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AppGameKit/AppGameKit Studio Showcase / Quark game engine - WIP name

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Cliff Mellangard 3DEGS
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Posted: 19th Apr 2019 12:52 Edited at: 18th Aug 2019 06:38


Now selling the entire source and project files over at itch io.

https://play8bitars.itch.io/quark-toolset




Source code works in app game kit classic and studio.
In classic simply rem out #renderer basic in the begining

//----------------------------------------------------------------------------------
I got so many requests on when the mapper will be done so i feel its alot simplier to release the full source code for app game kit studio here on itch io.
Dont see it as a finished product and more as something to learn app game kit with.
Its my second attempt at selling source code.
If it works well will i upload more samples for app game kit.
//----------------------------------------------------------------------------------
I do not promise that i will do updates to the source code or do code support.
Selling the source code it self is the service!

//----------------------------------------------------------------------------------
The license is very simple and works like this.
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
You are free to create a app/prg from the source code to sell within a product of your own.
You are not allowed to purchase the source and resell it as it is.
If you do so are you simply a plain douche.
Iam selling this as a way to help other indi devs to learn and improve.
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------

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Cliff Mellangard 3DEGS
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Posted: 20th Apr 2019 17:15
The progress in agk studio is so much faster then in classic
This is the current state and all things work.
This mapper is made to save maps that use a minimal amount of objects for mobile devices and retro games.
If the map use less can i put more in the rest.
Each face have there own uv tiling and boxes can be cut to be used as corners and corridors.
Glue objects to each other etc.
Glue is good to use for old school elevators and platforms etc that can then be moved together as a unit ingame etc.
Wath i have to do is a prefab system when you create complex structures to be reused.
I have not written the map save system so far because i want all functions made first.


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Cliff Mellangard 3DEGS
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Posted: 21st Apr 2019 12:08
Cliff Mellangard 3DEGS
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Posted: 23rd Apr 2019 11:28


Made a page on itch as i already have requests to buy the tool.
I dont know so far how iam going to go with it right now but some kind of light license with only exe and a gold with full source code.

https://play8bitars.itch.io/quark-toolset

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janbo
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Posted: 23rd Apr 2019 17:39 Edited at: 23rd Apr 2019 17:40
How do you build/create/load the level ingame ?
I ask because I see you have a "Hide Face" button in your editor. Is this a custom cube with a mesh for each face, or is it an AppGameKit Cube where you remove the face via Memblocks ?
I imagine it to be good if you use the AppGameKit Cube, turn only front face culling on and remove the faces via Memblocks utilizing 4 way Autotiling so you don have to push a button maually.
But thats easier said than done ofc
Cliff Mellangard 3DEGS
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Posted: 24th Apr 2019 08:18 Edited at: 24th Apr 2019 08:22
How do you build/create/load the level ingame ?

Thats to be decided but until its final so is it very easy to do with planes and current map file do this from start.

The goal is to output the entire map as single mesh but if i find that its neaded so will i stick with wath i have.

The first idea whas to use the obj file format so you edited and it output a obj file it internally loaded .

The current prototype simply use agk only internal shaders and meshes and no memblocks so far.

I coded my own functions to handle planes as cubes and other shapes.

This showed to be very easy to handle.
The method i use did i first experiment on a game called eat drink slay that never got released.


I ask because I see you have a "Hide Face" button in your editor. Is this a custom cube with a mesh for each face, or is it an AppGameKit Cube where you remove the face via Memblocks ?
I imagine it to be good if you use the AppGameKit Cube, turn only front face culling on and remove the faces via Memblocks utilizing 4 way Autotiling so you don have to push a button maually.
But thats easier said than done ofc

Its very easy to understand right now and made as simple as possible.
This is more or less that i code the tool with newbies in mind to be able to take the code and expand it if and when i sell it.

Iam coding the project with alot of explaining text and making it as simple as possible.
The maps it outputs is aimed at old mobiles and newer ones to have more complex levels.


How the mapper is done right now so can you create pretty complex levels with as little as 50-100 objects on screen.

Wath type of maps that is created is up to the user as it works for 3d platformers also.
Cliff Mellangard 3DEGS
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Posted: 24th Apr 2019 23:34 Edited at: 24th Apr 2019 23:51
To explain the mapper some more so do i want to use boxes as a base that you cutout and can do color cykling on to imitate the old doom and hexen games light sectors.

The base is a box but you can build elevators with rails etc out of multiple boxes.


A large room can be a single box you decorate with a couple of small boxes.


Its more or less the creators imagination that is the limit.


I will also add support for obj files etc.


Each face on a box can be moved and rotated on its box shape also.

I want a look similar to the doom classic engine.




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Cliff Mellangard 3DEGS
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Golelorn
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Posted: 29th Apr 2019 01:55
Looks very nice.

