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AppGameKit Classic Chat / 3D Puzzler Labrynth

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fubarpk
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Posted: 29th Jul 2018 09:38
Always wanted to do a 3D puzzle well last night I stopped procrastinating and got to work
and wanted to show my progress it is very short but i took advantage of using includes so
to test it you will have to make a project and add the following files

Labrynth 3D

main.agc



Declarations.agc


CreateMaze.agc


I had to invert the maze drawing so as rotations of sprites would be correct etc
How to play
Start at bottom left of maze and work your way to top right corner
If you take to long a munchkin will eat you he eats everything in site
including the trail of bread crumbs you leave behind

The maze is generated real time i still need to not use the save load method
I am currently using. The maze generator was designed by puzzler2018
https://forum.thegamecreators.com/thread/222579

The version im working on using classic graphics (better graphics than with code above)

not sure if I prefer that badguy or this werewolf

fubar
Cliff Mellangard 3DEGS
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Posted: 29th Jul 2018 14:36
GarBenjamin
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Posted: 29th Jul 2018 16:00 Edited at: 29th Jul 2018 18:57
Very hard to "judge" the werewolf without the context of the game environment imo. Maybe can appear in certain areas?
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
fubarpk
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Posted: 30th Jul 2018 07:03 Edited at: 2nd Aug 2018 04:44
Thanks I stuck with the bad guy and added coins and a health pack and also buttons for mobile
I have the mazes precreated for speed at the moment I have 10 different ones


not sure what il do with the werewolf lol
fubar
Cliff Mellangard 3DEGS
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Posted: 30th Jul 2018 07:36
if you skip drawing the maze while generating them so are they pretty much instant actually….
fubarpk
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Posted: 30th Jul 2018 08:32 Edited at: 30th Jul 2018 08:53
no the algorithm is still slow as it checks so much, I believe its phaelax with one converted from dbpro which is much faster and great for
generating 2D Mazes but puzzlers algorythym creates great 3D mazes. I went with creating 10 mazes and loading each one as necessary
that is pretty much instant and im not sure how much more random it can be with a large number of small mazes anyway.

I thought stopping the drawing of the maze and saving would help maybe it was how It syncs aswell that could improve the speed.


To do the calulations only I don't think you would need a sync until its finished that would speed it up heaps
fubar
Cliff Mellangard 3DEGS
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Posted: 30th Jul 2018 16:12 Edited at: 30th Jul 2018 16:23
If you test my app on Android so is my mazes generated while loading no premade ones.

How does your code look while generating your maze????

https://play.google.com/store/apps/details?id=com.play8bitars.narpg


To create the maze do i only use…

After that do i read and Place objects.




reset with this




I have planned to release my code when the game is done later and i have cleaned it up

But looks like a disaster right now
fubarpk
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Posted: 30th Jul 2018 16:32 Edited at: 30th Jul 2018 19:09
thanks cliff this is generating real time now




I have been doing this ensuring the maze is generated fresh each time


now I can generate real time I had to add


because maybe im starting at the wrong spot in maze or something but that ensures its possible only problem it leaves a opening
(I start at bottom left corner on map and complete level top right of map)

did you invert the map? I inverted the map now the rotations and movements of sprites are accurate to the way the 3D works

I use the resolution 1024*768 so drawing the map looks like this on mine


visited type is defined as
fubar
fubarpk
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Posted: 30th Jul 2018 19:21 Edited at: 30th Jul 2018 19:30
I also noted that in puzzlers original creating of the walls using cells.id it can create up to 4 walls but only keeps track of 1 ID
so I did the following using else if I get gaps. What did you do here cliff ?



To delete the walls for example I can use. (If I leave it the way the original created walls there is no way of deleting them)
fubar
Cliff Mellangard 3DEGS
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Posted: 30th Jul 2018 19:46 Edited at: 30th Jul 2018 19:48
I belive i simply did this to fix the gapp where it ends ?




But to make sure do you have my search here also …




Yes i invert the 2d map on its y...



