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AppGameKit Classic Chat / Small Game Templates...

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MikeHart
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Posted: 15th Jan 2017 16:58
@Jambo: How do you control the car?
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
Ortu
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Posted: 15th Jan 2017 18:23
Yes, if you split the module into a separate file (which I do and highly recommend) declaring globals for the module at the top of the module file is good practice.

The original critique recommends declaring globals at the top of the 'main code' which I took to mean at the top of the project.

The section I quoted doesn't regard functions, only the idea of keeping module globals with the module content instead of putting all globals at the top of the project.
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Scraggle
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Posted: 15th Jan 2017 18:41
Any feedback on my Space Invaders template?
Is it the correct level of code?
Does it have enough commenting?
etc.

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damothegreat
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Posted: 15th Jan 2017 21:22 Edited at: 19th Jan 2017 18:56
....
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baxslash
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Posted: 16th Jan 2017 07:34
Damn, I'd better get started too!
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RickV
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Posted: 16th Jan 2017 07:59
@haliop_New - if you want to do the flappy bird game then you need to commit to a time, otherwise someone else should do it. Let me know.

@Scraggle - Invaders is well structured. Can you add some help at the top of each file that explains more about the data setup and what each file does?

@BatVink - That's a great template, certainly makes me want to take if further. Suggest you add a score just to round it off. You could add some random items that have to be avoided.

General
The more we can show structured styles the more that will rub off on new users. We all go through the process of bad coding leading to better coding methods (we should anyway).

@Janbo
Can you share the project. In HTML5 it seems too slow for me

Awesome work guys, I think I'll need to list some more games ideas soon!
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MikeHart
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Posted: 16th Jan 2017 09:24 Edited at: 16th Jan 2017 09:24
@Rick: What about the usage of trademarked names like Space Invaders and usage of GFX. What is TGCs stand on this?
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
baxslash
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Posted: 16th Jan 2017 10:01 Edited at: 16th Jan 2017 10:01
Here is a quick image of the map loaded in (code fully remarked so far):
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Scraggle
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Posted: 16th Jan 2017 10:05
Quote: " Can you add some help at the top of each file that explains more about the data setup and what each file does?"


Done

How's this?
AGK V2 user - Tier 1 (mostly)

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Preben
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Posted: 16th Jan 2017 10:27 Edited at: 16th Jan 2017 10:29
Janbo: i fell for you , getting that smooth in html5 is going to be a hard one , i tried all different ways to do this , to generate a endless terrain and found this way to be the fastest, not sure if you can use it but i just know how difficult it is to get it smooth in html5 ( works fine on mobiles ).

The way i do it in 2015m is still a little bit jerky in html5 but (change graphics to LOW in html5):

http://www.slungo.com/mobile/2015m/2015m.html

Code: If you drop the crater stuff the function is pretty small:
best regards Preben Eriksen,
MadBit
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Posted: 16th Jan 2017 11:24
I wrote a pong tutorial for DarkGDK years ago. I would convert this to AppGameKit and translate the comments in English. Would that be useful?
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
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CJB
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Posted: 16th Jan 2017 11:28
Quote: "And man you guys are quick! I need to start finally."
Haha... I was thinking exactly the same thing! Where do you guys find the time?
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RickV
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Posted: 16th Jan 2017 13:34
@MikeHart & all - a very valid point! We cannot just lift copyright images and use them without permissions. It's best if everyone makes their art similar but not the same.
Space Invaders should be renamed to "Invaders" or "AGK Invaders", same goes for Pacman.

@MadBit - a version of pong would be great!

@Scraggle - that's great, lots of useful info for new users. I also like the suggestion of what they should change if they want to modify the game. Other devs note, please point out important variables that control things like speed,direction, damage, gravity. Suggest to users they shoud play around with such values to see what happens.

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damothegreat
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Posted: 16th Jan 2017 13:42 Edited at: 19th Jan 2017 18:57
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haliop_New
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Posted: 16th Jan 2017 14:15
RickV I'm sorry I cant commit at this current stage , got my own project and taking a 4 months course starting at 22 this month.
but you know what you guys just do what you do best and I promise I will upload when I have the time a new template it dosent have to be flappy bird so someone else can take over .
when i'll have the time i'll do something sorry.
Scraggle
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Posted: 16th Jan 2017 14:22
In that case, I'll bang out a Flappy Bird template next weekend now that Space Invaders is complete.
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damothegreat
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Posted: 16th Jan 2017 14:24 Edited at: 19th Jan 2017 18:57
...
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Started coding with AMOS
Works with a Lenovo IdeaPad 700, 1TB SSD (Data), 128GB HD (System), 12GB Ram, GeForce Nvdia 950M, Windows 10, 2.3Ghz (Turbo to 3.2ghz when required)
MikeHart
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Posted: 16th Jan 2017 14:57
@Scraggle: Did you add enemy shooting and also partial barrier destruction?
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
Scraggle
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Posted: 16th Jan 2017 15:01
Nope.
They are listed as TODO items for the end coder.
As you can see if you look at the code