What makes the progress so much faster in Studio compared to Classic?
Cliff Mellangard 3DEGS
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Posted: 30th Apr 2019 15:12
Gui development is a breeze and speed all development alot.
I could speend ages on a couple of buttons before to get right position in classic.
Now can i drag and drop all 2d and focus on the actual programming
I highly recomend studio even in its current state.
Cliff Mellangard 3DEGS
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Posted: 9th May 2019 13:39

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blink0k
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Posted: 9th May 2019 23:09
Very impressive cliff. Are they two sided polys or are they flipped for the purpose of editing?
Cliff Mellangard 3DEGS
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Posted: 12th May 2019 07:44
Raven
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Posted: 13th May 2019 04:12
QuArK (Quake Army Knife) was a bit of an "All in One" Modding Tool for Quake 1 and 2., later they expanded to support most Quake-Based Games but fell out of favour with the advent of GTK Radiant (an Open Source version of QRadiant the internal Id Software Editor) and Valve's Hammer Toolkit.
I doubt most would remember it, although it is still one of the few technically maintained to this day but was never overhauled to strictly support Modern Windows or Graphics APIs (still DirectX 8.1, OpenGL 1.2 and Glide) but it was my tool of choice along with QMe (Quake Modelling Editor) and Qc (Quake C Editor) back "in the day" so to speak.

Personally I tend to name projects / products quite simplified things... like for example the Stage Editor for the 'Classic Gamejam", I've named "Stage Hand", which sure is arguably unimaginative but it does what it says on the tin; you know what a Theatre Stage Hand does., they help build and operate the Stages for the Performance. As I'm using it as an "All in One" Tool for the Cutscenes, Boss Encounters and Stage Flow., well it just made sense to call it that.
For something like a Level Editor of this nature; I'd probably name it Architect / Drafter / Cartographer, etc.

As this is building upon your Pixelstein Game concept / world... perhaps something like Pixelitect or Navix.
Beyond that it looks very impressively powerful but also quite "Programmer" Friendly with the User Interface Design... a bit too verbose and crowded.

There's nothing strictly 'wrong' with said approach, it's just that such an overload can be quite overwhelming and make something look more complicated than it actually is.
Yet more than that... if you have just everything on-screen., it's like putting everything you own on the Floor of your Room instead of in Drawers.
Like ideally with UX Design, you only want what is important for the Task at Hand to really be showcased at that point in time.

Have a read of the Microsoft Fluent Design Concepts., they're actually excellent (if only they actually stuck to them, themselves Windows would be a damn sight better) because they're a really good 'best practise' guide to make Fluid UX that retain a Powerful Toolset that doesn't overwhelm the End-User. Remember people react better to having 5-8 (Key) Options, having Contextual Tools and something that echoes a Real-Life Physical Control, such-as a Lever, Dial, etc. rather than something more "Abstract"

Cliff Mellangard 3DEGS
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Posted: 13th May 2019 15:21 Edited at: 13th May 2019 15:24
Raven everything is pretty much Placeholders and temporary
Its easier while i test all functions
I have to solve that the virtual buttons dont move with the viewoffset that messes things up right now.
The name is also a placeholder until i have a good name for it
I love all the old fps games like quake,hexen,doom and duke nukem
I also have started to like the old turok games i purchased on my Xbox one lately.

New video soon to show all the things that have bin done


I have plans on adding a simple scripting system to make cool intros and endtros.

First of all is it a tool for my own games but if i find intrest from others so do i not have a problem to sell it at a low price with source and without.

Have not decided wath is the best method so far.
Cliff Mellangard 3DEGS
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Posted: 13th May 2019 21:11
The promised video of the current state of the mapper
All is placeholders and temporary.
Raven
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Posted: 14th May 2019 02:14
No worries... Even if there's no plans for a Public Release (although I'd say providing a Level Editor built-in is always a great 'Value Add' selling point, especially if you make a Steam / Microsoft Store Version) then having a good UX Design Language still tends to be a good habit to get into.
Say, if at any point you plan to expand your team with another person or such for a larger project.

As noted, it looks like a great little tool; and well designed Dev Tools can infinitely help reduce Development Time.
Cliff Mellangard 3DEGS
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Posted: 15th May 2019 17:56 Edited at: 15th May 2019 18:02
At some point will i nead to expand my team from one member

I am currently only running solo because i have so much with my fulltime work that it would be hard to track progress with more members.

During the summer is progress even slower

Iam thinking about a gold license where its full source for anyone to tinker and adapt to there project.
But dont know how large that demand would be right now with my tool?


There is currently three big things that nead to be done before i do a test game with it.

A screen to edit and place lights.
a screen to edit and load prefabs.
a screen to edit and place entitys like enemies etc.
Cliff Mellangard 3DEGS
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Posted: 15th May 2019 20:08 Edited at: 15th May 2019 20:15
Currently is it hard to explain all goals with the tool.
But iam trying to make a tool to cut down dev time with experiences i got with 8 breed and pixelstein 3d.

