th Oct 2012 19:05
It looks great! Good luck with the competition.

Cheers,
Ancient Lady
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Cliff Mellangard 3DEGS
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Posted: 9th Oct 2012 20:30
Looks nice

Iam also experimenting with the zoom to work better on smaller devices

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apocolyp4
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Posted: 10th Oct 2012 08:55
Thanks Ancient Lady, and Cliff.

I was giving the sprite animations for the first zombie today, so ill post a video with it in the game by Friday.

Good news my game is one of the 1st round winners! That means Ill be getting a Ultrabook!

The deadline for the 2nd rounds is November 21st, but Im on schedule to release the first version of the game by the end of this month (providing the AppGameKit 108 beta is up for it). Hopefuly this gives me a chance to be one of the 1st 50 to release their game, and get the $1,000 prize, though Im aiming for 1st prize!
apocolyp4
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Posted: 18th Oct 2012 19:04
Developing the game for ultrabooks has been great, especially using my new ultrabook to develop it!

Ive been working on the death physics particles for my game. As well as exploding blood when a player character dies their severed limbs explode too! The exploding blood wont just be an effect as I plan to use it as a game mechanic. Ill reveal that when I have it working. Next up is to add in the zombies.

Here is a video of the players dying.

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