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AppGameKit/AppGameKit Studio Showcase / [WIP] Escape The Undead

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baxslash
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Location: Duffield
Posted: 26th Jan 2015 13:08
This is my entry for NaGaCreMo this month. I just got my demo to a state I'm happy with so I'm sharing it here too. I have quite a way to go before the game is done but I am at least capable of doing all the media myself for this one so hopefully I won't get stuck because I can't find an artist!

Screenshots:






Demo is HERE

NaGaCreMo thread is HERE

Videos:







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SoftMotion3D
AGK Developer
19
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 26th Jan 2015 15:09 Edited at: 26th Jan 2015 15:16
wow thats a tough game!
would it be possible to make the space key jump as im not very good at using [w].
i love the shadows and everything....game looks really good!

im also wondering how you managed to pack your files and access them? I didnt know you could do that with agkv2...

www.sheldonscreations.com
baxslash
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Posted: 26th Jan 2015 16:15
Sure, I'll add some additional control options later.

I'm packing the media files using memblock commands mainly. It's not terribly difficult as long as you keep track of what each file is and load it back in correctly. I might end up just leaving the files accessible as I doubt my media is really worth taking anyway.


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JLMoondog
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Posted: 26th Jan 2015 18:05 Edited at: 26th Jan 2015 18:06
It is a hard game! But I love the shadow effects and the whole feel of the game, very creepy.

Some colors feel a little washed out, not sure if that's what you were going for or if it's because of the lighting system. You can still achieve creepy darkness with vibrant colors. Some neon style lights would be nice to break up the darkness. If you do this than you could add a 'battery' to the torch. Use sparingly!

Controls felt good, though I think the character slides a little bit too much. Otherwise it felt right and I wasn't fighting it.

Checkpoints would be great. It was a 'oh crap!' moment dying near the end of the first level and having to do it all over again lol.

Great stuff. Was going to play around with your graphics but noticed you locked them up. Oh well.

Battoad
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Posted: 26th Jan 2015 18:55
Love the 2 legged box type monster in the last movie clip, brilliant. Well done.

george++
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Posted: 26th Jan 2015 20:55
Quote: "I love the shadow effects and the whole feel of the game"

+1
Excelent job
baxslash
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Posted: 27th Jan 2015 08:17
Quote: "It is a hard game! But I love the shadow effects and the whole feel of the game, very creepy."

Quote: "Love the 2 legged box type monster in the last movie clip, brilliant. Well done."

Quote: "Excelent job"

Thanks!

Quote: "Some colors feel a little washed out, not sure if that's what you were going for or if it's because of the lighting system. You can still achieve creepy darkness with vibrant colors."

Actually that's kind of what I'm going for

Quote: "add a 'battery' to the torch. Use sparingly!"

Really good idea actually. I'd have to increase the ambient light levels a little or it would be impossible rather than difficult without the torch.

Quote: "I think the character slides a little bit too much"

I think you might be right. I'll have a play with this as I go on.
Quote: "Checkpoints would be great. It was a 'oh crap!' moment dying near the end of the first level and having to do it all over again lol."

Sorry, the only checkpoint is the end of each level although if the levels become too long and difficult I may change that. I quite like the idea of having save locations similar to Resident Evil. My son already came up with a great idea for a "Save Chest" idea using tubes (like the cash tubes you get in supermarkets). You can dump items in the tubes at any time and retrieve them from any tube-station.

Quote: "Great stuff. Was going to play around with your graphics but noticed you locked them up. Oh well."

I'd be happy to send you a version without the chastity belt but I've had a few projects (like 'Dark') where the artist decided to disappear and it left me with a game I couldn't finish on my own. If I get an artist involved I need to know they will not be leaving me in the lurch at some point...


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BatVink
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Posted: 27th Jan 2015 10:00
Loving the concept of missing whole chunks of the level through darkness. I guess there's some clever use of shaders to get these effects. It was the "up and over the wall" part of the first video that made me realise how it is being used to create the puzzles.

Quidquid latine dictum sit, altum sonatur
baxslash
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Posted: 27th Jan 2015 11:17
Yes, I want to be able to hide alternative routes when the torch is not on. Zombies see you easier when the torch is on too so you can sneak around a little in the dark.

The shader is shockingly simple actually but getting it to work the way I want has been interesting. For example I had to really split the render sequence up:
Set render to image
Render background
Render shadows
Render foreground

Set render to lighting image
Render lighting

Set render to screen
Render quad (which uses the first 2 images and the shader)

Here's the fullscreen shader I'm using:


Not terribly complicated really but it took some serious thought to get the effect I wanted. I'm using this shader in another WIP too but that one's on hold while I finish this game.


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JLMoondog
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Posted: 27th Jan 2015 12:13
Quote: "I'd be happy to send you a version without the chastity belt but I've had a few projects (like 'Dark') where the artist decided to disappear and it left me with a game I couldn't finish on my own. If I get an artist involved I need to know they will not be leaving me in the lurch at some point..."

Send it my way and I'll take a look.

baxslash
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Posted: 27th Jan 2015 13:51
On its way soon...


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fog
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Posted: 27th Jan 2015 20:57
Loving the art style. Simple yet atmospheric.

Conjured Entertainment
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Posted: 27th Jan 2015 21:29
Download for the demo is not working for me.
Stops at 49.2mb, and won't open giving an "invalid zip" error message.
Is that a corrupted update to the zip, or is it on my end?


Coding things my way since 1981 -- Currently using AppGameKit V1 Tier 1
DavidAGK
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Posted: 27th Jan 2015 21:42
Love the look of this from the videos! Great work!

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Started coding with AMOS (Thanks Francois Lionet)
baxslash
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Posted: 27th Jan 2015 22:12
Conjured Entertainment, I think it must be just you as at least one person has played this version from the download... would you mind trying again?


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Conjured Entertainment
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Posted: 28th Jan 2015 10:22 Edited at: 28th Jan 2015 10:25
grrr! that figures!
This time it stopped on 46.3, and as you guessed it won't open.
I have been looking forward to playing this demo too.
I have limited bandwidth here in the wilderness, so I have to give up on the download until I get my other computer over to my friend's house or something.
I already know this game is awesome from the videos, so I can hardly wait to smack a zombie in the face with a vent duct cover.

Thanks for quick reply


Coding things my way since 1981 -- Currently using AppGameKit V1 Tier 1
baxslash
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Posted: 28th Jan 2015 11:01
Ha! I love doing that... it's actually quite satisfying. Hope the download works for you eventually!


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baxslash
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Posted: 2nd Feb 2015 12:53 Edited at: 2nd Feb 2015 12:53
Here's a quick update showing the new HUD graphics by Josh Mooney. You might notice an additional power-bar above the inventory which shows how much battery life is left in the torch. Batteries can now be picked up along the way.

Light bulbs are new, which hang from physics based cables so they move about when hit.

Also here you can see some steam hazards:



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lilpissywilly
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Posted: 3rd Feb 2015 20:03
Very cool Bax. I love the artwork and overall feel the style gives, keep it up.

Inspiring to see projects made for something other than phones too!

My hovercraft is full of eels
Ched80
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Posted: 4th Feb 2015 07:29
Love it! I'm thinking of doing a platformer next and this has really inspired me.

Plus I'm always a sucker for shaders.

baxslash
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Posted: 4th Feb 2015 09:03
It's always great to inspire others happy start to my day!


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