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

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DavidAGK
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Posted: 24th Oct 2015 11:49
I am seriously impressed with the commitment you have shown to this game. Good work. You'll be really pleased when you finally publish it.
Using Tier 1 AppGameKit V2
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Digital Awakening
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Posted: 25th Oct 2015 11:06 Edited at: 25th Oct 2015 11:06
Quote: "I am seriously impressed with the commitment you have shown to this game. Good work. You'll be really pleased when you finally publish it."

Thanks Currently it's not even close to be published. But there's a possibility.


I am currently experimenting with having objects light up the map. The guy I had a meeting with wanted something to more clearly indicate where you can go and why. And this is my solution. It can also give some extra spice to the story but also looks quite nice. I immediately saw that I could remove the text that tells players to explore the sign in the beginning of the game. The sign is lit up so the player is naturally drawn to it. What do you think?

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Clonkex
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Posted: 25th Oct 2015 23:24
Looks good, me thinks.

I wonder, however, if the text indicating the key associated with each function (map, inventory, etc.) should be slightly less bright. As in, less white, more grey. Just a thought, might make it flow better.
Digital Awakening
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Posted: 26th Oct 2015 21:44
Thanks

Quote: "I wonder, however, if the text indicating the key associated with each function (map, inventory, etc.) should be slightly less bright. As in, less white, more grey. Just a thought, might make it flow better."


I like the contrast between the icons and the buttons. But maybe they take too much attention. Is this perhaps enhanced with the darker map?
Digital Awakening
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Posted: 26th Oct 2015 21:57 Edited at: 26th Oct 2015 22:08
Yeah, they definitely stand out more now when the map is darker. I tried to change the text into the same color as the buttons but that was way too flat. Here's a version where I have toned down everything but with varying amounts. It gives a nice dynamic and brings out the coin counter. It also goes better with the darker look. When comparing to the old look these don't steal as much attention from the game. I think I prefer this one. Thanks for the suggestion

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Clonkex
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Posted: 27th Oct 2015 22:35
Quote: "I think I prefer this one."


As do I. They're still sufficiently contrasted to not go unnoticed but they don't distract your eyes any more. Nice
Digital Awakening
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Posted: 28th Oct 2015 09:57
I also toned down the coin counter. Ended up with a 50% decrease in brightness on everything and it looks great.
Digital Awakening
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Posted: 6th Dec 2015 15:09 Edited at: 6th Dec 2015 15:10
Finally got around to installing Wordpress for my website this week. Just completed it with an about page, a new blog post and new screenshots. Why not take a look around and leave a comment

Webpage updated!
Clonkex
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Posted: 6th Dec 2015 23:32
I don't know if I ever looked at the website before because you have no link to it on your profile or signature, but it's certainly looking good now! Very professional. Even the blog is well-integrated.

On about page:

Quote: "I hope it shows in all of it's various parts and details."


It's - Contraction of "it is".
Its - Possessive pronoun, like hers or theirs.

Quote: "There are 4 atributes to level up"


attributes*

Just because spelling is important to creating a professional image. However I think in this case since you state straight off that you're Swedish people would probably forgive any spelling errors!
Digital Awakening
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Posted: 7th Dec 2015 18:45 Edited at: 7th Dec 2015 18:48
Thanks for spotting those

Oh, I should change my webpage link to direct to my webpage instead of Twitter! But my signature image is also a link to my website, but it was old and didn't work anymore.

This one looks a lot more professional and is way easier to update and maintain because I use a CMS now
Digital Awakening
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Posted: 9th Dec 2015 16:32 Edited at: 9th Dec 2015 16:43
This is a test I did for the graveyard tiles I'm working on right now. I haven't started on the background yet so it's a flat color. What are your thoughts on it?



And I messed up. There's also a tile with a broken fence that didn't make it into this one.

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Digital Awakening
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Posted: 9th Dec 2015 16:39 Edited at: 9th Dec 2015 16:41
And here's a bigger version.

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Clonkex
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Posted: 10th Dec 2015 08:55
Not sure if you want thoughts on the tiles or the background so here's some on both:

Tiles - Some of the gravestones should appear behind the fence to give it a sense of depth and to break up the repetitiveness.

