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AppGameKit/AppGameKit Studio Showcase / [WIP] Rush to Adventure

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Digital Awakening
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Posted: 20th Sep 2014 13:40
Quote: "Excellent. I've been checking back regularly for a PC version (have I missed one?) so looking forward to giving this a try"

There have always been PC versions. But not of the PAX release. I don't want to spam new versions without much new stuff for people to try.

fog
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Posted: 21st Sep 2014 14:48
Finally had a play. Really enjoyable and beautifully polished presentation.

Regarding the powerups, I like them, although I think the player should earn them in some way rather than just have them collectable. Maybe enemies sometimes drop them when killed?

Also powerups should be really worth collecting so instead of just making your sword a little more powerful how about giving the player a temporary bow-and-arrow or the ability to shoot fireballs?

Right, I'm off for another play

Digital Awakening
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Posted: 21st Sep 2014 17:38 Edited at: 21st Sep 2014 17:38
Quote: "Finally had a play. Really enjoyable and beautifully polished presentation."

Thanks

Quote: "Regarding the powerups, I like them, although I think the player should earn them in some way rather than just have them collectable. Maybe enemies sometimes drop them when killed?"

Because of the speedrunning aspect of the game, it cannot be random.

Quote: "Also powerups should be really worth collecting so instead of just making your sword a little more powerful how about giving the player a temporary bow-and-arrow or the ability to shoot fireballs?
"

An interesting concept, will think about it. There will however be a sword that shoots projectiles.

Quote: "Right, I'm off for another play"

Have fun

fog
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Posted: 23rd Sep 2014 00:15
Quote: "Because of the speedrunning aspect of the game, it cannot be random."
The powerups could appear by killing certain enemies, or smashing certain blocks Mario style, it doesn't have to be random.

As a player, finding "hidden" powerups is far more satisfying than simply picking them up and anything that gives the player a sense of achievement is a good thing

Digital Awakening
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Posted: 24th Sep 2014 11:19
I am not a fan of having things hidden on the levels. There will be things for the player to figure out but they are not hidden. This is also not a game were you can destroy a lot of blocks in the levels like in a 2D Mario game. But having the powerups placed to be more of a challenge to get, sounds like a good idea. Currently they are just added to existing levels and not made part of the level design.

Van B
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Posted: 25th Sep 2014 12:13
Maybe having 1 bonus item per level would be cool, could be hidden inside an enemy, or behind a bush, or anything really. I've been playing Wonder Boy on my mame cab recently, that's a really nicely made game - anyway each level has a doll hidden somewhere, as the difficulty progresses these become much more difficult to get, usually involving near-suicidal jumps. But it's fun, I always at least try and get the doll on every level. I like old game mechanics like that.

Consider as well that people will all play the game differently, maybe people would prefer to speed-run once they've already played through the level and got all the goodies. It might make the game more dynamic if you have a speed-run record for level replays - people could play the game at their own pace, get through the levels, but then go back and try for some speed-run records. I think that would encourage replay... especially if it could record the top 3 times per level, and the player could try for a record.
That's how I tend to play platform games at least - unless I'm being forced I tend to take my time until I know the level, then I'm all for going for records and stuff. Just a thought.

I am the one who knocks...
fog
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Posted: 25th Sep 2014 23:47 Edited at: 25th Sep 2014 23:48
Agreed Van. It's all about keeping the player engaged and encouraging them to keep playing. Give them some incentive to revisit levels.

Players like challenges and targets, whether it's finding hidden objects, beating speed run targets or getting on the highscore table, Achievements etc. they are pretty much a guaranteed way to increase the number of players. Make them optional to progress and everyone wins.

Just some general ideas DA.

Digital Awakening
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Posted: 27th Sep 2014 12:16
So, the reason for the delay in reply is that I wanted to do this on a PC and not my phone, and when I have more time.

Quote: "Maybe having 1 bonus item per level would be cool, could be hidden inside an enemy, or behind a bush, or anything really."

It's an interesting concept. IIRC in Wonder Boy you throw axes that fly in a high arc? And if you hit the doll with the axe it appears? I am a bit more limited when it comes to covering the screen but I guess I could hide an item that the player finds by touching it. Most people who play my game kill all enemies on every run so hiding it inside a monster doesn't really do anything. But I was thinking that perhaps after you find it, it's always visible. With an icon on the world map showing that you got it.

