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AppGameKit Classic Chat / AGK entries to the Indi Game maker contest 2015. (Warning, lots of screenshots)

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Jammy
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Posted: 7th Aug 2015 05:13 Edited at: 7th Aug 2015 10:52
The Indi Game Maker Contest 2015 closes for submissions 07/08/15.

Here is a list of those I have found, which have been made in AGK. I'm sure there are more. Post here, let me know and I will add them to the list.

Thingummy

Genre : Action

Link : http://contest.gamedevfort.com/submission/231#.VcQG38_bK71




Deep Space Miner

Genre : Shooter

Link : http://contest.gamedevfort.com/submission/70#.VcQLvM_bK71




Eryx Wars

Genre : Shooter

Link : http://contest.gamedevfort.com/submission/169#.VcQMEs_bK71




Mutant Flora Bomber

Genre : Shooter

Link : http://contest.gamedevfort.com/submission/196#.VcQMVM_bK71




Fantastic Flower

Genre : Simulation

Link : http://contest.gamedevfort.com/submission/319#.VcQNkM_bK70




Retro Ping Pong Remastered

Genre : Simulation

Link : http://contest.gamedevfort.com/submission/265#.VcQOlM_bK71




Super Memory

Genre : Puzzle

Link : http://contest.gamedevfort.com/submission/515#.VcQPpM_bK71



Jimmys escape from hell

Genre : Action

Link : http://contest.gamedevfort.com/submission/543#.VcRjMs_bK71



Kendor
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Posted: 8th Aug 2015 00:13 Edited at: 11th Aug 2015 22:34
My entry using AGK:

Backyard florist

Genre: Strategy

Link:http://contest.gamedevfort.com/submission/350#.VcUfB_mqpBc




BraindeaD
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Posted: 8th Aug 2015 17:24
Hi all!
Jammy, thanks for talk about the AppGameKit games in the competition.
I'm the author of Eryx Wars, I've updated the screenshots in the compo entry screen:





I'm not too happy with my game, but it was all I can done in less than month... the next will better, for sure!

Good luck for all AppGameKit games in the competition!
Jammy
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Posted: 8th Aug 2015 22:11 Edited at: 9th Aug 2015 23:16
Thanks Kendor and BraindeaD, here is another entry. I still think there will be more.

Mothrina Chapters: 1 The Ruins of Death

http://contest.gamedevfort.com/submission/384#.Vce0zc_bK70

Genre : RPG



Grook
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Posted: 9th Aug 2015 11:50
Thanks for the post Jammy - it was a good idea. Maybe I will get a vote or two now!

Good luck all

"It is said that your life flashes before your eyes just before you die. That is true, it's called Life.”
Hockeykid
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Posted: 14th Aug 2015 23:05
Conjured Entertainment
AGK Developer
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Posted: 15th Aug 2015 03:30
Quote: "I'm not too happy with my game, but it was all I can done in less than month... the next will better, for sure!"

All you guys rock for getting such nice games finished in time!
Now, challenge yourself to polishing it, and see how far it can go in another month, and so on.
If you guys worked at the speed continually, then I am sure you will be happy with it in a very short time.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
bjadams
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Posted: 13th Oct 2015 08:59
The top 10 for the contest have been announced.

Did any AppGameKit game make it to the top 10?
Grook
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Posted: 14th Oct 2015 09:46
bjadams wrote: "Did any AppGameKit game make it to the top 10?"


Not mine
\"It is said that your life flashes before your eyes just before you die. That is true, it\'s called Life.”
BraindeaD
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Posted: 15th Oct 2015 05:14
Mine neither, but something expected
Jammy
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Posted: 23rd Oct 2015 21:19 Edited at: 23rd Oct 2015 21:23
I don't think any AppGameKit offerings got into the top 10. However next year we will all be more prepared and have a better idea of what the judges are looking for. Together with the new AppGameKit commands we should have a better chance.

