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AppGameKit Showcase / WIP : BoinkaDroid - Shump

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Cliff Mellangard 3DEGS
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Posted: 1st Sep 2011 19:43 Edited at: 9th Jan 2012 14:02
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Now open source !
Please improve and add snippets for others to use in there versions.

http://forumfiles.thegamecreators.com/download/2303284

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Iam sitting here having a blast with the agk, and wanted to share my progress of my crazy project
Its very simple as iam trying to insert as many things i can think of like particles,animated sprites,parallax backgrounds,timed movement and to get the project to work on all platforms.

I started out with the sample game that whas with the agk and it have growed every day.

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Bursar
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Posted: 1st Sep 2011 20:21
Looks a bit mental! Got any video of it in action?
Cliff Mellangard 3DEGS
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Posted: 1st Sep 2011 20:25 Edited at: 1st Sep 2011 23:16
Quote: "Looks a bit mental! Got any video of it in action? "

I dont have an video grabber but as soon as i have polished some more so will i uppload something playable.

Its not so much an game right now but more an tech demostration

I dodled some temp art in paint shop pro when i whas experimenting with the code and thought the end result looked a bit wacky and cool.

Edited.....
Tgc whasent lying about the great sprite handeling

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Cliff Mellangard 3DEGS
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Posted: 4th Sep 2011 21:54 Edited at: 4th Sep 2011 23:30
Hail to the kings at tgc

Iam so impressed by the great agk when it comes to sprites

Started to fool around with some power ups and created 200 sprites for bullets that i cycle thru to blast the nasty aliens.

And it still runs smooth with no frame drops ?

The picture shows parts of my experiments with the bullet code.


Edited..............
New image---------
I actually managed to get the agk to drop its frame rate
I created 800 sprites for bullets and almost zero time on the fire rate .

And still runs around 50-59 fps smoothly!
You dont notice it until you look at the fps counter.

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DVader
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Posted: 5th Sep 2011 00:40
Looking good, seems we are all doing shooters. AppGameKit does seem to keep up quite well with a fair bit going on. I didn't use the demo as a reference, I just dove in from scratch. I wonder if you have noticed any issues with the scroll on your game? It works reasonably in windowed mode, but in full screen mode it suffers from screen tear. I also get gaps between screens on intel based gpu chipsets.

Cliff Mellangard 3DEGS
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Posted: 5th Sep 2011 01:13 Edited at: 5th Sep 2011 01:15
i havent tryed so much with the full screen settings yet.

But will check them out later on.

I whas looking att the shooter sample when i installed the agk and got stuck on modifing it.

It where so much fun and simplier then doing it all from scratch.

And i where a bit lazy

I have an intel hd gpu on my net book so i should be able to check that out later on

Time for bed !
Work tomorrow as its past midnight here now ZZZZzzzzz


Edited............
Wath screen resolution did you have when it scaled your game to full screen ?

Could be one part of the problem if you have an low virtual display in your code?
DVader
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Posted: 5th Sep 2011 01:58
It is fairly low, 640x320, I thought that would help keep up speed on smaller devices.

Cliff Mellangard 3DEGS
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Posted: 5th Sep 2011 18:41
There is also the fact that they removed v sync that i know ?

They did it to get it to work on more devices or something?
Conjured Entertainment
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Posted: 5th Sep 2011 20:37
Quote: "I whas looking att the shooter sample when i installed the agk and got stuck on modifing it.

It where so much fun and simplier then doing it all from scratch."

I took a break from my game yesterday, and played with that same example.
I made a rock image for the top so it would look like a cave.
It is a lot of fun modifying the examples, and it is a great way to learn.



Cliff Mellangard 3DEGS
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Posted: 5th Sep 2011 21:08 Edited at: 5th Sep 2011 21:11
Quote: "I took a break from my game yesterday, and played with that same example.
I made a rock image for the top so it would look like a cave.
It is a lot of fun modifying the examples, and it is a great way to learn. "

I learned to code from scratch in dbp with the help of xeridox code snippet return to phobos

He whas extremely helpfull and i even won an price in an tgc competition with my version,I belive it whas the alienware compo and my game whas called grunt

Iam thinking of releasing my code when iam finished as an open source framework for an shooter game.

But i have alot left to do before i decide

Just finished my spread shoot power up .

Anyone that have ideas for more power ups?
I have a speedup,fire rate,a multi shoot that fires an wall of bullets like the old screenies and the spread shoot now.
Thinking of missiles,extra life and super bomb that detroys all aliens on screen?



