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fancy music
10
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Joined: 27th Sep 2009
Location: in the alpha demo
Posted: 3rd Jun 2020 03:16
Been working on this new game in AppGameKit classic for some time and i think its ready to show. In this Arcade/Adventure type game you are traveling and your goal is to acquire enough tickets to board the subway. Todo that you will need to complete 3 different jobs (dog walker, construction worker, theater attendant). I wanted this game to be a mix of 2d and 3d elements that encourage exploration, but on a smaller scale. I also wanted the city to feel alive so i added pedestrians and traffic. Gameplay is pretty much done and my focus now is on visuals.











Im planning on setting up a playable alpha if anyone wants to test.
xtremi
1
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Joined: 26th Aug 2018
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Posted: 4th Jun 2020 14:48
Interesting graphics on your game Maybe you could add some more videos?
fancy music
10
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Joined: 27th Sep 2009
Location: in the alpha demo
Posted: 5th Jun 2020 00:06 Edited at: 5th Jun 2020 00:31
Ill add more videos soon xtremi. Also I was able to get a demo online in HTML5. 3d really tanks the performance but 2d runs at a decent frame rate.

Here's the link: Demo

wasd keys to move and click/drag to look around. There are 3 minigames you can play but i've limited them to 2 levels just for testing.

Instructions:
For the dog walker game you have to keep your dog from running away by tapping the pull icon.
The builder game you have to match the correct shape and angle to the guide on the left, then press the hammer button and tap the icons on the left.
The theatre game requires you to match 3 workers based on the 2 registers in the front. and the 4 food machines in the back (popcorn,candy,ice cream,soda). then click the order complete icon.

Let me know if you you guys have any suggestions, Ill have an android demo up soon.
Virtual Nomad
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14
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 5th Jun 2020 05:05 Edited at: 5th Jun 2020 05:10
Quote: "Gameplay is pretty much done and my focus now is on visuals. "

don't "improve" the visuals too much. i dig the style completely. see below

re: the frame rate: how many polys are you pushing? it can't be too many/it shouldn't be that low. i'm only getting 13-14 FPS on the demo.i suppose it's more polys than this little xmas gift i posted, but you should still be able to pull 30 FPS on this.

otherwise, i did all 3 tasks multiple times; they were fun, distinct minigames

suggestions:
> Dog Walking: let us use A/D to choose Left/Right vs clicking L/R
> i want to ride that trolley/bus. maybe use it as part of a tutorial to drop us off at a task location, or just let us go for a ride. and, make it a double-decker?
> maybe it was the round-folk, but i immediately thought of Dr. Seuss. "Seussville" is already taken, but consider "Seussing" your city up?

thanks for sharing!
fancy music
10
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Joined: 27th Sep 2009
Location: in the alpha demo
Posted: 12th Jun 2020 23:19 Edited at: 13th Jun 2020 02:19
Thanks for playing Virtual Nomad. It turns out the polys weren't the source of the slowdown, It was the traffic system running too many calculations. Also I like that xmas game, specifically the driving physics. Did you make the physics yourself or use AGK's built in physics?

As far as riding the bus, you actually can do that but it isn't in the demo.

This week has been setting up 3d models and lighting. I started off modeling with 3D World Studio and AC3D and it still takes me forever . Lighting is baked in Blender. I used a low quality map so the objects will have some spotting but it wont look like that in the final version. Dynamic shadows are performance heavy on my mobile device especially when it has to render an entire city.




Also I made this movie theater object. I was going to make my own posters, but I figured if anyone wants to have their own poster in the game, feel free to send me a design and i'll attach it to one of the 6 frames on the building. As long as its under 512x512 and portrait orientation.

I wish i thought of a better name when i made this account :/
Virtual Nomad
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14
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 13th Jun 2020 01:34
Quote: " Did you make the physics yourself"

that's built-in bullet (with mis-guided settings ).

Quote: " if anyone wants to have their own poster in the game...512x512 and portrait"

is that a mis-type on the dimensions? i'll be sending a poster

otherwise, looking good, & looking forward to the next update
fancy music
10
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Joined: 27th Sep 2009
Location: in the alpha demo
Posted: 13th Jun 2020 02:18 Edited at: 13th Jun 2020 04:29
Quote: "that's built-in bullet (with mis-guided settings )"


Oh very clever. And actually the dimensions of the posters dont really matter now that I think about it. Its going to be scaled down anyways... Use an aspect ratio of 2:3 for the posters.
I wish i thought of a better name when i made this account :/
Virtual Nomad
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14
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 13th Jun 2020 03:51
Quote: "dimensions of the posters dont really matter "

what i meant was, the 6 poster "frames" aren't 1:1 aspect ratio.
fancy music
10
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Joined: 27th Sep 2009
Location: in the alpha demo
Posted: 13th Jun 2020 04:17 Edited at: 13th Jun 2020 04:30
yes that's right. the frames aren't 1:1 aspect ratio. an 2:3 aspect ratio would work.
I wish i thought of a better name when i made this account :/
blink0k
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7
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 13th Jun 2020 22:58 Edited at: 14th Jun 2020 00:18
One poster commin up!

Did i say one? Silly me


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BITBITBIT
3
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Joined: 2nd Apr 2017
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Posted: 30th Jun 2020 05:04
blink0k make me a poster too
fancy music
10
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Joined: 27th Sep 2009
Location: in the alpha demo
Posted: 30th Jun 2020 22:44 Edited at: 30th Jun 2020 22:59
Ive been finishing up texturing and lighting these past couple of weeks. I was able to get a pretty decent result by baking ambient occlusion and shadows. and i was able to reduce the "noise" in the textures. I wanted to record a video but I couldnt find good screen capture program for linux .








Also i added a travel section so that i can introduce the mechanics of the game and add some sightseeing elements.




@blink0k

Thank you for the posters, they all look great and i put them in! there's still 3 spots left if anyone else wants to submit an image.

I wish i thought of a better name when i made this account :/
blink0k
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7
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 1st Jul 2020 00:49 Edited at: 1st Jul 2020 00:52
That is looking very nice! I will keep an eye on this. Great work!
Are the textures very big? What do they look like?

@btibitbit I'll see what i can do
GarBenjamin
AGK Developer
3
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Joined: 30th Nov 2016
Location: USA
Posted: 1st Jul 2020 01:02
That's a very nice aesthetic! I like it.

And blink your art skills are supreme!
fancy music
10
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Joined: 27th Sep 2009
Location: in the alpha demo
Posted: 1st Jul 2020 19:02
@blink0k
As far as size goes most objects are 1024x1024. Im trying to limit the amount of large images used for mobile devices so I didnt go any higher than 1024px and combined the lightmap and diffuse map into 1 texture. Also i was able to use compression with gimp to lower the file size further. If thats still not enough to run smoothly on mobile then I might have to resize textures down to 512px.

@GarBenjamin
Thanks man! I wanted the look to be appealing but not too colorful and high contrast.
I wish i thought of a better name when i made this account :/
blink0k
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7
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 1st Jul 2020 22:23
Awesome. Could you post one of the textures so i could have a look at it please?

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