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AppGameKit/AppGameKit Studio Showcase / Age of Knights - Platform Game

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Crazy Programmer
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Posted: 1st Sep 2015 21:31 Edited at: 21st Sep 2015 15:58
I have been working on a simple side scrolling platform game. Its nothing original but I hope by the time everything is said and done. I can call it something special.

The name is not set in stone it is yet to be determined...So the current is temporary.

ScreenShots
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On Android Devices you must hover over the arrows on the bottom left of your screen to move left and right. (Not displayed in screenshots. ScreenShots were taken in Windows where you would use arrow keys)
To jump hit the arrow on the bottom right of your screen.

Update:
You may download the Android Beta here: https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
(Update was just published to google minutes ago) It may take up to 1 hour to go live. You may still download the older version and you will be queued for an automatic update.

Update Incudes:

~Encrypted Media~
~Faster Load Times Between Levels~
~No More Black Screens~
~Achiements and Settings Menus (WIP)~

Negative things on new Android Update:
~Slow App Startup Times due to decrypting media~
(Pc 6 seconds to start : Android 25 seconds) <-- on my devices.

Positive Things on new Android Update:
~Faster Screen Load Times~
~Media is Secure~
~Bug Fixes~ (Platforms being deleted / phone crashing)

Things Being Worked On:
~Tweaking Physics~
~Smoother Android Player Controlls~
~Achiements Menu~
~Settings Menu~
~Saving Coins and Scores~


ITS FINALY HERE!

Download the windows version
https://drive.google.com/file/d/0B_pe7vUBJSMtdjFHY25mYkhUZjg/view?usp=sharing

Use Arrow Keys to move across the map and SpaceBar to jump.

https://www.youtube.com/watch?v=bt_WjPbXihs

YouTube Vid^

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
Funnell7
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Posted: 1st Sep 2015 23:21
Looks good, will definitely give this a try. Just so you know, an APK file is basically just a zip file. If you open it with WinRar (for example) all your media is there to see, so is equally insecure...

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Crazy Programmer
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Posted: 1st Sep 2015 23:31
Quote: "Looks good, will definitely give this a try. Just so you know, an APK file is basically just a zip file. If you open it with WinRar (for example) all your media is there to see, so is equally insecure..."

I had no idea, well I guess in the long run if someone wants it...Its not that hard to get your hands on it.

http://crazyprogrammerproductions.webs.com/
Funnell7
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Posted: 1st Sep 2015 23:38 Edited at: 1st Sep 2015 23:40
Quote: "in the long run if someone wants it...Its not that hard to get your hands on it.
"


Unfortunately, that is very true... There are a few posts about protecting your media using memblocks, which you may find useful. I'll see if I can track em down...

Is this your own media? It looks great!! I really want to reskin my platformer, but my graphic skills are horrendous...

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DavidAGK
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Posted: 1st Sep 2015 23:43
Looking great! Post a video of the gameplay!

Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Crazy Programmer
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Posted: 1st Sep 2015 23:55 Edited at: 2nd Sep 2015 00:08
Quote: "Is this your own media?"

It sure isn't it comes from...http://www.envato.com/
That is where I get all my media (Sounds, Sprites, Graphics, Gui, etc...I have around $50 invested in this platformer from that site.
Single Use license. Can only be used in games not to be sold. Can still use Ads.
Edit: Also if you find something you like on there. I recommend having a photo editing software like Paint Shop Pro...You never know how there files are going to be presented. Iv had to do a ton of editing to get the stuff right. Things Windows Paint would have no chance against (Unless you wish to spend huge amounts of time.)

If I wanted the commercial license...I would have to go back and spend around $300 - $600 which I wont do unless I pull off a miracle.

+ Some of the most popular apps are free anyways...


Quote: "Looking great! Post a video of the gameplay!"

Thanks for your Support!