I didn't want to write a complete game. That isn't the object of this exercise. I wanted to give the user something to aim for.
I have pointed out where the code goes and written a small explanation of what they need to do but that is as far as I've taken it.
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baxslash
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Posted: 16th Jan 2017 16:45
Quote: "@MikeHart & all - a very valid point! We cannot just lift copyright images and use them without permissions. It's best if everyone makes their art similar but not the same.
Space Invaders should be renamed to "Invaders" or "AGK Invaders", same goes for Pacman."

I'll change the gfx when I'm about done. The "basic" AI of pacman is more complex than I imagined... I'm working on it. I have the player control working.
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Scraggle
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Posted: 16th Jan 2017 16:50
Quote: "The "basic" AI of pacman is more complex than I imagined"

It certainly is!
Check out the article that I linked to in this post: https://forum.thegamecreators.com/thread/215537
It's quite a long read but a good one. Especially if you're writing a Pacman clone.

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janbo
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Posted: 16th Jan 2017 17:31 Edited at: 29th Oct 2017 10:58
Here Is my Hill Racer Game

I now reuse all sprites when they disappear on the left side which I should have done at the beginning
Also I setup the polygon points for the physics collision manually where I found that I can only use two which works on PC
But if I export it for HTML5 it gives me an error so I finished the polygon with a third point somewhere where it would get a normal convex triangle.
The Documentation says I could use two only.
Maybe WebGL dont like it or its just a normal bug : )

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baxslash
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Posted: 16th Jan 2017 21:33
Quote: "Check out the article that I linked to in this post: https://forum.thegamecreators.com/thread/215537
It's quite a long read but a good one. Especially if you're writing a Pacman clone."

Thanks Scraggle! I'm aiming for a slightly simpler approach... I hope!
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Lucas Tiridath
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Posted: 16th Jan 2017 22:02
Wow, people are speeding through these! I'm impressed! I've got in all the functionality I intend to add for my top-down shooter example now, but I'm working on restructuring and commenting the code to turn it from a prototype into a template. Not sure how much time I'll have around work this week, but if I don't get time to finish it in the evenings this week, I would expect to have something by the end of next weekend.
damothegreat
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Posted: 16th Jan 2017 22:03 Edited at: 19th Jan 2017 18:58
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BatVink
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Posted: 16th Jan 2017 22:05
Quote: "The "basic" AI of pacman is more complex than I imagined"

You know that each Ghost has their own persona right? And you noticed that everyone else avoided Pacman as their game of choice, didn't you?

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
SpecTre
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Posted: 16th Jan 2017 22:18
This is all looking good, I have nearly finished mine and am just commenting the code at the minute.
Forgot how time consuming this is to actually explain bits of code!!!

Getting there though so will upload soon.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
baxslash
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Posted: 16th Jan 2017 22:56
Quote: "You know that each Ghost has their own persona right? And you noticed that everyone else avoided Pacman as their game of choice, didn't you?"

It's not really necessary to do individual AI for each ghost for the purpose of this example. I chose pacman because I thought the AI would be fun although it's going to be hard to make it "simple".
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SpecTre
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Posted: 16th Jan 2017 23:06 Edited at: 16th Jan 2017 23:07
Right well here is my platformer template example, hope you like it.

As bax said these are basic templates to get people started and then they can take it away from there, in the comments though I have put in my WIP thread for my Platypus game so they can see how it can be expanded with a map editor and things like ladders and collectables as I have put all my code for that game in the thread previously.

This makes use of:
Platformer engine
Types
Reading of text files

The code needs the level text file in the media folder.

Cheers and hoping this gets me a badge, if it isn't good enough then not to worry

Here is the code:

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

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MadBit
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Posted: 17th Jan 2017 10:59
So, the conversion of PingPONG to agk is done.
Now I have to take care of the comments. This will take longer to write than the template. Since English is not my native tongue.
Until then you can try the game. Is not easy.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine

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haliop_New
User Banned
Posted: 17th Jan 2017 11:07
BTW


where could we find these templates ?
will they come with the next AppGameKit update as examples ?
or will they be here on the forum.