I always try and keep my competition entries simple. Only this time I made it too simple. I think the judges looking for a good story and engaging gameplay - which my game lacks. However, It converts very well to tablet gameplay (Mindless tapping) and is much more fun.

available on

Google play and Amazon App Store


The final results will be out soon. Good luck everyone. Some really good entries.
bjadams
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Posted: 23rd Oct 2015 21:59
i think you can't start preparing from now, as you only have 1 month to do a game with the chosen theme
Jammy
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Posted: 23rd Oct 2015 22:52
By prepared I mean, We will know better what they are looking for and the quality to try and achieve, we will know to look out for the compo and not miss the start, will have a more complete product to work on with less bugs and 3D and know its possibilities better. This year was full of many unknowns and next year we will know what to expect.

You are right we wont be able to actually start the project but we will still be better prepared and I hope TGC will continue to support the compo next year.
bjadams
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Posted: 24th Oct 2015 07:21
i had a look at the top 10 on the contest and they are all 2D so I don't see how 3D can help
all the top 10 entries used other engines with the same pros/cons as AGK

also they seem to keep postponing the results....
Jammy
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Posted: 26th Oct 2015 15:01 Edited at: 26th Oct 2015 15:02
Quote: "i had a look at the top 10 on the contest and they are all 2D so I don't see how 3D can help"
- Adding another dimension to your game cant hurt but you are right a good Story and Gameplay seem to be the Important things.

I had been asked how I made my destructible landscape In Mutant Flora Bomber, thought others might be interested so here is how.

I used Memblocks, Each level is different ( random within difficulty constraints),

It is made up of tree parts that are put together and stretched as needed. This way I could make the trees grow each level and make every play of the game slightly different. Background is transparent.

I then grab an image for the level then make a Memblock, of that image.

Bombs can be different sizes and there a few reference explosion images (10 in total I think).

Collision detection is done by getting the RGBA value from the Memblock ( to accurately determine collision placement). at aeroplane and bomb XY.

I then alter the Memblock depending on the explosion size and position.

To Avoid too many floating pixels I then check the width of the explosion and bring down any pixels with nothing underneath. (I wanted to eradicate them altogether but the performance hit was too big someone better at maths might be able to do it.)

I then Make an Image from the Memblock to use as the new altered landscape.

There might be a better more efficient way of doing things (perhaps with a shader) , but it works well and gives pixel perfect collision and destructible landscapes.

I made an Example of how to use Memblocks to alter images, You might find it useful and It is available here.

http://steamcommunity.com/sharedfiles/filedetails/?id=509099112
bjadams
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Posted: 26th Oct 2015 20:02
@Jammy do you know when they will announce the final prizes?
They seem to be stalling week after week
Jammy
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Posted: 26th Oct 2015 21:52
No, I'm beginning to think they have ran off with the $1.2 Million of prizes.

The latest announcement here was not even posted by the organiser but by a stand in.

Only joking, no one knows, Still waiting on some guest judges decisions.

Jammy
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Posted: 29th Oct 2015 20:46
Finally an update about when the results will be announced.

Quote: "We staff judges are frustrated as well, which is why we've decided to simply take the scores we have and call the results on Saturday, October 31 regardless of whether or not all the guest judges have finished their work.

If they finish afterward, we'll still share their picks with you all.

Each contest brings with it lessons for the next one and hopefully we'll be able to avoid last-minute delays in future events. Thanks for your continued patience.
"


announced here -

http://community.gamedevfort.com/t/igmc-slight-delay-in-announcements/1259/20
Jammy
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Posted: 15th Nov 2015 02:14
The Results 15/11/2015

Mutant Flora Bomber

Judge #1's Review


Presentation 0 / 20
Gameplay 0 / 20
Engagement 0 / 20
Penalties 0
Theme 0 / 10
Total 0


Quote: "Judge's Notes
Unable to get the game functioning on multiple devices, operating systems, and platforms. "


I have had no other reports of the game not working and have had friends playtest it on their PCs without problems. I also just downloaded it again and it ran fine. I was looking forward to some proper feedback, but there you go. I did not think Mutant Flora Bomber would win, but I'm sure it is easy enough to run. No Idea what the problem has been. If you have problems getting it to run please leave a comment.

