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AppGameKit/AppGameKit Studio Showcase / [WIP] -- Knights Adventure

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Crazy Programmer
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Posted: 8th Jan 2016 01:35 Edited at: 8th Jan 2016 01:38
Well I have been working this past week on my NaGaCreMo inspired project. I am fully aware of the separate board for NaGaCreMo projects. I have decided to post it here as I am not trying to finish / even have a demo ready before the end of the month.

The first thing I have started off with is my level editor which you guys might have seen the help I needed in the AppGameKit Chat board.
I wouldn't pay too much attention to the text display. As it is just for me to know whats going on and dosnt make since unless you know what they are keeping track of.


The thrown together Main Menu just as place holding



A demo scene in action. Although I have got my level editor saving / loading Coins, Enemies and Tiles at the moment. I have yet to code in any AI for the enemy.


The first practice level the editor ever made. This was before coins / enemies could be added.




The reason I am posting so early in progress is for a few reasons. Mainly because this project is "NaGaCreMo Inspired" and was first intended to be completed inside of January until plans changed.


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Digital Awakening
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Location: Sweden
Posted: 8th Jan 2016 10:08 Edited at: 8th Jan 2016 10:09
Looking nice so far! I like the colors and the artwork
DavidAGK
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Posted: 8th Jan 2016 12:57
Looking great! Love the little character.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
SpecTre
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Posted: 8th Jan 2016 17:34
Great work so far CP, this should be a good project for the new year! Looking forward to seeing how it evolves.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 9th Jan 2016 03:54
Thanks guys, your reviews / compliments are always very much appreciated.

I am sorry to say I have nothing to show for today. I spent the day with family running around / eating / drinking.

It was a much needed break as when I jump back into programming after a long period. I always seem to get these head aches.

My goals for tomorrow is also not going to have much to show for it. The level editor is in its early stages and needs tons more work before I can really work on the game.
You will be seeing lots of level editor and very little game. This should only be for short while. I just don't plan to rush things and want to move slowly so things get done right.

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SoftMotion3D
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Posted: 9th Jan 2016 05:09 Edited at: 9th Jan 2016 06:32
hey nice graphics! looken good !

looks like we have a handfull of nagacremo this month! looks like we have about the same or better turnout then last year.

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Crazy Programmer
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Posted: 10th Jan 2016 02:08
Quote: "hey nice graphics! looken good "

Thanks for the comments SoftMotion

Today was another useless day. I spent half the day hung over from the previous night. Still with heart burn
I didn't get much done other than just doing some tests and plotting to be organized.
After looking at the level editor I have seen a better way of going about it. This will be the 4th time I have started over.
Getting closer and closer each time

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DavidAGK
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Posted: 10th Jan 2016 20:07
My editor took three overhauls and if I did it now it would be completely different!!!!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Crazy Programmer
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Posted: 11th Jan 2016 04:39
Quote: "My editor took three overhauls and if I did it now it would be completely different!!!! "

If I can come close to your editor I will be 100% happy with myself.
You really did a good job from what I can tell by the videos.

I will keep rewriting until its perfect. Not only is it a learning experience and with each rewrite its one step closer to being improved.

I hope to have a video by tm night to show you guys
Its nothing special but its getting closer each day.

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DavidAGK
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Posted: 11th Jan 2016 21:12
Thanks for kind words. They're good fun to code and make your life much easier later on so definitely worth getting right if you plan on building lots of maps with it.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Crazy Programmer
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Posted: 12th Jan 2016 00:30 Edited at: 12th Jan 2016 00:36
Well I started this morning from the ground up. Put my plans into action and this is what iv got so far.
I am only creating the ground tiles is this video. I have not yet implemented any other actions in this version.

https://youtu.be/CuqqYP8kG_A

Can anyone teach me how to embed a youtube video in a post?

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SpecTre
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Posted: 12th Jan 2016 01:16 Edited at: 12th Jan 2016 01:18
Hey Will, look here:






Very cool
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 12th Jan 2016 01:42
Hey Paul, thanks for sharing. That's a huge help.

I wish I could record longer than 30 seconds of video. I havnt found a free program yet which will do so with good quality.

I'm going to have to break down and just buy one haha.

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SpecTre
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Posted: 12th Jan 2016 02:00
Try this:

https://obsproject.com


I haven't tried it myself yet but it looks good
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 12th Jan 2016 18:17
Thanks Paul, I will have to give it a go some time.

So today I started testing out Enemy AI and how I was going to efficiently accomplish this.
I worked out a simple solution and am very satisfied.

I have a few more things to work out with the new editor and can start working on a demo.

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SpecTre
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Posted: 12th Jan 2016 19:59
Thats great looking forward to seeing your hard work
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
blink0k
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Posted: 12th Jan 2016 22:45
This looks very cool mr programmer. Best of luck with it. I luv the cartoony feel
Just as an aside: I see you're using windows 10. I use Windows 7, is Windows 10 worth the upgrade?

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Crazy Programmer
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Posted: 12th Jan 2016 23:22 Edited at: 12th Jan 2016 23:22
Quote: "Just as an aside: I see you're using windows 10. I use Windows 7, is Windows 10 worth the upgrade?"

Personally I like Windows 10. I like the way it feels and coming from using 8.1 for so long it seems way faster.

Now all the techy questions I cannot answer as I havnt researched or really care

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blink0k
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Posted: 13th Jan 2016 00:09
I made a tile editor a little while back and it had some features that might give you some ideas for yours
1) rather then just drop blocks onto the grid you can click and drag to create platforms. the editor knows which platforms float and which extend to the bottom of the screen
2) you can just "drop" decals or objects and they will fall until they hit a platform (or they will float if they are designated floating like coins)
3) you can also define paths that the platforms will move along (circular, straight, polygon) and add references that will trigger actions in another part of the map.
4) you can stretch the window across two monitors so you can see a huge part of the map (good for creating puzzles that occupy more than one screen). not sure if AppGameKit can do this though


Here's a quick video of some features;

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Crazy Programmer
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Posted: 13th Jan 2016 00:34 Edited at: 13th Jan 2016 01:55
That looks really nice. My goal is to eventually achieve something along the lines of this.

Currently I am happy building it tile by tile. When I have tons more spare time I will set my sights higher and re-write the editor.

I am also still learning better ways of doing things.

All done



Only thing left to do is add the save / load function. Which I already have coded. Just needs a few tweaks for the changes that have been made.

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DavidAGK
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Posted: 13th Jan 2016 21:13 Edited at: 13th Jan 2016 21:13
WOW! That is fast development! Awesome job! Looking great!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
blink0k
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Posted: 13th Jan 2016 21:26
super fast! nice work

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Crazy Programmer
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Posted: 15th Jan 2016 14:41
Quote: "WOW! That is fast development! Awesome job! Looking great!"

Thanks guys, The level editor is complete. Everything is saving / loading perfect. The data being stored is ready to read and assigned in the game itself.

Enemy AI / Player Physics has already been worked out.
A few things need to be tweaked in the editor still. Nothing major.

I wasn't able to work yesterday, or today.


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