I vote for coming directly with the AppGameKit download.
Scraggle
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Posted: 17th Jan 2017 11:09
Quote: "I vote for coming directly with the AppGameKit download."

I don't!
That would make the download huge and I don't want to keep downloading all the templates every time there is an update.
They should be with the documentation somewhere as an optional download.
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haliop_New
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Posted: 17th Jan 2017 11:14
hmm you are right that's a good point a very good one.
so I guess an optional download in the download page so everyone who download AppGameKit could see it

as one ZIP file with all project folders inside it .
MadBit
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Posted: 17th Jan 2017 11:17
And / Or by steam as free DLC Package.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine
MikeHart
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Posted: 17th Jan 2017 11:54
MadBit wrote: "And / Or by steam as free DLC Package."


That would imply that you need to have the Steam version of AGK2. I would not restrict it to this.
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
haliop_New
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Posted: 17th Jan 2017 12:13
I don't have steamed AGK... so I wont be able to use that...
BatVink
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Posted: 17th Jan 2017 12:39
I would put them as a dedicated page on the TGC website, so that it is seen as additional value added content. A little video on what the template end result is would be good.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Mobiius
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Posted: 17th Jan 2017 12:46
Why not in the online help files that already exist?
damothegreat
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Posted: 17th Jan 2017 13:36 Edited at: 19th Jan 2017 19:12
....
SpecTre
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Posted: 17th Jan 2017 13:38
I agree with BatVink, a dedicated page with a video showcasing all the templates with thumbnail images beside each one to download. This could then be linked from the help pages anyway.

Anyone tried my Platform template? Kept it nice and simple with full code commenting then a link at the bottom of the code to my WIP thread showing collectables and map editor etc.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Ortu
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Posted: 17th Jan 2017 15:06
Looks good Spectre. I haven't run it, but the code is very easy to follow and illustrates some key concepts.
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
damothegreat
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Posted: 17th Jan 2017 15:35 Edited at: 19th Jan 2017 19:12
...
Ortu
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Posted: 17th Jan 2017 15:39
embed like so:

[you.tube]rBC9JmtU08U[/youtube]

Remove the .

http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
damothegreat
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Posted: 17th Jan 2017 15:41 Edited at: 19th Jan 2017 19:12
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Blendman
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Posted: 18th Jan 2017 12:26
Hi

Create game templates for users (not only beginners ^^) is a very great idea.
There are some cool demo & codes here . Thank you all !

@Spectre : I have tried and find it great. The comments are welcome, and I have learned some things (i didn't know that we could make that : #constant keyLeft = GetRawKeyState(37) ^^)
Do you think you will add add some enemy and bonus (+score text) in your demo ?

@Janbo : yourtemplate is amazing . The physics demo is really great, but I don't know if it's for beginners

@Scraggle : your template is great too. A lot of comments are very usefull.


Some ideas for others game template :
- a match 3 example (candy crush)
- a "zelda" like basic example (move player, collision, fight enemy)
- a third person 3D basic template
- a 3D platform example (basic too)

I'm working on a basic "city simulation template example".
AGK2 tier1 - http://www.dracaena-studio.com
SpecTre
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Posted: 18th Jan 2017 13:38
@Blendman thanks for the comments, I wasn't going to add any more to it as I think it would get too heavy to understand the more that is put in, however I have at the bottom of the code put the link to the thread for Platypus Peril which this is based on. So then the person can move onto that thread and learn how to then make a simple map editor for it and also add mushrooms and eggs to collect and even put ladders into the level. The full code to date for the game and map editor is in the thread
SpecTre
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Posted: 18th Jan 2017 13:43 Edited at: 18th Jan 2017 18:51
Anyone thinking of doing templates for 2D pseudo racing game like outrun or poleposition and also one using 3D commands?

Driving games would be a good addition.



The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 18th Jan 2017 13:45 Edited at: 18th Jan 2017 18:53
Also a top down 2D driving game would be good

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
janbo
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Posted: 18th Jan 2017 18:04 Edited at: 29th Oct 2017 10:58
Quote: "yourtemplate is amazing . The physics demo is really great, but I don't know if it's for beginners"

Hey, thanks
Me neither, but I liked to create it
Personally I don't learn if I read someone's comments... I learn by doing ...(or how it's called)

If you can provide some explanations or some better/simpler methods then tell me and I'll be happy to integrate them.
MadBit
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Posted: 19th Jan 2017 10:57
So, comments for PingPONG is finished!!!

I hope it has become good enough.
And the comments somewhat understandable.
Below is the download.

Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine

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