Congratulations to noel baldacchino for Winning the AppGameKit Prize with Nerius http://contest.gamedevfort.com/submission/26#.Vkfp8c8ny70



See you all next year
Jammy
Kendor
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Posted: 15th Nov 2015 12:57
Mine got some points, but did not fare that well. At least I got some constructive feedback

Game: Backyard Florist

Judge #1's Review

Presentation 10 / 20
Gameplay 4 / 20
Engagement 4 / 20
Penalties 0
Theme 6 / 10
Total 24

Judge's Notes
Good use of the theme. Very literal. I think there is a base for a game here but this felt more like a tech demo. When you start the game there is no tutorial or clear instruction on what to do. It's all written out here on the page but there should be in-game instructions as well. The game is lacking any clear goals. There is a progression of planting the flowers, watering them, cutting them for $$ and collecting seeds to plant more flowers. But there is no objective you're trying to complete. Because of that I felt little reason to continue playing once I planted all the flower types. The UI is very frustrating to use. Every time I click Tools or Stock I then have to go to the bottom left corner to click Pause to resume the game. A much more efficient way would be to have the menu close if the player clicks outside the menu items. Shortcut keys on the keyboard would also be appreciated. Being able to move the camera with the keyboard arrows would be much better. There were also a few design oversights. Fertilizer serves no purpose since you can change the flower growth speed with the top left slider. The payout for certain flowers also wasn't proportional to the cost. I think if you take what you have here and layer some more gameplay elements on top it could be a compelling experience but there's not enough there right now.
BraindeaD
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Posted: 15th Nov 2015 14:14
Hi all!
Here's my game evaluation... I'm not agree with some points in the analysis, but it's a game done in a few days and it has some faults (totally agreed with the user frienly point)... so have finished it is a price for me!
Maybe the next time I can do better.

Link : http://contest.gamedevfort.com/submission/169#.VcQMEs_bK71

Judge #1's Review
Presentation 15 / 20
Gameplay 9 / 20
Engagement 13 / 20
Penalties -5
Theme 8 / 10
Total 40
Judge's Notes
Thanks for your entry! Congrats on finishing a game in just one month! I immediately love the old school arcade theme. I did not fall in love with the way the player is set off on their mission. It takes much too long for unskippable sequences to resolve, thus the penalties. The intro frustrated me - I actually literally just bumped into a ship because I didn't know the controls. Felt clumsy. Great music, love the font, love the graphics. Too difficult to control. Too frustrating game play. Needs a lot of work to become user-friendly. Increase the number of projectiles the player can shoot. Take a very close look at collision between players and enemies. Just... make it "feel" right. This takes a lot of tweaking and testing to be sure. Good base game here though!
bjadams
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Posted: 15th Nov 2015 15:45
@Jammy I had a lot of problems making my AGK2 game work on a vanilla Win10 without DX9 installed. It was crashing without warnings
Could it be that the judge in particular had no DX9 installed and hence your game could not run?
xCept
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Posted: 17th Nov 2015 08:48 Edited at: 17th Nov 2015 08:50
That's a real shame, Jammy. Looks like a lot of work went into your game to only get a '0 - did not work' for critique Too bad the judge didn't reach out to you about it. Having said that, I just downloaded your game from the link but unfortunately I try to run the EXE and it does not run either (Windows 10 with all DirectX packages installed). It doesn't show any error but never loads anything. I notice you have everything packed into some EXE format perhaps that is the cause.

