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

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Digital Awakening
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Posted: 27th Mar 2015 08:23
Quote: "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."

Well, it's been off development here and there, like 8 months or something. And quite a lot of the rest I have only been working on this a few hours every weekend. It doesn't add up to a whole lot if it was a full time job.

Quote: "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."

Agreed

Quote: "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."

Yeah, you have to get into it before you can do anything. Making things take a lot longer.

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

Well, there will be relatives nearby. But a lot of quiet time with just my computer. And no Internet except on my phone. I hope they got that antenna up this year.

Digital Awakening
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Posted: 9th Apr 2015 15:26 Edited at: 9th Apr 2015 15:26


Weeeee, progress!

I have added have and price info to the shop. Just look at the new screenshot. But the word cost is shorter than price so I'm using that instead.

I think I have tracked down the missing torches bug. So I'll have that fixed soon as well. Hopefully it's only this one bug causing the problem.

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Clonkex
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Posted: 10th Apr 2015 14:22
Quote: "Weeeee, progress!"


Awesome! Feels good, don't it?

Just one thing... the wording in that message is a tad weird. Personally I wouldn't say, "How about I'll sell you this grown-up's sword", I'd say, "How about I sell you this grown-up's sword". You can keep it that way if you want, just my 5 cents

Digital Awakening
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Posted: 10th Apr 2015 15:47
It feels great to scratch off things on my todo list again And I am not adding new stuff to it. So I am heading straight for Alpha 2!

I think you are right about the wording. Now that I think about it.

Digital Awakening
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Posted: 26th Apr 2015 21:59
Got a few hours of coding in today. A bunch of minor stuff, including spikes that are upside down that I can place on ceilings to make platforming more interesting My todo list for Alpha 2 keeps getting smaller!

xGEKKOx
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Posted: 13th May 2015 17:03
Ehi Digital, what you think about adding "Dungeons" to earn coins?

Digital Awakening
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Posted: 13th May 2015 19:41
I am not sure what you mean by that.

xGEKKOx
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Posted: 14th May 2015 11:41
That you can enter some doors using keys to combat against some monster that drop coins 😓

PIXIMID
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Location: Somewhere your currently not. ^^
Posted: 16th May 2015 22:35
wow... Maaajor progress since ive last looked at this. Nice work

I got the power...
Digital Awakening
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Posted: 18th May 2015 11:47
Quote: "That you can enter some doors using keys to combat against some monster that drop coins"

That's pretty much how the game works already. Except that enemies do not drop coins. You need torches to enter caves and keys to enter towers.

Quote: "wow... Maaajor progress since ive last looked at this. Nice work"

Wow, that must have been a long time ago you looked at it then. There hasn't been much progress in the last couple of months

fog
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Posted: 18th May 2015 16:39
Is the latest version on the OUYA store DA? It's a while since I checked it out and I'd like to try the latest build

Digital Awakening
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Posted: 18th May 2015 17:04
Quote: "Is the latest version on the OUYA store DA? It's a while since I checked it out and I'd like to try the latest build"


It's the latest one released. I guess you could call it Alpha 1.1. The biggest difference is that I have removed all pickups except for the hearts and coins. I felt the powerups didn't go well with the flow of the game. And the stars didn't add much, but was confusing to new players.

If you have any controller lag the game can be a little hard to play on Ouya. I've had my backer controllers sent in for a firmware update last year. Still notice microscopic lag if I have a table in front of me while playing.

fog
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Posted: 19th May 2015 16:35
Quote: "If you have any controller lag the game can be a little hard to play on Ouya. I've had my backer controllers sent in for a firmware update last year. Still notice microscopic lag if I have a table in front of me while playing."
Can't say I've ever been troubled by lag so maybe my controllers are already updated. How can you tell?

PIXIMID
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Location: Somewhere your currently not. ^^
Posted: 19th May 2015 16:38
[Wow, that must have been a long time ago you looked at it then. There hasn't been much progress in the last couple of months/quote]

Yes, it has been awhile bro. but im glad to see you havent given up on this amazing project. Hopefully F.O.D. (my current project) can go as far as yours here.

This has inspired me a lot.

I got the power...
Digital Awakening
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Posted: 19th May 2015 16:53
Quote: "Can't say I've ever been troubled by lag so maybe my controllers are already updated. How can you tell?"


To find out what yours is, go to the controllers pairing menu and press Y (bluetooth settings), then with the touchpad, click on the settings icon on the right of the screen , near to "OUYA Game Controller". It will open a menu showing firmware version of the Ouya gamepad and its current battery level.