I do not have any video recording software...I need to look into it.
Also I'm at a disadvantage with limited bandwidth (20g) a month.
So I will have to go out of my way to upload any videos and at this time I don't see it fit. I might could have a vid in a week or so when there is more to showcase.

http://crazyprogrammerproductions.webs.com/
SpecTre
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Posted: 2nd Sep 2015 01:09
Looking great, good to see you back at it

If you want to sell your game without having to pay big licence fees then you could check sites like these ones below which have a lot of licence free media:

http://opengameart.org

http://kenney.nl

http://www.glitchthegame.com/public-domain-game-art/

http://sonniss.com/GameAudioGDC.torrent


I know you have put a lot of work in but something to think about.



This game looks great so good luck with this. Looking forward to seeing how it unfolds

Hope its as addictive as JellyFish Dive!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 2nd Sep 2015 01:31
Quote: "Looking great, good to see you back at it "

Thanks Boss! I'm glad to be back Seems like every time I come back I learn 1000% more than I knew when I left. Sometimes its good to clear the head.


Quote: "If you want to sell your game without having to pay big license fees then you could check sites like these ones below which have a lot of licence free media:"

If I can get a final product that I think would sell, I wouldn't have a problem shelling out for the commercial license. The big problem is IF

Those sites are very useful though. I only knew about Open Game Art just never used it. Thanks for the info!

Quote: "I know you have put a lot of work in but something to think about."


In all honesty the way I have things organized. It wouldn't take but a few hours to get everything changed out. Its only around 2.4k lines atm. 60% of that is loading the platforms from lack of a level editor.

I have a very simple idea of a level editor I will work on after I get the first 8-16 levels loaded and published to google play.

Quote: "Hope its as addictive as JellyFish Dive!"

I hope so too! I have high hopes for this project...I'm giving in the for the long haul on this one.

http://crazyprogrammerproductions.webs.com/
MikeHart
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Posted: 2nd Sep 2015 14:50
Looking good.

Isn't the "danger" of another game appearing with the same graphics bothering you?

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Crazy Programmer
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Posted: 2nd Sep 2015 16:54
Quote: "Isn't the "danger" of another game appearing with the same graphics bothering you?"

Yes and No. The danger of me breaking things if I try and do my own graphics is much greater though.

I had thought about it quite a bit the odds are very small running into another game that will look close to mine. So far it consists of around 11 graphic packs with about another 15 i want before everything is said and done.


Now that being said...Yes someone can have the same tiles...or characters...etc...But i hope by the end of things i have pieced everything together to where even if you had a few similar graphics....You wouldn't notice much.

Also Evanto lets you know how many of 1 graphic pack has been bought....All the packs i purchased were under 10(Total Sold) If they have there stuff else where...who knows...but i searched and couldn't find them anywhere else.

We will see later on down the road but as of now I'm not worried....If need be at a later date i can always change them.

http://crazyprogrammerproductions.webs.com/
Conjured Entertainment
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Posted: 2nd Sep 2015 17:10 Edited at: 2nd Sep 2015 17:14
Looks great!
I think you have the right idea about the graphics.
Keep up the great work.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Crazy Programmer
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Posted: 4th Sep 2015 01:23 Edited at: 4th Sep 2015 01:34
I have been working the past 24 hours on a Level Editor for Age of Knights. I have made one that works 100% perfectly for what I'm trying to do.



My new Level Editor for the Age of Knights and for anyone else who wishes to use it...You may Find it here http://forum.thegamecreators.com/?m=forum_view&t=215321&b=41

It only needs one update which is the SetSpriteGroup()(For the Special Physics.) which I already have added...Just need to update the thread.

A Demo Level Loaded Purely in code that the Level Editor Produced.


I was so excited when I loaded the first level from my editor...I nearly hit the ceiling...Even tho you may think my editor is nothing fancy...Personally it is something I have never done or ever thought about doing so I was very excited when I was able to make my life 1000000000000000000000% less difficult.

I plan on being able to publish very soon. (Glares at next Friday and accepts the challenge)

http://crazyprogrammerproductions.webs.com/
Conjured Entertainment
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Posted: 4th Sep 2015 04:48
Quote: "I was so excited when I loaded the first level from my editor...I nearly hit the ceiling..."

Congratulations on your success!