BG - My first thought is that it should be either a twilight sky with a lighter blue towards the bottom and a gradient going to black or dark blue near the top, with stars appearing progressively the higher up they are... OR a very dark blue (nearly black) sky with lots of stars (maybe fading near the lower part of the screen) and a giant moon near the top-right. Both types of background should be parallaxed to move slower than the foreground when scrolling.
Digital Awakening
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Posted: 10th Dec 2015 10:29
I am at the maximum number of tiles already. And I want the grave, fence and bush order. The tiles are not intended to give much depth. That's the job of the background. If I hadn't coded in a max number of tiles I could have added them.

Thanks for the comments on the background I have planned for a dark background with blue and/or purple tones. There will be a full moon and probably some hills etc. Not sure about stars. Maybe some foreground haze. And all my backgrounds have parallax
Digital Awakening
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Posted: 11th Dec 2015 12:28 Edited at: 11th Dec 2015 12:29
Here's a mockup of the new graveyard background. What do you guys think?

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Digital Awakening
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Posted: 11th Dec 2015 12:52 Edited at: 11th Dec 2015 12:52
I got a request for a tree so I added one. Found an image of a tree with Google and redid it to fit the game and the background. Thoughts?

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SpecTre
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Posted: 12th Dec 2015 16:47 Edited at: 12th Dec 2015 16:47
Hey I like it, much better with the tree, spooky Reminds me of Ghost and Goblins a bit. Very atmospheric with the moon and background shading.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!

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Digital Awakening
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Posted: 13th Dec 2015 19:46
Thanks

I can see the similarities. But it wasn't my inspiration.
Crazy Programmer
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Posted: 13th Dec 2015 22:40
I'm liking the new tiles! Glad to see good things are coming your way
Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
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Clonkex
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Posted: 14th Dec 2015 01:34
Digital Awakening
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Posted: 16th Dec 2015 08:34
Thanks guys
Digital Awakening
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Posted: 23rd Dec 2015 18:36
Here's a video of the intro with the new music. What do you guys think? The reason that I am switching music/composer is because I am unable to get full rights to the current music, even though I have permission to use the music in the game. This makes it a mess when it comes to Youtube and people uploading videos. So I am working with a local musician who loves old NES games and music. This is a link to a video in wmv format that's temporarily hosted on my webbsite. It's in a different style than what I had.

Click here
Clonkex
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Posted: 24th Dec 2015 00:56
No idea what the music sounded like before since I haven't actually played the game even once (laziness), but I really like that music and intro. Feels very Kirby! (Man, I forgot how much my brother and I played Kirby games on a SNES emulator years ago... gotta play them again today sometime!)

Definitely like the music!
Digital Awakening
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Posted: 24th Dec 2015 12:28
Thanks. This music sure brings back some old memories

You can download the Alpha here if you want to give it a go, or just listen to the music.

http://www.indiedb.com/games/rush-to-adventure/downloads/rush-to-adventure-alpha
Digital Awakening
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Posted: 26th Dec 2015 07:23 Edited at: 26th Dec 2015 07:28
Attached are 2 mockups of the new temple scene. Ignore that the light shines from different directions. Also, the back wall will be made a little brighter. But I can't decide if I want the gray or blue foreground. What do you think? Also any comments about the scene is welcome.

For some reason my attachments doesn't load when I click on them so here they come.



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Clonkex
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Posted: 26th Dec 2015 12:50
At first glance I liked the second (bluer) image the best, but after looking at them longer I couldn't decide any more.

For some reason the first image strongly reminds me of this level (Boardwalk) from Halo Reach:

Digital Awakening
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Posted: 26th Dec 2015 13:05 Edited at: 26th Dec 2015 13:06
The gray one stands out more from the background and gives a more varied look. But the blue one makes more sense, it's more realistic that everything have a blue tone.