I could spend a whole day to try out a good fov or fog setting but in the editor now can you set a uniqe fov and all that settings and see it at runtime.

Today did i cut the load time by 4 seconds and thats great for me
Worked out a good solution for a dynamic loading of the map size.
Its important when you have so much data and settings for all meshes.
Also added the extra camera data to be saved and etc.


Raven if you are intrested so could you be a beta tester?

It will be in about 2 weeks when i have the core set.


I will provide the neaded code to have in your game you make to load the map.

but you have to code your game your self

Its will make the tool free for you but nead input how it feels to be used.


I will only have a very small selected people i recognice from the forums like blinkok and you in that case as beta testers.

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Cliff Mellangard 3DEGS
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Posted: 24th May 2019 10:12

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blink0k
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Cliff Mellangard 3DEGS
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Posted: 25th May 2019 07:30
Thanks blinkok i will check it out
I have one iam testing but found it better without so far
But its hard to explain if you dont run the app

I use 3d objects with disabled z depth for my gizmo.
Cliff Mellangard 3DEGS
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Cliff Mellangard 3DEGS
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Posted: 2nd Jun 2019 10:47
After a few days break are i back at coding a bit..
Added drag and drop path nodes for entitys.
Going to code a basic framework to use the maps in games today.

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blink0k
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Posted: 3rd Jun 2019 00:06
That is looking very cool cliff.
Maybe look at saving and loading your data using .json. It makes everything super easy
Golelorn
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Posted: 3rd Jun 2019 04:00
Whoa! Thanks for that link, Blink0k!!!
Cliff Mellangard 3DEGS
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Posted: 3rd Jun 2019 08:49
blinkok iam going to go thru and optimize alot later when i see everything is working and until then is it very easy to do it with plain text files

Iam going to release a early preview alpha this week so people can play around and try it out.
will include a basic framework to use in your own project.

We have a very hot weather that makes it hard for me to work on the project currently….
Cliff Mellangard 3DEGS
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Posted: 3rd Jun 2019 11:49
The first early and buggy alpha is on itch io now.
The sample framework will be fixed and optimized later on and is very messy right now.
fubarpk
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Posted: 3rd Jun 2019 22:15 Edited at: 3rd Jun 2019 22:15
A little off the topic but as I plan on using the Quark tool for my program I thought ide share a model piccy

I downloaded Quark and jumped straight in lol realised after I should've read the instructions
lol but what man reads instructions right In the meantime I created a model in blender of a
console computer which im not sure of ATM but thinking this might be one of the models I
could add with your Quark Tool for the game we talked about.

PS I think if I used a console computers instead of desktops I can really cut down on polys
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Cliff Mellangard 3DEGS
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Posted: 4th Jun 2019 12:14 Edited at: 4th Jun 2019 13:11
Iam going to try to make very explaining instruction videos on and off but as the tool is so early in development so is it not a priority right now
I have planned to have menues in the app with links to videos on Youtube.

Iam going to try to make one update each week to not make to many small ones.

Wath i have planned is a basic mesh loader and terrain creation next.

I want it to be modular and easy to expand later on thats why i take it slow.

Collect all modules and media in a map folder to make it easy to share and export.

The frequency of updates and new things added is also depending on how popular it gets and donations.
If its not used by that many so nead to keep it public and update it publicly..
There is a lot of work under the hud with even small bits.



Bugfixes made today for next release...


2019-06-04 ----------------------- After first itch io release
Fixed faces dont scale properly when cloned
-----------------------
Fixed selected face bug when you scale thru editbox on entire obj

-----------------------


I try to make the project clean in case i sell the source code later so i have a proper to to list and wath have bin fixed.

Its a included file in the project.



Cliff Mellangard 3DEGS
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Cliff Mellangard 3DEGS
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Posted: 18th Aug 2019 06:37
Source code works in app game kit classic and studio.
In classic simply rem out #renderer basic in the begining

//----------------------------------------------------------------------------------
I got so many requests on when the mapper will be done so i feel its alot simplier to release the full source code for app game kit studio here on itch io.
Dont see it as a finished product and more as something to learn app game kit with.
Its my second attempt at selling source code.
If it works well will i upload more samples for app game kit.
//----------------------------------------------------------------------------------
I do not promise that i will do updates to the source code or do code support.
Selling the source code it self is the service!

//----------------------------------------------------------------------------------
The license is very simple and works like this.
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
You are free to create a app/prg from the source code to sell within a product of your own.
You are not allowed to purchase the source and resell it as it is.
If you do so are you simply a plain douche.
Iam selling this as a way to help other indi devs to learn and improve.
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------

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