Quote: "I have been working the past 24 hours on a Level Editor for Age of Knights. I have made one that works 100% perfectly for what I'm trying to do."

Dedication like that leads to sweet dreams.
Now, get some rest.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Crazy Programmer
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Posted: 4th Sep 2015 05:42
Quote: "Congratulations on your success!"

Thanks boss

Quote: "Dedication like that leads to sweet dreams."

It was hard for me...Learning a ton of stuff I have never done/used before in the way I used it. I spent loads of time on the AppGameKit Help Docs...

Quote: "Now, get some rest."

Sounds like a plan
I just got a few levels laid out, Tomorrow I can load the Monsters and such...

I plan to Publish at 16 levels...and Update as many as 50 megs will allow

http://crazyprogrammerproductions.webs.com/
Funnell7
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Posted: 4th Sep 2015 15:45 Edited at: 4th Sep 2015 15:48
Quote: "I plan to Publish at 16 levels...and Update as many as 50 megs will allow "


Can I just give you a little advice before you start the huge task of creating your levels?... Make sure you are 100% happy with the physics before you start building levels! This is one thing I didn't do, and after creating some 30 odd levels, I realised the physics weren't quite right for me, and adjusting the physics, meant I had to readjust all the levels! Was not a nice task lol...

I say this, as when playing Age of Knights, I felt the physics were a little too floaty for me. Personally, I'd recommend reducing the physics scale (I use 0.05) and increasing the gravity (I use 1000 - I think... I can check if you need me to). Then apply the upward force as necessary, and you should see that the character snaps back down a lot quicker...

Obviously, this is personal preference and the floaty feel may actually be what you are after, in which case, you can disregard this

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Crazy Programmer
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Posted: 4th Sep 2015 16:10 Edited at: 4th Sep 2015 16:15
Quote: "I say this, as when playing Age of Knights, I felt the physics were a little too floaty for me. Personally, I'd recommend reducing the physics scale (I use 0.05) and increasing the gravity (I use 1000 - I think... I can check if you need me to). Then apply the upward force as necessary, and you should see that the character snaps back down a lot quicker... "


Well you were the first person to make a comment that you have tested it...Iv been waiting for someone to say something along the lines of this.
Ill post a Windows Version in a few hours when im sitting at my Dev Comp.

There is a huge difference between Computer and Android. When running on Android the player jumps almost 25-30% higher making it seem "Floaty".

I dont know if its only doing this on few select devices or if i just need to change the Physics Velocity when using Android Devices.

I will play around with it and see what the deal is...Thanks for your advice as always

http://crazyprogrammerproductions.webs.com/
Funnell7
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Posted: 4th Sep 2015 16:33 Edited at: 4th Sep 2015 16:35
Quote: "There is a huge difference between Computer and Android."


There *shouldn't* be any difference at all (or very very little)... Are you capping the Sync Rate? I always cap mine at 60 as that is what a device runs at... Happy Chick for example, runs exactly the same on my Windows Machine as it does on Android devices... The only time I have seen issues is when there are huge fluctuations with the FPS, which is usually down to being an old device...

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DavidAGK
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Posted: 4th Sep 2015 23:26
There is no doubt, there's something rather fun about map editors. Congrats on getting it all working.

Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Crazy Programmer
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Posted: 5th Sep 2015 00:12 Edited at: 5th Sep 2015 00:19
Quote: "There *shouldn't* be any difference at all (or very very little)... Are you capping the Sync Rate? "

No i was not capping the sync rate, I just capped it at 60 and made no difference. I went back and capped it at 32 just to see what would happen and the only difference was a slower screen...

I'm going to have a play with it, Iv been changing the gravity around and that fixed it on the phone to where it is on the computer....But now the computer isn't right. So I'm going to see about setting a ceiling or something. We will see...Iv learned from the past few days....If you keep at it don't give up and keep banging your head on the keyboard...You will get to where you need to be in due time.

Quote: "There is no doubt, there's something rather fun about map editors. Congrats on getting it all working."