The color full squared patterned bar is the a check point from my check point system .

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Conjured Entertainment
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Posted: 6th Sep 2011 01:26
Quote: "Anyone that have ideas for more power ups?"

How about making the obstacles as semi-transparent for a brief time allowing you to pass through them instead of them blowing you up.
You know, the blocks would be semi-transparent, then flash right before it changes back so you have some warning.

Bursar
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Posted: 6th Sep 2011 02:04
How about a multiple? It's like a little ship that follows you around and shoots when you shoot. I had a few ideas for multiples in an unfinished shooter: http://tymargames.co.uk/?page_id=36

The main weapon in that video is a charge shot. You could tap fire to send out a steady stream of small bullets, or you could hold it down to charge up a more powerful shot.

Or maybe a shield/barrier that apears in front of your ship and can absorb a few enemy bullets before disappearing.
LeeBamber
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Posted: 6th Sep 2011 04:18
Your choice of bright wild visuals really makes you stop and look at the game a little longer than usual. I think the graphical style could work very well in your favour should you come to sell the app as your screenshots will really grab the casual browsing user, looking for their next distraction

I drink tea, and in my spare time I write software.
Cliff Mellangard 3DEGS
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Posted: 6th Sep 2011 19:01
Quote: "How about making the obstacles as semi-transparent for a brief time allowing you to pass through them instead of them blowing you up.
You know, the blocks would be semi-transparent, then flash right before it changes back so you have some warning."

Sounds like an cool idea

Quote: "How about a multiple? It's like a little ship that follows you around and shoots when you shoot. I had a few ideas for multiples in an unfinished shooter: http://tymargames.co.uk/?page_id=36

The main weapon in that video is a charge shot. You could tap fire to send out a steady stream of small bullets, or you could hold it down to charge up a more powerful shot.

Or maybe a shield/barrier that apears in front of your ship and can absorb a few enemy bullets before disappearing. "


Sounds a bit like one of my all time favorites ! The r type series!

The only thing is that iam trying to avoid any buttons, as its planned for mobile phones in the first place.

The shield and following drone that also fires sounds cool

Quote: "Your choice of bright wild visuals really makes you stop and look at the game a little longer than usual. I think the graphical style could work very well in your favour should you come to sell the app as your screenshots will really grab the casual browsing user, looking for their next distraction "


I have almost always used bright colors as iam slightly color blind

One of the reasons i stopped as an texture artist in the old days .

I dont know yet wath i will do with the project?
I simply think its fun to code small games that most of the time never leaves my home .

But if you guys get the stuff ready where you publish games for us?
Sign me up

Why is there not an command where i can see how much memory my app uses ?
Or i simply missed that one?
Bursar
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Posted: 6th Sep 2011 19:18
You can always use Task Manager under Windows to see how much RAM the application is using.
Cliff Mellangard 3DEGS
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Posted: 6th Sep 2011 20:05
Quote: "You can always use Task Manager under Windows to see how much RAM the application is using. "

So simple and i didt think of it

I wanted to do an full on screen debugger in the game , but this will work for now.

I get around 35 to 41 mb and thats ok for an mobile device i belive?

Most devices have 128 - 512 mb that they also use for operating system and all tasks in the background.
Cliff Mellangard 3DEGS
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Posted: 5th Oct 2011 00:50 Edited at: 5th Oct 2011 00:58
Slow progress as i have very little time to play with the agk!

But the level editor is starting to shape up so i can skip the randomly generated levels

Its alot more complicated then it looks and is made to be an framework editor for future projects.

That i can adjust easialy to other projects.

There is alot of boring work currently in the background with tile adjustments and sizes

The map file saves sprite sheet name,map size and various tile data.

The hardest part whas probably the render engine for the maps as i use 120 tiles to draw an map that is 160x8.

If i didt make an specially written render engine so would i nead to use 1280 tiles for the same map and that sucks up memory.
Not good for mobile devices!

This can be adjusted to how large the grid is for the screen as an smaller grid size uses less tiles.

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LeeBamber
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Posted: 9th Oct 2011 05:04
Can't wait to see a video of this one! I have a soft spot for classic RTYPE games, especially if my little ship is armed with guns that fire half a screen of bullets

I drink tea, and in my spare time I write software.
Cliff Mellangard 3DEGS
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Posted: 9th Oct 2011 10:38
Quote: "I have a soft spot for classic RTYPE games"

My favorites are z-out,x-out,blood money,menace and r type 1- 2.
I didt like the 3d r type game on psx/ps one.

