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AppGameKit/AppGameKit Studio Showcase / [DEMO Alpha] Penguin PUSH - Arcade game Pengo based (Spanish)

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AliceSim1
5
Years of Service
User Offline
Joined: 15th Oct 2018
Location: Barcelona
Posted: 9th Sep 2019 12:45 Edited at: 9th Sep 2019 22:04
Good morning everyone.

I apologize to the community, for my low level of English, I am Spanish nationality and the game is currently in Spanish.

I present my first game developed with AppGameKit, functional!

Formerly it was developed with the 2D game engine Gemix Games Studio, a few years of development.
http://www.gemixstudio.com/forums/

The decision to convert the game Penguin PUSH, programmed with Gemix, to AKG, was for several reasons:
-Multi platform
-Updated
-Modern (Does not pretend to be a Unity / Unreal, has another philosophy)
-Powerful 2D / 3D engine.
-BASIC language

I just miss a particularity of the Gemix language: The processes, structured language, to define variables of each type.
And finally manipulation of images (No sprites) in memory (crop, paste, scale ... etc) and fx2D

I feel happy with AGK classic, for the active community and the help I receive:

The game we must direct a penguin, who must take revenge for the loss of their parents have been killed by a group of penguins.
You must enter ice mazes, get around traps, tnt's, and bad penguins that want to kill us.
The only way to be able to kill the enemies, is using the ice blocks, pushing and crushing!
And look for the exit to continue the adventure!

I present my game, it is a Demo that contains a game mode: Adventure, 6 Zones designed to play!
I show a video trailer:


Game website: https://penguinpush.es/

https://alicesim1.itch.io/penguin-push

The itch.io download is available 3 platforms: Windows, Android and Linux

My Indie development Twitter: https://twitter.com/Alice_Sim1/
Penguin Push Youtube playlist (GamePlay, Trailer, Demo Alpha, developed with AppGameKit and formerly with Gemix):
https://www.youtube.com/playlist?list=PL50G9RBG1ba-tsKtZJIiGpFnednzG3wcI

Genre: Arcade
Players: 1
Platforms: Windows, Android, Linux, Raspberry Pi
Controls: Keyboard (and mouse interface), Gamepad (I recommend Xbox type) and Android touch.
The controls are hybrid, they work at the same time: Keyboard and Gamepad,
Touch Android and Gamepad.
Real Resolution: 853x480
Default output resolution 1280x720, Window or Fullscreen.
Configuration File:
Windows: \Documents\Penguin-PUSH\Config.ini
Linux: /home/Documents/Penguin-PUSH/Config.ini
Android (Storage Permissions): Internal storage/Penguin-PUSH/Config.ini

It is in Alpha Development!
Suggestions, ideas, contributions, some help, bug reports ... etc. are accepted.

I appreciate the entire AppGameKit community!

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Captain Ouais
20
Years of Service
User Offline
Joined: 12th Dec 2003
Location: France
Posted: 9th Sep 2019 15:13
Super, Pingo was a great arcade game (when I was young): p
I like your version, it is a little slower but it's ok
Good work !
I do what i do !!!
Virtual Nomad
Moderator
18
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 10th Sep 2019 21:49
your hard work is apparent. nice job

PSY
Developer
7
Years of Service
User Offline
Joined: 3rd Jul 2016
Location: Laniakea Supercluster
Posted: 10th Sep 2019 22:32
Looks very nice and polished. Great job Alice!


PSY LABS Games
Coders don't die, they just gosub without return
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 12th Sep 2019 21:00
Well done Alice looks great
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
AliceSim1
5
Years of Service
User Offline
Joined: 15th Oct 2018
Location: Barcelona
Posted: 21st Nov 2019 14:03
Hello, I bring news about the current situation:
The last update of AppGameKit classic, 9.27 has brought me a Bug with the virtual buttons, since I use the movement of sprites in my game, this is affected: I already reported the bug:
https://forum.thegamecreators.com/thread/225185#msg2650083

This for the moment, prevents me from moving forward, since it depends on the movement of the game sprites + the virtual buttons for the pause and the controls for Android.

Meanwhile, I am about to investigate how to introduce 2 PC players, there are several modes, each one has a complex programming:
1- Large and fixed game screen, with a screen resolution limit of our monitor, the zones have a size limit that can be played.

2- Split split screen, the zones can be any size.

3-Lan network game: Multiplayer network game mode, very complex to program.
Virtual Nomad
Moderator
18
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 22nd Nov 2019 11:01 Edited at: 22nd Nov 2019 11:25
have you considered making your own "virtual" joystick/buttons while we wait for a fix?

something like:

not sure why but my phone is limited to 2 touches but dunno if you might need more?
and, you can resize the TouchSprite to, say, 64x64 if you're looking for 8 direction checks. haven't played your game yet so not sure what kind of joystick/dpad you might need but you get the idea.

and, it's just 1 workaround. i'm sure there are others (here's a run at a "virtual trackball": https://forum.thegamecreators.com/thread/224156#msg2642562 , for example, using a different method).

AliceSim1
5
Years of Service
User Offline
Joined: 15th Oct 2018
Location: Barcelona
Posted: 30th Nov 2019 15:19
Thanks for your advice and idea of temporary solution, it doesn't take long to fix the virtual button bug.
I've been working on other aspects of the game while
AliceSim1
5
Years of Service
User Offline
Joined: 15th Oct 2018
Location: Barcelona
Posted: 4th Aug 2020 13:09
Hi!
I wanted to announce a new prototype of the game, with another concept of control and map design.

These are 15x15 block maps (480x480 pixels), this design favors that it can be played at any angle on an Android device.
Also new concept of map design, retro 8 bit games style like: Legend of Zelda Link's Awakening GB or The Legend of Zelda (NES)




For PC it will be played landscape, even if it will continue being the 15x15 maps, showing the two black bands ...

However, there is still no HUD design, interface elements, texts, icons, map ... etc.
There is also no defined virtual button layout.

Test Alpha play: (not Shader Scanline)
https://hardworld.webcindario.com/PP-HW/PP-HW.html
PSY
Developer
7
Years of Service
User Offline
Joined: 3rd Jul 2016
Location: Laniakea Supercluster
Posted: 5th Aug 2020 14:53
Ver nice Alice

First time I played, I was trapped between 4 blocks and couldn't move


PSY LABS Games
Coders don't die, they just gosub without return
AliceSim1
5
Years of Service
User Offline
Joined: 15th Oct 2018
Location: Barcelona
Posted: 5th Aug 2020 19:37
PSY wrote: "First time I played, I was trapped between 4 blocks and couldn't move "

Yes, These 15x15 zones are 100% random for testing collisions and bugs.
It does not correspond to the actual game design.

It is completely normal that the path is blocked, since there are no algorithm conditions to check the free player routes.

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