Thanks Boss, I had lots of fun

http://crazyprogrammerproductions.webs.com/
Crazy Programmer
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Posted: 5th Sep 2015 00:17 Edited at: 5th Sep 2015 00:18
*Sorry*

http://crazyprogrammerproductions.webs.com/
SpecTre
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Posted: 5th Sep 2015 00:24
Very impressed with this project and how professional looking you are making this, unfortunately I have no Android device to test it on at the minute as I am really wanting to try it

Well done so far!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 5th Sep 2015 00:30 Edited at: 5th Sep 2015 02:44
Quote: "Very impressed with this project and how professional looking you are making this"

Thanks Paul, I would upload the Windows version atm so you could play...But i have it butchered atm loading a 3rd level / testing some physics.

Quote: "I have no Android device "

I have 2 Androids in the house. A prepaid Phone from Walmart and a Kindle Fire. The frustration of the app not running the same on the androids is driving me nuts atm... (Although i know its my fault in some way or another...I'm still blaming it all on the cheap phone

Edit: I have got the physics matching similar to the computer now. We will see how it goes.

http://crazyprogrammerproductions.webs.com/
Crazy Programmer
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Posted: 7th Sep 2015 02:56 Edited at: 7th Sep 2015 04:25
Update:

I have posted a Beta APK to Google Play to make it easyer on you guys downloading the Age of Knights WIP.

You may find it here. https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights

I hope i set everything up right, Google Play says the testing link wont be active for a few hours after publish. So if it dosnt work right away that may be the issue. If it is not working after a few hours have gone by please let me know so i can evaluate the situation.

Changes:
First 4 levels are now active.
New Physics Changes.
Levels 3-4 were loaded using my Level Editor.

Need to be worked on:
Player Controll on Androids (I know the buttons are small atm to move around and jump) I will fix the issue in the near future.

Level Decoration (You will see an odd ball tree at the start of level 3...That was the begging of me decorating but changed my mind)...putting it off after the first 8 levels i will go back and add some life to the levels.

Let me know if your phone is not jumping quite high enough.

Thanks guys for your feedback Always Apreciated!

Edit: Link is now active, Although im getting an error at the end of the download from Google Play. Please let me know if you are experiancing this problem also.

2ndEdit: I got the download to work. So you may now forsure click on the link sign up to beta test and download from Google Play

Remember the Title Screen is not yet complete so you must tap the screen to contiune to the menu page.

Sorry, i have not yet updated the animation for devices returning as Android....it keeps slipping my mind...

@SpectrePaul, if you email me at Will.C.Pierce@gmail.com i will email you the pc version.

http://crazyprogrammerproductions.webs.com/
SpecTre
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Posted: 7th Sep 2015 23:36 Edited at: 7th Sep 2015 23:38
Quote: "@SpectrePaul, if you email me at Will.C.Pierce@gmail.com i will email you the pc version.
"


cheers you can get me on paulharthen@gmail.com


Looking forward to having a play at this

Seriously need to get an android device again soon

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 8th Sep 2015 20:11
Hmmm well got my Android device and pressed the link but it just seems to take me to my Android account to sync data, not sure what I am doing wrong.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 8th Sep 2015 20:35
@Paul, it should bring you to a page where it asks you to be a tester. You click Yes then click Download it on Google Play.

You can only get to the download from this link, If you search it in google play you will not find it.

In the mean time heres the APK until you can get it sorted out. I have noticed the new Microsoft Edge (I.E) has been acting funny on Google Play...If you have chrome try using it.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim

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SpecTre
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Posted: 8th Sep 2015 20:43
Cheers, I think it is this new Android tablet taking a bit to update the accounts. Think I might have it sorted and will test very soon

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 8th Sep 2015 21:10
I hope it works and congrats on your new Android Device!

I'm currently working on expanding my level editor.
Just got it working with adding props to the game (Trees,rocks,signs etc...)

Now I'm working to add Monsters and Monster Barriers and possible generate the code to move Monsters and change direction when barrier is hit.



Keeping up with ^ code to write commands ready to copy and paste is a huge head ach!

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 8th Sep 2015 21:49
Okay CP, had chance to have a good go of this now and have completed all the levels that are on there so far

Device I am using to test this on is an Asus Memo 10.