Why not use the command…
deleteallobjects()
puzzler2018
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Posted: 30th Jul 2018 20:01
Im so happy you both can read my code very well


fubarpk
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Posted: 30th Jul 2018 20:21 Edited at: 30th Jul 2018 20:25
Quote: "I beleive i simply did this to fix the gap where it ends ?"

both those functions are the same but I create the gap by adding this to createmaze
If I don't it sometimes I gets boxed in I may be starting at the wrong location I figured from the original top left
The original code from puzzler sometimes when it generates the maze it finishes at a different location which I believe
should be the start location(sometime one gridlocation to the right and or one below. So that was my bandaid I really
just need to create a wall after my bandaid one to left or one below as it is needed. Just really would like a better way
than just creating one as walls[0] can sometimes be top and sometimes be bottom. Ideally I want to just set the
current.walls right position and top position to 0 and leave the others alone

Quote: "deleteallobjects() "

I cant because then ide have to redo the other 3d objects aswell
fubar
fubarpk
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Posted: 30th Jul 2018 20:22
Thanks puzzler it really is a great generator
fubar
Cliff Mellangard 3DEGS
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Posted: 30th Jul 2018 21:37
Pretty sure its nit the same...
check my if x cord check here is above 0 etc...

Cliff Mellangard 3DEGS
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Posted: 30th Jul 2018 21:41
Yaaa puzzler its readable
I would never have started the Project if the snippet where not posted…

Iam currently doing a Sharp corner check for doors and doorways completely automated

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fubarpk
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Posted: 30th Jul 2018 22:48 Edited at: 31st Jul 2018 00:36
Quote: "check my if x cord check here is above 0 etc..."

yep and it still has a problem every once in a while you get totally boxed in if the maze finishes one to the right


Oh wait that's fixed it now I can set my positions like this and all mazes are possible (instead of starting in a box sometimes)

fubar
fubarpk
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Posted: 1st Aug 2018 00:24 Edited at: 2nd Aug 2018 04:44
Well I fixed up the graphics appeal and added a game menu, coins and health pack
but not sure what else I could add to give it more appeal


any ideas or suggestions ?

Im just not sure what i could add to give it more lasting appeal. I could perhaps have other
things scattered accross the maze like spikes or something that you have to pick up before
you walk into them not sure. What do people think
fubar
Cliff Mellangard 3DEGS
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Posted: 1st Aug 2018 00:43
Try adding a wall decal system to give some walls some variation
Like some lights or posters etc.
fubarpk
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Posted: 1st Aug 2018 00:52 Edited at: 1st Aug 2018 00:53
Thanks cliff good suggestion not sure how to implement at the moment but will think about it

What do you think of like rope traps that if you don't disarm before moving on them you lose a life
fubar
Cliff Mellangard 3DEGS
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Posted: 1st Aug 2018 00:55
I missed that …
i use a ranom check if i should Place a decal everytime a wall is placed simply…
Place it at the walls position and move it towards the cell center by 0.1 simply.
fubarpk
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Posted: 1st Aug 2018 00:58 Edited at: 1st Aug 2018 01:00
How do you get the cell centre ?

And do you use a 3D plane
fubar
fubarpk
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Posted: 1st Aug 2018 01:04
Perhaps wanted posters lol Im not very creative atm my mind is a mess lol
fubar
blink0k
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Posted: 1st Aug 2018 01:05 Edited at: 1st Aug 2018 01:06
I have had a look at a few demos for these dungeon crawler type games and if you add normals it adds a lot of punch.
In AGK

Example

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Cliff Mellangard 3DEGS
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Posted: 1st Aug 2018 01:06
the function i use




here is it used in my current messed up wall code for left wall ..

