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AppGameKit/AppGameKit Studio Showcase / NEW GAME: HellEagle 2.0

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Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 4th Oct 2014 10:55
Hello community!

I have finished Level 1 for HellEagle 2.0 and would like to know, what you are thinking about it.
This game was coded with AppGameKit Vers. 107.
It uses the physic engine of AGK. The level is made with TiledMapEditor. So it is quite easy to create more levels and maybe I will do so, when I have the time for.
I made the game for Windows. The first version of HellEagle was coded with PlayBasic and it had five levels to play in the last version. When I got noticed of AppGameKit and its physic engine I wanted to try it and I was very astonished how easy to use it is and how great it works!
I made another game "BlockyJumper" for Android smartphones some months ago, but I am not really convinced of playing games onto a smartphone. The music of HellEagle is made by Kevin MacLeod. Watch the credits of the game for Website.
The Eagle, walls, ghosts, pumpkin, men and crosses are all physic objects. The exhaust of eagle and some explosions are made using particles. The game runs at 100 FPS. Because of making the graphics of my own with GraphicsGale it is more the level of a retro C64 game. But that's what I like, remembering games like Space Taxi, Jet Pac or Oids (Atari ST). The walls are made with Gimp as tiles.

Here you can watch a YouTube-Video of the game:


Bye,
Sigtrygg
SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 5th Oct 2014 18:23
watching the video it looks nice.... i couldnt help notice when you killed one of the gunner enemies the bullet it shot disappears too. I would look at making it so that when a bullet is spawned that its not dependant on if the enemy still exists. also you will be able to have them shoot more rapidly.

overall looks great!

Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 5th Oct 2014 20:20
Hello SoftMotion3D!

Thank you for response.
Yes, indeed the canonbullet will disappear if the canon was shot down. I thought it would be a nice effect like "I hit you before you hit me".
But of course I could change it. The bullet would fly further until it collides with the wall or Eagle. If anybody is interested in playing the first level, I can provide it for download here at the forum.

Bye,

Sigtrygg
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
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Joined: 26th Dec 2006
Location: Duffield
Posted: 6th Oct 2014 10:25
Overall I think the gameplay looks great. I would love to see this done with old Atari style gfx! Really reminds me of something from that era. I think if you define the style a little more extremely and stick to that style rather than mixing good quality textures with pixel art (same with the sound fx) you could have something really cool and retro here. Nice work!
Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 6th Oct 2014 18:31
Thank you baxslash! Yes, the grey walls and the polygones of background are made by gimp-textures. I will think about it to make it whole pixel art, so the style will be more uniformly.

I am going to provide the source code for controlling the HellEagle, because it was quite tricky to solve it. I think especially for beginners it might be helpful. Where it is better to provide? Here, directly in the forum or better in the CodeBase-area?

Bye,

Sigtrygg
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
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Joined: 26th Dec 2006
Location: Duffield
Posted: 7th Oct 2014 10:43
I would share it in the main AppGameKit Product Chat area and link to this page for continuity.
BatVink
Moderator
21
Years of Service
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 7th Oct 2014 17:02
Looking good.
One of the first things I did in AppGameKit was start a Lunar Lander game...but never finished. I also found the controlling code very "experimental", putting numbers into the physics system was a hit and miss affair.

Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 7th Oct 2014 21:59
Yes, indeed it is quite difficult to convert the polar coordinates into cartesian (X,Y) coordinates for the rockets and the exhaust.
I like to share the code now. You can find it in the AppGameKit Product Chat.

Bye,

Sigtrygg
Marl
12
Years of Service
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Joined: 19th Nov 2011
Location: Bradford, UK
Posted: 8th Oct 2014 03:34
Quote: "I would love to see this done with old Atari style gfx! Really reminds me of something from that era. "


As soon as I saw it, I thought "Fort Apocalypse"

http://www.c64-wiki.com/index.php/Fort_Apocalypse

mixed with "Zeppelin"

http://www.c64-wiki.com/index.php/Zeppelin

Both past favorites.

Nice job
Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 10th Oct 2014 20:08
Thank you!
Yes, I loved Fort Apocalypse, too. Do you know Oids for Atari ST?
It was a super gravity game.
You can watch a video:
https://www.youtube.com/watch?v=qjetnaNns6I

You can download the source code for controlling the HellEagle at:

http://forum.thegamecreators.com/?m=forum_view&t=212302&b=41

Bye,

Sigtrygg
haliop_New
User Banned
Posted: 23rd Oct 2014 18:16
cool although i didn't rad all the posts here and it might be mentioned..
but when an enemy shoots if you kill it it deletes the shoot as well which dosent need to happen.

bullets should be standalone no matter what shoots them.
Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 25th Oct 2014 19:05
Hello haliop_New!

You have observed well! I thought it would be nice to shoot the enemy before it shoot me, but it might be not usual to do, so I will change it, when I will make the second level. I want to change the style too, more pixel art and don't want to mix the style.
Thanks for response!

Bye,

Sigtrygg
CJB
Valued Member
20
Years of Service
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Joined: 10th Feb 2004
Location: Essex, UK
Posted: 31st Oct 2014 16:13
Looks like a fun game! Reminds me of "Thrust" on the C64. I loved that game.

Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 11th Dec 2014 19:39
Hello community!

I am going to publish Hell Eagle 2.1 on steam greenlight, soon!
Please support my game and vote for it, or write a comment.

I'll put the link for steam and youtube here, soon.

Bye,

Sigtrygg
Sigtrygg
10
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Posted: 12th Dec 2014 21:16
Now the day has come. I have published HellEalge 2.1 on Steam greenlight today.

http://steamcommunity.com/sharedfiles/filedetails/?id=354522786

And here you can watch the youtube video:


Please vote for my game or write a comment...

Bye,

Sigtrygg
Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 14th Dec 2014 11:22
Hello community!

I would like you to give a little report of my experiences on steam greenlight. I put the game on steam at 12th of December. Until now (14th December) I got 899 calls, 84 yes votes and 640 no votes! During the first 30 minutes after putting my game on steam I have got over 40 no votes! One of the commentators asked me, why my game doesn't support italian language!?!
It seems to be very difficult to place a game on steam at least for indie developers. I made all the graphics and code by myself, so it was a lot of work. Certainly you know it. I got notice of another platform for indie-games, named "Desura". Maybe I will try this one, if my game doesn't win on steam. A tip from me is to join a group on steam to support each other.

Bye,

Sigtrygg
Blendman
10
Years of Service
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 15th Dec 2014 09:44
Hi
How do you add your game to steam ?
We can do that with AppGameKit tier 1 easily ?

About your game, perhap's you should improve (a few) some of your graphics. In some case, the graphics can help to sale a game .

http://www.dracaena-studio.com
Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 15th Dec 2014 17:17
Hello Blendman!

I added my game about the steam greenlight website http://steamcommunity.com/greenlight/
First you have to introduce your game together with screenshots and a youtube video (link to it). You don't post your code at this moment. The community judges according your discription, screenshots and videos.
Yes, I know that the graphics aren't very good, but it is very difficult to get free images that you can use without breaking the copyrights. The graphics are self-made.
I am astonished how many people judges a game and vote for no. I wouldn't do so, because I know how hard work it is to make a game. If I wouldn't like a game I would ignore it, but I wouldn't vote for no! From 1234 calls I have got 899 no-votes! Not very encouraging
Sigtrygg
10
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Joined: 31st Jan 2014
Location:
Posted: 24th Dec 2014 08:05
Hello community!

I am back again! I want to continue my report of experiences with Steam and Desura:

Since 11 days on Steam greenlight I got 1456 calls, 1072 no-votes and 124 yes-votes. Thank you all for your yes-votes!!

With Desura.com I had big troubles to upload the video, because you can't set a link to YouTube. I used mp4 and it takes a lot of time to upload it from harddisk. I have tried it a few times, but it doesn't work. I give up!

If you like to play the game, you can download it for FREE at:
https://www.amazon.de/clouddrive/share/hazmyk6QTHsYv-ZDkzo0t069FCukkrEXpBm7IG91MPM

Have fun and merry Christmas for you!!

Sigtrygg
Sigtrygg
10
Years of Service
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Joined: 31st Jan 2014
Location:
Posted: 18th Feb 2015 18:54
Hello community!

Here I am back again with a lot of experiences...

My game wasn't published neither on Steam nor on Desura. But Desura wrote me a nice email that explains why my game isn't good enough. I think that's a fair handling. I would like to share my experience with you in hope that you don't make the same faults as me and wish you look for your games! I know now, that game creation will keep only a hobby of mine. I enjoy it and what a luck that I don't have to earn Money with it

Now the email from Desura:
[quote]Thank you for submitting Hell Eagle 2.1 to us for consideration for publishing on Desura. Unfortunately we must decline to accept your title for sale on our storefront, as it does not meet the quality standards for Desura. After reviewing the game, we found that it only has 3 levels, and this is insufficient content for a game to be released. In order to be considered ready for marketing and sale, we would need to see quite a bit more added to the game, as well as cleaning up the visuals. Retro styled games are popular, but you also want to be sure the project is presenting as a professional undertaking, and this means utilizing modern effects and graphics to enhance the 2D visuals. Use of shaders, particle effects and more can make a 2D game stand out from many others on the market.

Creating a feeling of depth and completeness to the project is also very important. You can use leader boards, score boards, time challenges, achievements and so much more to flesh out the game, and give players a reason to want to keep going. After adding more levels of your own to the base game, you could also toss in a level editor, inviting your player base to create more content as well.

I hope that these suggestions will be helpful to you, and will spark some new ideas for your project. Thanks once again for your interest in Desura, and I wish you the best with your game!
Conjured Entertainment
AGK Developer
18
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 19th Feb 2015 00:28
Desura

Quote: "After reviewing the game, we found that it only has 3 levels, and this is insufficient content for a game to be released. "

Nice opinion, but I disagree.
This is the game designer's call as to how many levels THEIR game should have, not anyone else.
How many mazes does Pac-Man have?
I guess Space Invaders and Asteroids were duds too, huh?
Other than speed changes, what made any of their levels different from the first one?
These were some of the most played, top grossing, and memorable arcade games of all times.
Casual games do not need infinite levels, in my opinion.

The other stuff about using shaders, particle effects, scoreboards, etc. is all good advice.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1

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