To say you have only just started this project, you have done amazingly well and it is looking great.
I will try to have a mess also with the level editor when I get chance.

Graphics suite this type of game really well and also the sound effects are perfect and make the game very cheery to play.

I guess the Knight needs animating yet to walk left and right as he floats when walking.

There seems to be a little bit of a pause when loading the levels and I have a black screen for a few seconds before each one starts. I had this on Paint Pot and put in a little message just saying "loading...."
Might be an idea here just to let the player know that the game is working.

Physics seem to work well but not sure if you want to make the Knight jump not as high or fall down faster as it is quite easy to jump from level to level, this could even be changed after a few levels when the player gets used to the game to make it harder, sort of like the first 2 or 3 levels being tutor levels?

I did find one thing though that if you are walking towards a wall and try to jump, you seem to get stuck on the wall and you have to jump first and then move the Knight to get on the platform.


Quote: "Player Controll on Androids (I know the buttons are small atm to move around and jump) I will fix the issue in the near future."


Instead of making the buttons bigger you could even use the same buttons but make a transparent area around them so that the area to press is bigger but the buttons are the same size to see more of the screen.


To say you have done well with this is an understatement and I can't wait to finish the stuff I have on the go at the minute as you have inspired me to start a game myself too

Keep up the great work and I look forward to testing further updates and getting the completed game which going off what you have done so far will be 1000% better than JellyFish Dive when complete! Even though that was a super addictive game!!

Well done mate

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 8th Sep 2015 22:21
Quote: "To say you have only just started this project, you have done amazingly well and it is looking great."

Thanks Paul, it is very encouraging to hear you say this. I have been having less motivating thoughts the further I get into this project...Mainly because I bet I have played each level 200 times each and it seems dull to me now.

Quote: "Graphics suite this type of game really well and also the sound effects are perfect and make the game very cheery to play."

Thanks Paul, The only thing that is lacking in sounds is maybe some Game Music, which i am not very good at making and the sounds i wish to purchase are around $25-30 for one .MP3 file. I cant justify this yet or even decide if it needs it.

I also have some Special Characters I'm keeping secret for In-App Purchases on the Upcoming Character Select Screen.


Quote: "I guess the Knight needs animating yet to walk left and right as he floats when walking."

I have many different animations for the Knight animations are implemented on the PC Version, It keeps slipping my mind to get the Android Version animated....I will have to make this a first priority before i get much further down the road. (Its as simple as copy and paste....I just havnt done it.)

Quote: "There seems to be a little bit of a pause when loading the levels and I have a black screen for a few seconds before each one starts. I had this on Paint Pot and put in a little message just saying "loading...." "

A level loading screen has been my plan for awhile just need to get around to it....So many things happening at once. Also i have been watching Funells Platform Game and his levels load almost instantly. I have been trying to figure out how he does it for awhile now. When i know there are just as many actions going on in his as mine.

Quote: "Physics seem to work well but not sure if you want to make the Knight jump not as high or fall down faster as it is quite easy to jump from level to level, this could even be changed after a few levels when the player gets used to the game to make it harder, sort of like the first 2 or 3 levels being tutor levels?"

I have had the same idea for the first few levels being tutor levels mainly because my level building skills are still nooby....The more levels i make the better i am getting.

The Physics is throwing me off though as the Computer and Phone are reacting differently. Also the AppGameKit Player is not working for me. So each build i have to Transfer to my phone to test.

Quote: "Instead of making the buttons bigger you could even use the same buttons but make a transparent area around them so that the area to press is bigger but the buttons are the same size to see more of the screen."


I am actually not checking to see if the Pointer is in Contact with a sprite, I am gathering the Pointer X and Y position and checking to see if it is within x1,x2,y1,y2 while pointerState()=1 So i will only have to expand the Boundaries.


Quote: "I can't wait to finish the stuff I have on the go at the minute as you have inspired me to start a game myself too "

I wish you the best of luck! I cant wait to see your new project!