I think I got my controllers updated from 0x0102 to 0x0104 which reduced the lag I had sometimes. Could be as bad as a second on the old firmware.

Digital Awakening
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Posted: 26th Jun 2015 14:16 Edited at: 26th Jun 2015 14:29
YAY PROGRESS!!

I'm on an Edge connection through a wifi hotspot on my phone. It's really slow.

This first screenshot is of the new secondary score screen. In addition to displaying the points to the next rank it now shows how your score compares to previous runs. Up to 4 other scores are displayed on top. You can now also choose to replay the same level again.



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Digital Awakening
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Posted: 26th Jun 2015 14:18 Edited at: 26th Jun 2015 14:30
Here's another screenshot. You can now bring up the top 8 scores for each level.



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baxslash
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Posted: 26th Jun 2015 16:38
Awesome, I'm glad you're still working on this!

Using AppGameKit V2 Tier 1
Digital Awakening
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Posted: 26th Jun 2015 19:33 Edited at: 26th Jun 2015 19:37
I am working on achievements and I would like to hear what you think. I have 2 designs for my achievements screen. The first one I think is more clear and looks better. But the 2nd contains two additional achievements per page. This cuts down the total number of pages by 33%.



Quote: "Awesome, I'm glad you're still working on this!"

I'm not planning to give up BTW, a game lab just started a hour away from where I live. Things could get interesting.

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Digital Awakening
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Posted: 28th Jun 2015 13:36
This has been a very productive week. High scores, achievements and some minor fixes. It's not over yet and I got another 5 days here in the cabin next week as well. I hope to keep some of the momentum going after next week. We will see.

Patriick
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Posted: 9th Jul 2015 19:40
Great progress, this project is quite promising! Keep up the good work!


Regards,
Patrick.
Digital Awakening
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Posted: 26th Jul 2015 10:46
Thanks

Wish I had more time but I'm just too busy with work and everything.

Clonkex
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Posted: 26th Jul 2015 11:06
Quote: "Wish I had more time but I'm just too busy with work and everything."


I wish I could say I didn't know what you meant by that... ugh, life is so annoying sometimes!

Digital Awakening
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Posted: 13th Aug 2015 11:18
I have taken the plunge and decided to start working only 20h/week starting in September. I intend to really try to complete the game and see where that takes me. The game lab I am part of now is just getting started, but I think that's going to really take off with all the connections and creative people. I am hoping for a very exciting time!

Clonkex
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Posted: 15th Aug 2015 02:30
Digital Awakening
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Posted: 15th Aug 2015 13:27
Thanks

I am really looking forward to this. Not only will I have more time and energy to work on RTA but also for friends, games and exercise. So while it's a drop in income it's a quality of life improvement.

And I really want to finish RTA. Then I can point to it and say "look at what I have done". And I can then jump on other project. Hopefully I can afford to keep working part time, or even full time, on games when it's done.

Next up for RTA I will look at adjusting the colors of the world map. Some think it has too much contrast. Then I will work on animating the water on the map as well. Using the same method as the level water, where I exchange the image used for separate animated ones.

lilpissywilly
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Posted: 23rd Aug 2015 10:22
Good luck DA! Lycka till!

My hovercraft is full of eels
Digital Awakening
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Posted: 23rd Aug 2015 10:25
Thanks Tack

greenlig
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Posted: 24th Aug 2015 03:18
Ey that's really good to hear Magnus, I've just recently gone to a 22.5hr week as well. Gives me a lot more time for programming and working on projects that matter to me! The dip in pay worried me a lot, but it actually isn't that bad. Time != money. Time > money.

Good work, can't wait to see more of RTA

ZacDuff.com
Digital Awakening
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Posted: 25th Aug 2015 00:46
Thanks

I have a pretty high rent on my apartment so I will definitely be loosing money every month, about $250. And I don't plan to move, it's a nice apartment and solves other problems. So I have to make money on RTA or it has to lead to something else. Or I will have to go up to 30h/week. But right now I got money to do this.

greenlig
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Posted: 26th Aug 2015 07:05
Ah ok. My partner also earns quite well working for EA, so rent isn't such an issue where I am. Good luck with RTA, you should make a level editor so the community can get into it!

Also, as a side note, something you said about RTA has had quite an influence on me. You mentioned that you get started on tool-building fairly early, and the game evolves out of that. I've applied that directly in my latest project, and I must say I really love the workflow. Good advice, it's working!

I can feel the urge to replay RTA coming on. Brb.