I haven't played it. Looks like the colors are similar, but I got more blue and less gray.
unlikely
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Posted: 26th Dec 2015 15:43
Looking great, man!
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Digital Awakening
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Posted: 26th Dec 2015 15:49
Thanks But which one looks the greatest?
Ranietz
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Posted: 26th Dec 2015 16:55
I like the blue foreground the most. It fits better with the background.
JLMoondog
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Posted: 26th Dec 2015 19:04 Edited at: 26th Dec 2015 19:05
Game is looking great and I agree, the blue works a bit better than the grey. I'd still maybe add some contrasting colors to either the background or foreground so it breaks up that blue a bit.

One other suggestion I have is try adding a black outline to anything that is interact-able like enemies, coins and even the character. This will allow it to stand out more. I made a quick graphic to show the difference. I'd say try it on one object, see if you like it and if you don't you can always revert back. I just think it'll make enemies and your character pop out more.

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Digital Awakening
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Posted: 26th Dec 2015 19:18 Edited at: 26th Dec 2015 19:22
Thanks Ranietz

JLMoondog:
Thanks Yeah, that's the problem with the all blue background, it's all blue and I don't know what to do about it. Maybe make the wall brown or something? I already have a brown scene (cave) and a gray scene (tower) Those are actually pretty much one color but still manage to not really look that boring. The others got more colors, but they are outdoor so it's only natural. The all blue version does give a feeling of a desolate building so that's a plus. Well, the "ground" (below the floor) could be a different color.

I don't know what I think about adding black pixels around everything. I should put together a mockup and see. It's a bit of work to implement but if it looks good then it's worth doing.
SpecTre
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Posted: 26th Dec 2015 20:02 Edited at: 26th Dec 2015 20:08
I think the second image is the better of the 2 as the first doesn't look as natural. Also I agree with the black outline as this would make the characters etc stand out and give a more dynamic game.


EDIT:
Also re the black outline, when characters pass each other it will make them more distinguishable from each other as without they could blend into each other with them being small pixel effect sprites.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 26th Dec 2015 21:03
Thanks for your input spectrepaul
unlikely
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Posted: 27th Dec 2015 17:39
Oh yes, I agree that the blue looks better... more natural.
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Digital Awakening
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Posted: 28th Dec 2015 07:06 Edited at: 28th Dec 2015 07:07
Thanks unlikely.

So, outlines. Many old NES games didn't have them. Like Super Mario Bros. and The Legend of Zelda. Personally I think this effect would be a lot better if the resolution was higher, so the lines would be relatively thinner. But here are some images you can look at. The first one has no outlines. The second has no outlines at the bottom when on ground (might look weird when halfway over an edge). And the third one have full outlines. It looks kind of like the hero is floating above ground. There are pros and cons with each one. What do you think?



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SpecTre
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Posted: 28th Dec 2015 19:52 Edited at: 28th Dec 2015 19:57
Personally I like the second image as the 3rd one makes the characters look like they are floating when stood but you would need the jumping image to have a black outline under the feet of the character to make it look right in the air.
I think it makes it more dynamic and with the lower resolution pixelated look improves it vastly. The first image is still good though

I think the hearts and stars at the top would be good with an outline too. Think Terraria but not as much outlines and I think you have got it spot on then.

Having said that, you can't please everyone and people will also like image 1 and 3!!! It's a hard call to be honest because 1 and 2 are both good, just think 2 gives that bit more polish


Have a look at this Terraria image, this is a bit overkill with the backgrounds having an outline too but I think you are on to something with a bit of both in image 2

https://lh5.ggpht.com/5FKIFvWn5kNQvPLM4stjbVhWDuZkHB-ztk6oWP31dbvo7e9VrmoHpQYmzZcXFpj64g=h900


EDIT:

Also your forum icon has just caught my eye and on seeing this now I would definitely say an outline for your character as when he is animated the sword and shield are lost in the background. I would say try the black outline on your forum icon of the animated character and see if that makes a vast difference
The Amiga and Amos were great!
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Digital Awakening
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Posted: 29th Dec 2015 13:40
Terraria looks like a SNES/16-bit game. Outlines were far more common on higher resolution. Not saying that all NES/8-bit games didn't have outlines. Megaman uses them to great effect. But Megaman also has larger artwork, with many times more pixels. Outlines in my game would make the sword 3 times as thick. Not decided on this yet.

My animated forum icon/avatar is an older version with darker colors. That's why it blends in with the background more.