Quote: "Keep up the great work and I look forward to testing further updates and getting the completed game"

Thanks Paul, I really appreciate your comments and support!

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 8th Sep 2015 23:00
Quote: "I also have some Special Characters I'm keeping secret for In-App Purchases on the Upcoming Character Select Screen."


That's a good idea and a good way to get funds.

Quote: "I am actually not checking to see if the Pointer is in Contact with a sprite, I am gathering the Pointer X and Y position and checking to see if it is within x1,x2,y1,y2 while pointerState()=1 So i will only have to expand the Boundaries"


Another good idea

Quote: ".So many things happening at once."


I know what you mean there it‘s like your head is spinning and when you think you have 2 projects on the go if you include the level editor!

Quote: "Also i have been watching Funells Platform Game and his levels load almost instantly"


Maybe he might give a clue or two hehe.


Keep up the good work though as it's awesome!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 8th Sep 2015 23:37 Edited at: 9th Sep 2015 06:01
Quote: "you have 2 projects on the go if you include the level editor!"


Well i just hit a brick wall for now with the level editor. I started working on loading Monsters and working on the code to generate the Commands to have Monsters set and ready to copy and paste over to AGK.

I got to determining the animations of each monster and decided it is more complex than i want to get into at the moment. So as far as I'm concerned the Level Editor is complete at the Moment...With the exception of adding coins (which is a 10 min fix)

I will continue to add Monsters and Boundaries manually as it is not a big problem to do so.

Edit: BETA has been updated with the following.
Preview into level 5
Android Animation
New Jump Button facing the right way.
Smoother Android Control (I think so anyways)

Find the Beta at https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights If you havnt already installed the Beta Download from Google Play.

Those of you who have installed it the update should download automatically, or prompt you for an update. If it does not please let me know so I can look into the issue as I have done something wrong on my end.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
Funnell7
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Posted: 9th Sep 2015 19:04 Edited at: 9th Sep 2015 19:07
Quote: "Also i have been watching Funells Platform Game and his levels load almost instantly. I have been trying to figure out how he does it for awhile now. "


Quote: "Maybe he might give a clue or two hehe."


For sure! Happy to try and help... Might be easier if you tell me how you are currently doing it? The only thing that immediately springs to mind, is whether you are loading the image for each tile? For example, you want to avoid doing CreateSprite(LoadImage("Tile.png") when loading the level... Instead, load the image to a variable prior to loading your level, and then use this variable for each sprite - CreateSprite(Tile_Img).

Quote: "I have many different animations for the Knight animations are implemented on the PC Version,"


If I understand this statement correctly, it sounds like you have multiple versions of your app? For each platform? If its not too late, I would suggest having only one version, but have simple IF statements for the platform specifics. For example, I have a variable called 'System' which stores a '1' for Google Play, '2' for iOS, '3' for Amazon etc etc... I then use this variable each time I need code for specific platforms, which to be honest, is only for things like 'RateMe' links and AdMob credentials... I change this variable when exporting for that platform (you could probably automate this by checking the device details, but for me, manually changing it before compiling is no drama)... Trust me, this will make your life easier

Lastly, I'm a tester apparently, but when I click on 'Download Age of Knights on Google Play' I get 'Item Not Found'... The APK also has a Parse error

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Posted: 9th Sep 2015 19:32 Edited at: 9th Sep 2015 20:03
Quote: "If I understand this statement correctly, it sounds like you have multiple versions of your app?"

Sorry for the confusion i only have 1 version just been refering to one another i guess as 2.





Thats how i have been managing the Android Controlls ^ Checking to see if the buttons need to be loaded and moving the player.



Quote: "The only thing that immediately springs to mind, is whether you are loading the image for each tile?"

This i am not doing, I load each image at the start of each level, and assign it a number...

Loading the Platforms looks like....

Generated from my Level Editor.

Quote: "Lastly, I'm a tester apparently, but when I click on 'Download Age of Knights on Google Play' I get 'Item Not Found'... The APK also has a Parse error"

I got the update for my device this morning when i woke up...I will have to check into this for users who dont currently have the install active.