Cliff Mellangard 3DEGS
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Posted: 1st Aug 2018 01:08
Iam going to go thru it all and optimize it at a later stage …
its pretty messed up right now.
fubarpk
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Posted: 1st Aug 2018 01:10
Thanks for sharing that cliff
fubar
fubarpk
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Posted: 1st Aug 2018 01:26 Edited at: 1st Aug 2018 04:59
I still have "if cells[a].walls[3] = 1" // left or right

so im guessing 0 is top 1 is right and 2 is down and 3 is left

That worked well but did you realize every so often it places one in a spot where a wall does not exist
because a wall may be up or down or the other option is left or right even tho there is 4 variables 0,1,2,3
did you make lots of mods to puzzlers code for the creation of maze

Quote: "ok I feel stupid now theres a direction variable in cells"
fubar
fubarpk
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Posted: 1st Aug 2018 07:58
It works some of the time but still has a problem if I do this to create walls



and do this in the wall decoration function


all I can think of is you must have made some big changes to the maze creation

because using puzzlers method wall[3] may be left or may be right thats all i can think it can be

fubar
Cliff Mellangard 3DEGS
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Posted: 1st Aug 2018 18:39
Keep in mind i use planes for walls you use cubes…
and move it + and - on the right side of the wall.
puzzler2018
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Posted: 1st Aug 2018 18:47
Do I see a potential for another Doom or Wolfenstein
fubarpk
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Posted: 1st Aug 2018 18:52 Edited at: 1st Aug 2018 18:53
Oh that would make sence I just been feeling a little dumb as it didn't want to work for me

but I got it working with this function



now just to decide what type lol I got a blank wanted poster atm might put a player on it and perhaps advertise some of my better games
fubar
fubarpk
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Posted: 1st Aug 2018 20:09 Edited at: 2nd Aug 2018 04:45
Thanks for your help cliff

This is what I have so far




I now have gates that take a little bit to lift up
fubar
fubarpk
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Posted: 3rd Aug 2018 08:36
fubarpk
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Posted: 6th Aug 2018 08:49
Quote: "if you add normals it adds a lot of punch."


Thanks blink0k I went with adding normals, never really noticied a big difference in allot of them in the past
but they really work well with the walls i think


fubar
fubarpk
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Posted: 8th Aug 2018 08:18
and added random colors on the walls to produce
fubar
GarBenjamin
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Posted: 8th Aug 2018 12:12
Looking very good!! Wax on. Wax off.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
fubarpk
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Posted: 8th Aug 2018 14:56
Thanks GarBenjamin
fubar
fubarpk
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Posted: 8th Aug 2018 23:18 Edited at: 9th Aug 2018 00:14
Darkened the posters to match the new wall shades and surrounded them with neon lights
think il leave the cosmetics at that


For the lights around the signs I use a shader that I was making that santman helped me with
Lights shader and example code
fubar
fubarpk
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Posted: 9th Aug 2018 23:38 Edited at: 10th Aug 2018 00:11
Added prisoners to rescue
A bonus score system
And a delay at end of level showing statistics where you click screen to continue


https://play.google.com/store/apps/details?id=pixelated.labrynth

fubar
Sph!nx
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Posted: 10th Aug 2018 03:30
Looks cool!
Regards Sph!nx
fubarpk
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Posted: 10th Aug 2018 07:51
Thanks Ph!nx
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GarBenjamin
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Posted: 10th Aug 2018 14:26 Edited at: 10th Aug 2018 14:27
Very nice updates... now you can make it so each rescued person... LOL! I will stop throwing suggestions out. It is very fun to do that stuff though. Every time I see a video of a game I think... now it would be very cool if..... lol

It's actually quite playable and that is not common for me with mobile games. You can always continue to add polish forever. By Christmas it may start with an old NES / Genesis style cinema box intro showing you waking up in a room wondering where you are, speech of the people rescued and the psycho "I'm coming for you!" and an epic game won sequence at the end. LOL!
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
fubarpk
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Posted: 10th Aug 2018 19:03 Edited at: 10th Aug 2018 20:43
Hahahahhah when I have ideas like that they usually get stopped by my lack of art skills. I occasionally have great visions of games that are often quite simple to program but need
great art skills. What I like about this project it didn't need great artwork. When I have an idea nowadays I often look at what artwork I have in my collection which is usually quite
large but I still need to make purchases. Even the night driver app needed purchases to make it complete hence why I made the version that created its own models first as a
template. Like you have mentioned its very hard to get a good balance between the two playability and graphics that works.

Quote: "I will stop throwing suggestions out."