If it's any consultation, I had created a sandbox-style tree planting game during the final week just to say I contributed but had not much time to spend on it. However, it too was given a 0/0 disqualified with no additional information provided. I guess it didn't fit some criteria by the judge assigned (I think the games all went to only one judge at first and only if deemed good did they move on to other judges). Maybe for not being considered a real game etc. Still, it would have been nice to get a little bit of feedback of any kind.

https://www.youtube.com/watch?feature=player_embedded&v=GHVbSTVMbdk



Personally I was reluctant to participate much in this competition based also on last year's contest and feedback from those who participated (I did not). There was a seeming bias towards RPG Maker creations (of which the #1 winner both years was an RPG Maker game). RPG Maker was promoted heavily in the contest, connected Humble Bundle and even on the contest page itself. The "promo" link at the top of the contest page took you to Degica content. There was such a lack of any communication by the judges and organizers after it was announced, delays etc. I don't see myself participating in this specific competition again.

@bjadams, Yes. AppGameKit does have a known issue where apps will generally crash on vanilla Windows 8/10 due to a missing XAudio package. This is a problem I've brought up in the past. Due to this, I always have to create EXE installers for desktop AppGameKit apps to install the needed DirectX library (literally just one--an old XAudio package) which is quite an annoyance. Everything else in AppGameKit is GL-based but the audio uses DirectX instead of a more portable C++ library, and it builds against an old XAudio version that no longer is even included in 8+.
bjadams
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Posted: 17th Nov 2015 12:26 Edited at: 17th Nov 2015 12:28
@xCept the audio DX problem is really annoying, especially when like me, you use a 3rd party lib and don't need the AppGameKit audio!!!

There were some people posting a lot of complaints on the Gameguru part of the competition. I bet the competition organisers won't include AppGameKit & Gameguru next year!
CJB
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Posted: 17th Nov 2015 13:47
If that's the case, we'll have to build own competition... with blackjack and hookers... In fact, forget the competition!
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Mobiius
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Posted: 18th Nov 2015 10:34
Quote: "If that's the case, we'll have to build own competition... with blackjack and hookers... In fact, forget the competition!"

lol bender...

Quote: " "Judge's Notes
Unable to get the game functioning on multiple devices, operating systems, and platforms. ""

I've found that Windows 10 doesn't like running and AGK2 fullscreen apps. If you remove the flag which sets it to run fullscreen, it should work fine. I have this same issue myself. My VR Zelda game I'm working on works fine on windows 7 fullscreen, but won't run in Win10 until I run it in a window.

Other precompiled AGK2 apps do the same thing. (For example, Jammys 3d demo)
CJB
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Posted: 18th Nov 2015 11:37
Quote: " (For example, Jammys 3d demo)"
Agreed. I couldn't get it to run fullscreen. I had to change it to windowed mode to work. That was on Win7 Pro 64bit.
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Jammy
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Posted: 18th Nov 2015 22:07
Thanks for the feedback guys, I will stop using Smart Packer Pro - It is an older version I have got and if there are any issues with more modern operating systems I'm sure it will be sorted out for the current version. I love how it makes one simple .exe and allows you to give it an Icon. However I agree it might be adding an extra chance of incompatibility. Also for anything official I will package the Direct X redistributable and make the program run in a window. Hopefully this will sort out any issues. I also really need to do the upgrade to windows 10, I just have not felt the need and like windows 7. However this might let me iron out any other issues.

There was a good variety of entries into this competition and despite some problems I think it is a fantastic idea. I hope It will continue and I will enter next year. I have always been a big supporter of community competitions and have missed very few since the creation of Dark Basic. However community interest had waned to the point of only getting a couple of entries per competition and TGC could not justify their continuance. The IGMC seemed to rekindle peoples interest. I finish very few projects without the deadline and incentive that a competition gives.

I was quite proud of Mutant Flora Bomber and learned quite a lot about memblocks making it, It is the best bomber game I have played and It is available on Google play and Amazon app store. However, personally I thought Kendor would have won. I loved his game and it fitted great with the theme. I remember thinking that I had no hope of winning after playing Back Yard Florist.

I hope the next competition that TGC supports will be well promoted beforehand and I will see you all there.

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