I will get back to you on this issue shortly.

Edit: Are you using ths lin? https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights You must click Yes to join the test, then go to download from Google Play using this link. You will not find it on google play if you search as its not published its only in beta.

I used the link and clicked download and it took me to the download page.

2nd Edit: I Left the Testing Group, Uninstalled the app, Rejoined and started the download straight from google Play. The app just stays trying to download for a period of time...It did this the first time and finally downloaded and installed...I don't know if its my phone/Internet connection / google play itself.

I didn't wait for it to download this time due to my bandwidth is limited and I'm towards the end of the month...trying not to go over.

In theory it should work...but it is almost not worth the mess and I just need to get the ball rolling and get to a point I can Go Live

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 10th Sep 2015 00:21
Hey CP, auto updates are working well for testing as the Knight now walks

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
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Posted: 10th Sep 2015 00:37 Edited at: 10th Sep 2015 07:21
Quote: "Hey CP, auto updates are working well for testing as the Knight now walks"

Thanks for the feedback

The Beta is giving me a huge head ach...The link seems to be broken about 50% of the time.

I'm assuming it is not my fault and I have everything set up correctly.

Google Play has been giving me fits the past few days. From this beta link to downloading apps and saving drafts on the Dev Account.

I'm glad its working for you Paul

I Finally just got it to Download and Install after restarting my device.
So I know it works Im back to blaming Google Play...

Edit: Just got level 5 COMPLETE!

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 10th Sep 2015 19:24
Hey Will, I have been messing around with my program for creating a game using the %age system and used a simple method for loading in a level using Text and Mid with an atlas image for sprites.

Seems to load really quick if you want to look at the code here.
Not sure if it would work for your system for quicker load times?




The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!

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Posted: 10th Sep 2015 20:41
Thanks for sharing Paul

Im starting to wonder if it could be Image Sizes...I wouldnt think it would be, but its my only thoughts on the matter at the moment.

loading an average image count around 40 each level ranging from, 113,86 all the way to 1026,86 (This would only include the platforms not including anything else)

I will have to check into it when i have the time...Im just as happy with a loading screen for the moment.

When i go to fix the issue, i might start by only loading maybe 1/5 of the level at the start and finish loading as the player progresses through the level. If it can be managed with out noticing fps drops.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 10th Sep 2015 21:47
Quote: "Im starting to wonder if it could be Image Sizes"


It might be. Paint Pot took a few seconds to load each page and needed a loading message as each page was made up of a bunch of sprites cut out from a 1280 x 800 image.

The above example loads a background screen 512 x 512 and the texture sheet 1024 x 1024 with each subimage from that being loaded from the sheet at 128 x 128 and 57 of them. This seems to load within a second and miles faster than Paint Pot. So in effect there are 58 images loaded.

The texture sheet is in the zip file and I just created it using Gimp with a snap to grid set at 128 x 128 and I then just created the txt file with the info for the sprite sheet on it.
This took me a good hour and I think I will have to write a program to speed the process up there lol



Did you manage to work out why the sprite(Knight) was sticking to the side of the walls when jumping and walking into them?

I haven't looked at the physics system yet so not sure how to start programming that though so will get reading.

@Funnell7, is this how you loaded in your levels using sub images from a sprite sheet?

Well keep up the good work Will, I am going to keep at this for a bit before looking at what type of game to make and graphics style.
I think I enjoy the designing and thinking stage more lol

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
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Posted: 10th Sep 2015 22:01 Edited at: 10th Sep 2015 22:14
Quote: "Did you manage to work out why the sprite(Knight) was sticking to the side of the walls when jumping and walking into them?"

I have not yet tried fixing it

Quote: "I haven\'t looked at the physics system yet so not sure how to start programming that though so will get reading."


What i am doing is...

SetSpritePhysicsOn(Platforms#,1)

^ for all Platforms

SetSpritePhysicsOn(Character,2)

^ for the character only

The enemies have no physics applied i am raycasting to figure out which side of the character the enemie has touched.
Also RayCasting down on the enemie to figure out if Character has Squashed the enemy.