Your suggestions have been greatly appreciated

I gave up a long time ago trying to make games that sell on googleplay. Im against popup advertising and coin based systems wont play these style of games so its against my
programming policies and a straight out game fee is hard to profit with, without trials and great testimonials. So im sticking to free software and the most plaed one i currently have is
my frogger lol but i still get people trying it who have never played frogger and have no idea,


The only collision routine I use is with the walls all other objects are set with collisions off. As the whole game it moves in a grid like style it was far easier to check after each move if
there is an artifact at that location and then deal with it. I figured for this project, this method was far easier and perhaps a little quicker than using raycasting which is not required.
Just need to check if there is an artifact at the location with an array. I use a method that steps through the array checking but it really could/should just multiply x location by y location
but that would need some rewriting of the way I store the array of attributes and there is no need as it currently gets good framerates on my mobile even with the shader
fubar
fubarpk
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Posted: 12th Aug 2018 01:35 Edited at: 12th Aug 2018 04:21
I thought ide have a play around with transparent videos
and did this to the main page

https://play.google.com/store/apps/details?id=pixelated.labrynth

By stopping the video prior to playing the game it doesn't effect the frame rates on my mobile
and the video is only 940kb mp4 file so I may keep it

Im just curious what compatibility issues I could have?
Just did some research and H264 mp4 is compatible with android 3 and above
fubar
IronManhood
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Posted: 12th Aug 2018 20:30
fubarpk
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Posted: 12th Aug 2018 23:17 Edited at: 18th Aug 2018 22:44
Thanks IronManhood

Ok I think im Done the flames now have pixilation and I have also cut down on the
size of the APK file, did some performance improvements and added an end of level effect


https://play.google.com/store/apps/details?id=pixelated.labrynth
fubar
puzzler2018
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Posted: 12th Aug 2018 23:25
excellent works as usual - for version 2 - how about moving the player in a more steady walking movement and be able to look round corners etc instead of the choppy movements to every cell in the maze
fubarpk
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Posted: 12th Aug 2018 23:42 Edited at: 13th Aug 2018 00:26
Thanks puzzler2018
Quote: "It would never have got started had it not been for your maze creator"


Quote: "how about moving the player in a more steady walking movement"

Ide love too but I found it hard to control with the phone when I was messing with that
so I went for grid style movement that you have to keep tapping the forward key.

On the phone it seems to work well as it is, but i make the videos on the pc version and
i want to show so much in the video as thats the same video i use for the store lol and
even tho the frame rate is great on the mobile there is no way i can get it to move as fast
as i can running it on the pc with keys

If I make major changes it will be to the walls to plains because the walls where they intersect
don't show the texture the way ide like and that requires changes to the posters and gates.

Moving in a grid also had the advantage that the only collisions needed was for walls all of
the artifacts could be checked through there locations in an array. Which I figure should be
faster than lots of raycasting or physics collisions routines.

But im happy with the flames pixelation and the pixelation when you get punched seems to
be just what it needed. The end of level prob needs something better perhaps calling my
pixilation function again but don't think so ATM
fubar
fubarpk
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Posted: 13th Aug 2018 00:05 Edited at: 13th Aug 2018 00:27
For those interested in how I did the flame.

There are many flame loops online with transparency some free ones
I use WinX HD Video Converter to change the formats of the movie.
https://www.wondershare.net/ad/video-converter-ultimate/index_both.html?gclid=Cj0KCQjwtb_bBRCFARIsAO5fVvHfnRrUoEmrBOG-CKMIv59oMi-oaJN9YBtFagV4QjuF3mMka5x7MsUaAuOzEALw_wcB
I use Wax 2.0 to pixelate the flames video
https://www.wondershare.net/ad/video-editor-win/filmora-dco.html?gclid=Cj0KCQjwtb_bBRCFARIsAO5fVvHNv_8Ms1dR05vS7u-zAucligAvVWqQy3cDOZHygPGYVuiR3EqBqb0aAoRbEALw_wcB
which i then needed to crop after using and used this site to crop the video
https://ezgif.com/crop-video


the code for the video was done like this


The Pixelated Flame loop I use is only 13 seconds long and only 614kb in size.
And according to The android site H264 ,mp4 files work on all android devices
with 3.0 or above
fubar
fubarpk
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Posted: 19th Aug 2018 22:40

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