Quote: "It might make the game more dynamic if you have a speed-run record for level replays"

The game currently saves your highest score. It's at the bottom left of the score screen that pops up after you beat a level and when you are replaying it. Did you know that? Do you think it's better to show a list with more than the highest score?

Quote: "Players like challenges and targets"

That's why I have a ranking system I have been considering some form of achievements but not decided on it yet. I need to add them on top of excising design so I'll see how I can implement things.

Van B
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Posted: 27th Sep 2014 17:39
Yeah, it's quite a fluid game for it's time, lots of tricky jumps and obstacles, especially when you don't have the axe. The easier levels have the doll plainly visible, but later on it's hidden, you have to hit the location it's at with an axe to reveal it. I guess you could use a backdrop detail like a flower, and hide the item in a different location each time, but once you've found it on that level you could just skip it, like make it a once per level thing. Get all the hidden items on all levels to get an achievement of some sort - that's the sort of achievements I tend to go for.

I think it's worth recording and showing the speed run speed under the high score - then people can easily keep track. I'd say it's just as important as the high score.

I am the one who knocks...
Digital Awakening
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Posted: 27th Sep 2014 22:37
I can fit in achievements in the world map menu. I thought about achievements earlier today and came up with about 12. Some for early motivation and others for late game. I am also considering doing them name only, so you don't know what the requirements are. But with a percentage to show how far you have come.

Quote: "I think it's worth recording and showing the speed run speed under the high score - then people can easily keep track. I'd say it's just as important as the high score."

Each second lowers your score, so time is already part of the score itself. Considering adding tens of seconds to the score screen, instead of using whole seconds.

xCept
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Posted: 30th Sep 2014 02:23
I finally got around to playing this on my Ouya. Oddly enough, I hadn't played a 2D platformer of this sort for as long as I did, since Donkey Kong Country on SNES!

All around a great game, much improved since the early alpha I played long ago. I kinda am stuck and can't beat one of the last levels that seems to require a huge jump at the start that I can't make. I was going to get more coins to level up my agility but can't accumulate coins on already completed levels. Maybe I just need to explore more.

Great music too! A few nit-picks:

Clonkex
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Posted: 30th Sep 2014 06:24
Quote: "since Donkey Kong Country on SNES!"


Oh the memories I have of this game, also on SNES! Played that so much with my brother!

Digital Awakening
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Posted: 1st Oct 2014 11:14
Quote: "All around a great game, much improved since the early alpha I played long ago."

Thanks

Quote: "I kinda am stuck and can't beat one of the last levels that seems to require a huge jump at the start that I can't make."

There's a hint on one of the signs. I will make this jump easier in the next version though.

Quote: "I was going to get more coins to level up my agility but can't accumulate coins on already completed levels. Maybe I just need to explore more."

Coins do not give you experience. And agility does not affect your jumping ability.

Quote: ""Signs like these contains tips..." - Remove 's' from contains"

Thanks for spotting that

Quote: ""You may use the mouse to click and drag..." - Change input description based on platform and input method user is using"

This is due to a bug in the Ouya release version, causing it not to display the correct text. Did not notice after it was released.

Quote: "Walking into walls will automatically make player 'climb' them to top no matter how steep! This got me into problems many times as I warp up to where enemies are standing even when on a very low platform (i.e., the cave level)"

This one I have not heard of before. I have not had this happen to me. Will have to check and see if something has been changed in the collision code. Does this happen to you on all levels?

Quote: "Probably should change 'Elder' message after you've already collected the special gift so it says something like 'There is nothing more I can give you.'"

That's a good idea. But would require quite a bit of work due to how the editor for that is currently set up.

Digital Awakening
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Posted: 12th Oct 2014 22:04
One again things got piled on other things and RTA got pushed to the side. Slowly working on getting things rolling again. I had this massive todo list for alpha 2. I didn't know where to start. And it's really hard doing things with code I haven't touched for ages. There are lots of minor things to do an also some not so minor features, which I think I will tackle once the easier stuff is dealt with. Progress is much slower than I want, but it's moving forward.

I've read some article a few weeks ago, that mentioned feature creep. RTA is definitely suffering from that. I want it to be a good game but I also need to get it done. It has become a much bigger project then I first had in mind. So I am cutting some of my ideas, that I haven't even talked about. I think I will cut Twitter and Facebook as well. This doesn't seem like the right kind of game for that.