Now for jumping i am using SetPhysicsVeloicity(Character,GetSpriteX(Character),- Jump )

Edit: I will just email you a .txt of my first level Email Sent

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 10th Sep 2015 22:46
Quote: "I will just email you a .txt of my first level Email Sent "


Cheers will reply by email

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
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Posted: 11th Sep 2015 13:11
Quote: "@Funnell7, is this how you loaded in your levels using sub images from a sprite sheet?"


I don't personally use spritesheets, I use individual images...

But in terms of loading the actual level, I do it from a text file pretty much the same as you have detailed in a previous post. As an example, my text level file may look something like this;



I then pull the entire level as a single string 'LevelString = ReadString(LevelFile)'. Once I have the string, I then loop through every character with a bunch of 'If' statements to determine what to do with each character... For example;



This is by no means perfect, I could definitely optimise this further, but Happy Chick is so large now that I can't bring myself to do it... If it aint broke, don't fix it

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Posted: 11th Sep 2015 18:16
Funnell7, good to see I am on the right track

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My website LEAP - Download Paint Pot here!
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Posted: 11th Sep 2015 23:27 Edited at: 11th Sep 2015 23:39
Quote: "But in terms of loading the actual level, I do it from a text file pretty much the same as you have detailed in a previous post. As an example, my text level file may look something like this;"

That is what I had in mind for re-doing the levels in that platformer example I was working on when experimenting with jumps.

Quote: " Funnell7, good to see I am on the right track"

Me too.

I'm glad that I saw Funnell's example here though, because his way of reading it as one big string looks easier than what I had in mind.

Thanks for sharing Funnell


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Posted: 12th Sep 2015 00:15 Edited at: 12th Sep 2015 04:00
Update:

https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights

You may download the beta using this link ^ You must have a Google Account to join and download the beta. You will also receive automatic updates to future updates or receive a notice that an update is available.

New Features:

New Title Screen (Still a work in progress) You no longer click through the title screen. It will only be displayed for 3 seconds and be sent to the menu.

Two New Levels Levels 5 and 6 are now available.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Known Issues still being looked at:
Possible Tweaks to the physics.
Screen Loading times need to be improved (Or a loading screen is needed)


Quote: "But in terms of loading the actual level, I do it from a text file"

I need to look into this as it is appearing to be faster.

Edit: Update is now available.

Edit: Small OOOOPS You will notice if you dont make it over the spikes on level 6. You wont fall through and die. I forgot to turn the physics off the spikes after i was done testing.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
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Posted: 14th Sep 2015 23:31
Progress has been slow the past few days. I took to some much needed TV / Relax time over the weekend.

I just got done loading the 7th level and made me think of revising my editor.

I will be adding a Test Feature to the editor in the near future. Probably after level 8 is finished and I have polished the first 8 levels for publish.

The Test Feature will allow me to start at the beginning of the current Level in Progress to run through the platforms to make sure they are placed at a reasonable difficulty. This way each Platform Placement may be tested.

The First 8 levels with the ease of difficulty will be trial stages of you learning the controls.

I plan on levels 9+ being much more difficult and maybe adding some purpose like collecting items / stuff.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
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Posted: 15th Sep 2015 22:03 Edited at: 15th Sep 2015 22:04
Update: https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights

You may download the Beta using ^ the link above.
If you have already installed the beta you will be queued for an automatic update or have an update waiting for your permission to install.

Update Includes:


Level 7 is now active


What to expect in the next update.

Level 8

First 8 levels polished with props

Edit: Spikes were also fixed in level 6.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 15th Sep 2015 22:15
Well hopefully my Android tablet would have updated for when I get home from work so will test it later.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
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Posted: 15th Sep 2015 22:26
Still doesn't work for me It says I am a tester, but when I click download on Google Play it says item not found...

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SpecTre
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Posted: 15th Sep 2015 22:54
Quote: "Still doesn't work for me It says I am a tester, but when I click download on Google Play it says item not found..."


It wouldn't download originally for me either, however I just clicked the link in this thread a few times on the tablet and it eventually worked.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!

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