I bought an amiga cd32 last week to get some inspiration

It had some games included like some collections i dont know much about?, cd32 200,cd32 444 and cd32 888.
They are supposed to inlcude over 800 amiga games on them together that you play on your cd32.

But i havent got it home yet as its in the mail.

Quote: "Can't wait to see a video of this one!"

I will try to upload somethin playable when i have something more playable upp and running.

Its alot of placeholder code currently in the engine.
And junk code

A video will be hard as i dont have any capture software or even a youtube account
cheers
Cliff Mellangard 3DEGS
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Posted: 27th Oct 2011 00:21
Are in an good mode after finding and buying alien breed 3d for the amiga cd32 today

So iam upploading my first attempt or disaster with the agk

I have no plans for this project more then to fool around and to learn agk.

I mainly want to know how badly it runs on your system?
So i know if i should delete my tilemapper and map drawing functions?
Please write wath system specs you have and your framerate.

It could be a bit hard to survive as iam so used to the wave patterns and others ?
But i nead it this way when bugg testing the code.

No boss but only turrets and 2 types of fighters.
So when you reach the map end hit esc.

This project is 5% finished.

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pedrolbs
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Posted: 27th Oct 2011 02:14
Hey there Cliff, I can tell you that that with an EeePC 901 (which means 1.6 GHz Intel Atom N270 Processor, 1 GB RAM, Mobile Intel 945 Express GPU) I get a steady 60 fps.

Nice work it feels fun.
Cliff Mellangard 3DEGS
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Posted: 27th Oct 2011 07:35
Quote: "Hey there Cliff, I can tell you that that with an EeePC 901 (which means 1.6 GHz Intel Atom N270 Processor, 1 GB RAM, Mobile Intel 945 Express GPU) I get a steady 60 fps.

Nice work it feels fun. "

Yes
My crazy idea for the tile map functions wasent an disaster
iam trying to do an game engine that works well on even the weakest systems,iam only using a small number of sprites to draw the map to save memory.

Thanks for testing it

I only have an laptop with 2,3 ghz dual core so i couldt test how well it works on weaker systems.
Cheers.
Cliff Mellangard 3DEGS
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Posted: 28th Oct 2011 01:01
Some buggfixes today!
Fixed the sound bugg that sometimes played an explosion sound twice.
Added a warning just before the turrets fire ( They now glows just before they fire)
Added another enemy that shoots at the player.
started added differrent armor levels to the enemys.
Pretty boring when they all dies by one hit
Cliff Mellangard 3DEGS
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Posted: 19th Dec 2011 22:20
Quote: "Can't wait to see a video of this one! I have a soft spot for classic RTYPE games, especially if my little ship is armed with guns that fire half a screen of bullets "

Sorry for the late video
Could someone move this to the showcase section of agk?
JimHawkins
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Posted: 19th Dec 2011 23:39
That's very pretty, Cliff!

-- Jim
Cliff Mellangard 3DEGS
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Posted: 20th Dec 2011 00:07
Quote: "That's very pretty, Cliff!"

Thanks!
Its the first project i started when i wanted to learn agk and hopefully will i finish it?
xCept
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Posted: 20th Dec 2011 00:31
I just tried the beta, it is really nice and I like the graphical style. Can I ask where your music came from? It is very nice.
Cliff Mellangard 3DEGS
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Posted: 20th Dec 2011 00:48
Quote: "I just tried the beta, it is really nice and I like the graphical style. Can I ask where your music came from? It is very nice. "

Thanks.
I belive it whas included with the sample the game is based on?
Spaceshooter that comes with agk.
It whas i while since i worked on it and the music is a placeholder until i do my own.
Cliff Mellangard 3DEGS
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Posted: 9th Jan 2012 13:57 Edited at: 9th Jan 2012 14:04
Second time trying to upload the source?

I have my hands full in real life so iam uploading the source for others to benefit from it.

I will try to improve it further on when i have more time.

Its not complete but an good start for anyone that wants to do an shooter.

I will try to upload the level editor later but its not exactly user friendly

You are free to use my own media as you please but the music is from the space shooter sample and not my own.

Any credit if you use my stuff would be nice

And keep in mind that i made this while i whas learning agk

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Cliff Mellangard 3DEGS
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Posted: 19th Apr 2012 22:40
I noticed that i forgott to upload the tile mapper i made for the game
Its extremely rough and i suggest tha you check the code for wath keys to use etc.
Simply copy the map from boinkadroid in to the media folder and load it to see and get some pointers on how to use it!

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