ZacDuff.com
Digital Awakening
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Posted: 26th Aug 2015 14:49
Don't have anyone to share the rent with right now and I don't have such a well paid job.

I have a level editor. It got some bugs and I haven't worked on custom levels yet. I hope to include it for PC/Mac/Linux but we'll see.

Sometimes I start on a prototype just to try something out. But yeah I've been starting with tool-building for years now. With RTA I also decided to work on the game from outside in. I started with menus then map then level. That ensures I have a framework that can load in whatever I need later on. I can also set where the game starts and if it should skip loading the save file. So for testing I usually starts on the map so I don't have to go through into etc. Or I can just launch into a level directly, great for working on collisions etc.

Digital Awakening
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Posted: 1st Sep 2015 23:10 Edited at: 1st Sep 2015 23:12
I've been playing around with the saturation of the world map and I think it's better with a lower saturation. However, I can't decide which one I like. So, here is a compilation.

Top is the original full saturation version. In the middle (A) the map tiles have medium saturation. At the bottom (B) the tiles have low saturation. To the left (1) the objects have full saturation. And to the right (2) the objects have medium saturation. Which one of do you like? And please comment on why.

The image is too big to show in the post so please use the view button.

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Crazy Programmer
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Posted: 1st Sep 2015 23:16 Edited at: 1st Sep 2015 23:17
Hi there Digital, I like the original the best.
If I had to pick one that wasn\'t the original, It would be A2.

B1 and B2 the grass looks blue, and its too close of color to the roof tops.

http://crazyprogrammerproductions.webs.com/
Paronamixxe
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Posted: 1st Sep 2015 23:47
I agree with Crazy Programmer, the original looks the best. (Otherwise A2, the other look a little to white-washed).

cheers
Rickynzx
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Posted: 2nd Sep 2015 14:30
I agree the original looks best to me. But if i had to choose it would be A1

Digital Awakening
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Posted: 2nd Sep 2015 15:20
Interesting to see that you all prefer the original Thanks for your feedback.

Crazy Programmer:
If the grass looks too blue it could always be changed later to more green.

Crazy Programmer
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Posted: 2nd Sep 2015 18:41
Quote: "If the grass looks too blue it could always be changed later to more green."

Yes sir, but I am still a fan of the darker colors.

http://crazyprogrammerproductions.webs.com/
Digital Awakening
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Posted: 5th Sep 2015 11:24
So far 8 out of 12 have voted for X while only 1 have voted B. Maybe I'll make X default and then offer A2 as an option.

unlikely
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Posted: 8th Sep 2015 02:01
I like X and then A1 slightly behind that.

Using AppGameKit v2 T1 + T2
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Digital Awakening
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Posted: 9th Sep 2015 14:50
Thanks unlikely

Digital Awakening
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Posted: 14th Sep 2015 22:53
Finally that world map water is fully animated. Making it work with the map scrolls took some extra time to figure out. Would have been easier to implement from the start but at least it's done now. Brings a lot of life to the game. And considering that the water is animated on the title screen and on the levels, this is definitely going with the theme.

Digital Awakening
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Posted: 24th Sep 2015 14:59 Edited at: 24th Sep 2015 15:00
Just working on boring stuff right now. Here are the new volume sliders for sounds and music.



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Clonkex
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Posted: 24th Sep 2015 15:37 Edited at: 24th Sep 2015 15:38
Quote: "Just working on boring stuff right now. Here are the new volume sliders for sounds and music."


Very slidery.

You're right, that is boring.



Digital Awakening
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Posted: 16th Oct 2015 18:22 Edited at: 16th Oct 2015 18:24
And here's a key configuration screen. It turned out pretty nice and works great! Most of the boring stuff I intend to do for this game is almost done now

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Digital Awakening
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Posted: 22nd Oct 2015 18:25
Just had a talk 5 minutes ago with a man who got some cool connections. He likes the game and maybe it can lead to some kind of publishing deal.

I got the boring stuff sorted out. I'm going to do some video capturing for pitch material. Then I might start on some new monsters. Right now I won't be releasing another alpha. Simply because we are looking at potential publishers right now.
SpecTre
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Posted: 22nd Oct 2015 19:35
Cool, great job and good luck
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Chris Tate
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Posted: 23rd Oct 2015 18:32
Good luck! Keep up the good work
Digital Awakening
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Posted: 24th Oct 2015 11:21
Thanks guys
Rickynzx
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Posted: 24th Oct 2015 11:40
Thats great news, good luck with this.

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