3d point in space
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Posted: 14th Oct 2014 18:02
digitial its because every one is trying to develop there own app I think this bogs us down. I am willing to work on graphics and not the programming side I just got to find someone that is willing to share credit, or it can be the other way around someone does the code and you do the graphics it does not matter. I think that people on these forums are getting caught up in there own app. It really does not matter how programs and how makes graphics.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
Digital Awakening
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Posted: 15th Oct 2014 00:00
Well, the graphics aren't very time consuming in RTA. But it got a lot of features, so that takes a lot of time to code. And I am also adding stuff that wasn't planned for when I started, and that adds a whole lot of extra time.

fog
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Posted: 15th Oct 2014 23:17
It generally takes the opposite course for me when it comes to feature creep. As my stuff is pretty basic I tend to start with features that over-complicate things and then remove them as I find out what the games strengths are.

With RTA there are a lot of elements and it's a big undertaking for one man so I'd try and pick one element you enjoy and build around that. Do you want a good story, a Zelda style adventure game or a challenging platform game?

BTW this was the first game I tried on Ouya and it runs and looks great.

Digital Awakening
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Posted: 16th Oct 2014 00:22
Quote: "It generally takes the opposite course for me when it comes to feature creep. As my stuff is pretty basic I tend to start with features that over-complicate things and then remove them as I find out what the games strengths are."

Cutting things out can be a skill on it's own

Quote: "With RTA there are a lot of elements and it's a big undertaking for one man so I'd try and pick one element you enjoy and build around that. Do you want a good story, a Zelda style adventure game or a challenging platform game?"

It's a bit of all. Well, I guess adventuring and speed running is at the core. I am cutting away things that does not really add that much extra to the game. That includes some platforming stuff.

Quote: "BTW this was the first game I tried on Ouya and it runs and looks great."

Thanks

3d point in space
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Posted: 16th Oct 2014 03:29 Edited at: 16th Oct 2014 03:36
I have not programmed much this week and last ether I have midterms in grad school which is eating up my time. I also have to write 4 page papers every two weeks. APA is really getting on my nerves. I guess it shouldn't get on my nerves since I get 2200 a month to go to grad school. I guess I can call that work.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
Digital Awakening
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Posted: 16th Nov 2014 16:04
Not dead yet!

Once again lots of stuff have kept me from working on RTA. I have been working almost full time since summer and I got full time nov-dec. I have been working on clearing up my free time, so I will hopefully get a few hours of done every week.

Last weekend I sorted out everything I had on the player attack code. This includes extending the attack window of the regular attack and also making the power strike last over time as well. Both attacks now show up with physics debugging turned on, like the other two attacks have for quite some time now. I have also fixed minor glitches.

Today I have been working on various minor things. Including going through all current levels and making minor adjustments. I have decided to remove the stars and powerups. I don't think they add to the gameplay. Instead they break the flow. The hearts will stay. I think they add to the adventuring experience of the levels. I still have a chest planned, with artwork already made. It will give the player a handful of coins when touched. And I am also planning to add the hidden objects that Van suggested.

Digital Awakening
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Posted: 17th Nov 2014 22:14 Edited at: 17th Nov 2014 22:45
I'm on a roll. Redid some of the code for leveling up. It now works the same way as it probably will be in the final version. Well, maybe I'll tweak it. You are mostly free to level up as you please, with some restrictions. You can't just level up one skill and ignore the rest. I play tested a couple of versions on normal so it took a few hours.

Corum
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Posted: 23rd Nov 2014 17:46
This looks awesome! Kudos on sticking with it all this way! I'm totally new to this - obviously you don't want to release the whole source if you're developing this, but if you have a simple demo version or something, any chance of you expert guys (as well as OP) posting code snippets etc to show how to do stuff like drawing sprites etc? The more examples I can look at, the better.
Well done! It looks great!
Digital Awakening
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Posted: 23rd Nov 2014 20:59
Thanks Corum

Drawing a sprite is easy. Start with LoadImage() to load an image and then use CreateSprite() to make a sprite using your image. Boom! Sprite drawn on screen. Check out the image and sprite sections of the manual.

Yodaman Jer
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Posted: 15th Dec 2014 17:12
I downloaded this the other day and have been playing whenever I get the chance. I love it! It feels like a cross between some Zelda games and various sidescrollers.