Will give it a go with the stars and hearts and see what I think.
JLMoondog
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Posted: 29th Dec 2015 18:14
The second image is loads better! Looking at the first image, I didn't even realize there was a third enemy on the very right until I looked at the second image. m The scene is easier to read and I don't think it takes away from your original style but enhances it.

I do hope you go with the 2nd image style, but that is my opinion as a game artist.
Clonkex
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Posted: 30th Dec 2015 12:41 Edited at: 30th Dec 2015 12:43
I'm inclined to say that the first image is the best. When I first looked at the three images, I thought the first looked fine. Then I looked at the second one and thought it looked a bit better, but I also couldn't remember how my brain had interpreted the first image before I saw the second. After a few hours, I came back to this tab and saw the second image first. Instantly my brain thought, "Yuck, that looks so cheap!" and now I prefer the first one without a doubt.

Basically, I don't believe black outlines work for RTA (nor are they needed). People are judging how visible the sprites are against the background based on a static image. If you were playing the game I think you'd have no trouble whatsoever noticing every enemy and pickup; when you're in the game your eyes are actively scanning for enemies, whereas when you look at the static image you're just looking at the image as a whole. You see differently in different situations.

The first image feels like a real Nintendo game, and the sprites feel like part of the world. The second and third images look cheap, like they were made with Multimedia Fusion or GameMaker, and the sprites feel pasted on and not part of the world.

Just my 5 cents (no 2-cent coins in Australia) Or you could say my opinion as a game player
Digital Awakening
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Posted: 30th Dec 2015 12:41
I've had a few votes for the original image from my gamelab. However, I was thinking of trying quarter sized pixels for the outlines. I have used this method in some other places too. It's like cheating but if it looks good then it looks good
Digital Awakening
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Posted: 30th Dec 2015 12:44
Thanks for your in depth analysis Clonkex
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Posted: 30th Dec 2015 12:46
Quote: "However, I was thinking of trying quarter sized pixels for the outlines. I have used this method in some other places too. It's like cheating but if it looks good then it looks good"


That's something I thought of too, but I didn't know if you could actually do that. Like, I didn't know if you were rendering double-sized sprites, or if you had the "camera" zoomed right in. Definitely try it, could work perfectly

Quote: "Thanks for your in depth analysis Clonkex"


No problem. I just like to type
Digital Awakening
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Posted: 30th Dec 2015 12:59
I just have the virtual resolution set super low I can make the sprites four times the size and scale them down.
Digital Awakening
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Posted: 30th Dec 2015 15:52 Edited at: 30th Dec 2015 15:53
Here's a mockup with the quarter pixels. It looks kind of weird, especially the areas that have double lines, like between hero and shield and on the shooting plant to the right. I left the leftmost mushroom without the corners. I prefer the sharper corners. But still looks weird overall to me.

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SpecTre
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Posted: 30th Dec 2015 16:44 Edited at: 30th Dec 2015 16:45
You lose the pixelated look on the quarter pixel black lines and it doesn't look as good as the image 2 previously. I did say everyone would have a differing opinion and this seems the case.


Well nobody said game making was easy



I will have to download your latest version as I haven't played it for a while.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 30th Dec 2015 17:32
Yeah, version 2 above is definitely better. And today I feel more about the outlines than yesterday. I've been playing around with some variations on version 2. I'll post them later.

The download is the same as before (if you have tried the alpha). I probably won't release another version publicly before release.

The outlines for the hearts and stars is likely to happen. Put those into my mockup today.
Digital Awakening
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Posted: 31st Dec 2015 12:30 Edited at: 31st Dec 2015 12:31
Here's a new mockup of the temple scene. I think this looks better than the other versions. Also added black outlines to the hearts and stars.

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SpecTre
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Posted: 31st Dec 2015 16:57
Vast improvement to the temple scene as the background pops out better with more detail now you have messed with the brightness etc and the outlines to the health and stars is better too as it makes them more noticeable now and would be easier to quickly glance at them when playing.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 31st Dec 2015 23:25
Thanks

I am currently considering darkening the bushes on the fields scene. That's the only one with visibility problems. On all other backgrounds you can clearly see all enemies.

Happy new years everyone!

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