Very inspiring! Keep up the good work!

Digital Awakening
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Posted: 16th Dec 2014 11:44
Thanks

That's a good description of what I intended to make with this game.

I didn't expect to work as much as I have after the summer. That, combined with life, is why there is so little progress right now. Getting only a few hours to work every month really kills the momentum. I hope that things improve over the holidays. And I don't think I will be working full time in January.

Conjured Entertainment
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Posted: 19th Dec 2014 04:58 Edited at: 19th Dec 2014 05:01
I just picked up my OUYA today. I have not downloaded this game yet, but I am going to download it this weekend when I have the free time to play it.

This is really exciting to see AppGameKit and OUYA playing nice together.

Which version of AppGameKit did you use for this???

Digital Awakening
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Posted: 19th Dec 2014 23:27 Edited at: 19th Dec 2014 23:28
Thanks

Quote: "Which version of AppGameKit did you use for this???"

All of them

Started with early 1.x and have been updating it over time as new AppGameKit releases comes out. AppGameKit 2 got the best OUYA support by far, so that's a given. If you are asking about tier, then it's tier 1.

Conjured Entertainment
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Posted: 19th Dec 2014 23:48 Edited at: 20th Dec 2014 00:28
Thanks for info.

I have been expanding the levels of the game I built when I first got AppGameKit (when it was first released), and I used Tier 1 then and I am still using tier 1 (I love BASIC). This is wonderful news knowing that I can keep using tier 1 for OUYA development. I put another game title of mine on hold when I moved over from 2d to 3d, but now, I am going to start working on that game again. I forgot how much fun the 2d is until I started using AGK. I just found out about OUYA the other day in the forums (I think it was your other thread in chat) and I am excited about developing for a HD console for the TV (the little screens on the phones restrict me too much).
Thanks again for answering this for me, and good luck on the continued success of \'Rush to Adventure\'.

P.S.
On a side note... I am surprised that you are not sporting an AGK Developer badge.

Digital Awakening
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Posted: 20th Dec 2014 00:18
Quote: "Thanks again for answering this for me"

No problem, you are welcome!

Quote: "and good luck on the continued success of 'Rush to Adventure"

Thanks again

Quote: " I am surprised that you are not sporting an AppGameKit Developer badge."

I think the requirement is a fully released game.

Conjured Entertainment
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Posted: 20th Dec 2014 00:34 Edited at: 20th Dec 2014 00:41
Quote: "I think the requirement is a fully released game."


AGK Developer - Awarded for publishing a game made in AppGameKit in a recognised market including but not limited to AppUp, Meego, Android, and Apple stores.

I guess it depends on TGC's definition of publishing.

Getting it up on OUYA is really cool, and their store may be full of surprises soon.
I think OUYA was an awesome idea, and I imagine it will have a great future, which makes it a perfect match for AGK.

Anyway, congrats again, and I am sure you will have the badge soon enough if you keep this one moving forward.

JLMoondog
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Posted: 20th Dec 2014 01:59
I'm hoping to get on the Ouya bandwagon myself next year with my next project. So far it looks like on of the better platforms to release too.

This still is one of my favorite games made with AppGameKit, can't wait for a full release.

<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
Digital Awakening
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Posted: 20th Dec 2014 20:22 Edited at: 20th Dec 2014 20:23
Thanks guys

I would say that the future of the Android consoles is still uncertain. But OUYA is as far as I know the most successful one. It is also a great launch platform for indies, with lots of free marketing. Because they just love telling about the games they have.

Conjured Entertainment
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Posted: 20th Dec 2014 23:46
YAY! That was fun.
I got over to my friend's house today and downloaded/played. They were watching me struggle to jump up to one part and were quick to tell me "you suck". That attitude changed when they took the controller and failed twice on an easier jump.
Your game's jump is a good one, because it is just like the old school games back in the day. I am still working on perfecting a jump that has a flying spin for the double jump based on the height of the first jump. So, until I am happy with it (mine is miserable so far) the jump has to wait.

Congrats on your badge!

Quote: "
This still is one of my favorite games made with AppGameKit, can't wait for a full release."

I am looking forward to the full release too.

Cheers

Digital Awakening
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Posted: 21st Dec 2014 09:13
Thanks again

Badge, sweet!

I have spent a lot of time coding my gameplay. That is very important to me. It is what the player feels the most while playing. I am very much used to old school games, and I like precise controls and variable jump heights.

Clonkex
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Posted: 21st Dec 2014 12:35
Quote: "Badge, sweet!"


Drat, I wish I'd been here earlier, then I could have given you the badge... I love giving people badges...

JLMoondog
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Posted: 21st Dec 2014 17:13
Muhahahha!

<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
Yodaman Jer
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Posted: 22nd Dec 2014 05:26
Quote: "I love giving people badges... "


I will let you give me a badge Clonkex. I don't know what for but you could give me one.


7+ years and counting!
Clonkex
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Posted: 24th Dec 2014 03:02
Quote: "I will let you give me a badge Clonkex. I don't know what for but you could give me one."


lol if you can find something in the list of badges that you think you're qualified for, I'll consider it

Yodaman Jer
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Posted: 24th Dec 2014 04:05
Looks like I'll have to be a participant in the 2015 competition to get a badge in the nearish future, possibly develop a lot of AppGameKit tools as well. But let's not derail this thread anymore!

I really, really love this game. This is very inspiring and I really love the graphics style. The music is also superb, did you write that as well?


7+ years and counting!
Digital Awakening
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Posted: 24th Dec 2014 14:31
Thanks The music is made by Chris Chapman. If you use the link in the credits you can buy the soundtrack.

Will probably start coding again today or tomorrow.

God Jul, Merry Christmas and Happy Holidays

Digital Awakening
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Posted: 25th Dec 2014 23:26
Finally got some more progress! The powerups have been completely removed from the code. As Van suggested I decided to add hidden objects. They are not required for getting a high score, instead you can see on the world map if you have found it on each level. I also have chests that opens up with 5 coins flying out.

Green Gandalf
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Posted: 23rd Feb 2015 13:31
Just stumbled across this game via Mr Valentine's web pages () and youtube video. Nicely done. Keep it up.



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Digital Awakening
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Posted: 4th Mar 2015 13:48
Thanks

Sorry about the slow reply. Programming is currently on hold until I have more time and things get less stressful.

xGEKKOx
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Posted: 21st Mar 2015 04:28
Ehi Digital, are you still in Alpha?
I want to play it on iPaaaAaaaAaaAAaad !!!

Digital Awakening
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Posted: 24th Mar 2015 09:01
Yep, still in Alpha. This summer I will spend 2 weeks in a cabin with little more than my laptop and my ebook reader. So I'll be coding quite a bit. And I hope to get things rolling before that. Like probably soon, any day now.

Van B
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Posted: 24th Mar 2015 14:04
Sounds like my kind of holiday DA, you know your a geek when you look forward to just coding for a couple of weeks.

I just noticed when this thread was started, damn this is a long project, probably longer than you ever thought it would be, and I'm kinda in the same boat with eat drink slay... like the last 5% of a game project usually takes about 70% of the time!

I am the one who knocks...
Digital Awakening
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Posted: 25th Mar 2015 16:24
Quote: "Sounds like my kind of holiday DA, you know your a geek when you look forward to just coding for a couple of weeks."


I have so many new game ideas and if there is ever going to become anything of them I really need to prove I can complete this game. And I also want to get RTA done, after all the hard work.

Quote: "I just noticed when this thread was started, damn this is a long project, probably longer than you ever thought it would be,"


When I started on RTA the game idea was simpler and I was working 2 days a week. I am now working 5 days a week. And wherever something comes to take up my now limited free time the coding suffers. And it keeps getting harder and harder to get back into it because I now have code that is 3 years old that I can't remember anything about.

Chris Tate
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Posted: 25th Mar 2015 16:54
Quote: "you know your a geek when you look forward to just coding for a couple of weeks"


29 games
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Posted: 26th Mar 2015 21:28
I can't believe this has been going for three years. Just shows how much dedication is required to make a game of any quality.

I hope you get lots done in your time off. It'll be so cool to see this game finished, it deserves to be finished.

SpecTre
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Location: UK
Posted: 26th Mar 2015 21:52
I know what you mean leaving a project and going back to it, it all looks alien when you start it again as if someone else has coded it. Especially a project as big as this.

Enjoy your time off coding, sounds great. Quiet place with just the computer.

The Amiga and Amos were great!
Download my game - Paint Pot from Amazon and Google here - http://leap.my-free.website/

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