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

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Digital Awakening
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Posted: 6th Jan 2016 20:08 Edited at: 6th Jan 2016 20:11
I think I prefer my original vision with no outlines. The visibility problem is because of me making this scene darker to fit with the new theme. This is still the brightest scene and so I have made a new mockup with some color tweaks to the plant and darker grass.

In addition, this is what the hearts and stars looks like now with a flat gray background, in addition to the outline.



The two new scenes are halfway coded in. I don't look forward to coding in the trees for the graveyard as I need to analyze the level to place them properly. Also making more than one of them is another process. The fog and moon looks great though. The fog is 3 parallax layers and also moves slowly in the wind. However, to make sure I don't run out of fillrate on older hardware I have used some tricks to limit the amount of the screen covered with transparent sprites. The temple is almost done now. Just got to get those pillars coded in to scroll endlessly.

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SpecTre
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Posted: 7th Jan 2016 01:46
Great work You are working really hard on this and always find this thread interesting.
My personal pref is the black outlines as mentioned before, however I still like this one too and everyone will have their own opinion so I wouldn't get ate up about it and go with your instincts.
The hearts and stars look so much better and stand out now so when playing the game they will be easy to glance at.

Good luck with the next stage.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 8th Jan 2016 20:36
Thanks Paul

I think all the feedback I have received on the outlines are pretty much 50-50. And I am partly for them. But as I have said before, I think they would have been better if the resolution was higher. I think the important part is to make sure things don't blend together too much. I might tweak the colors again later, after I have played around with it more.
Digital Awakening
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Posted: 16th Jan 2016 11:11 Edited at: 16th Jan 2016 11:12
The new temple scene is now complete and has been added to the game. Looks really nice with parallax scrolling so you get the depth of the background. This shot also got improved health and stamina meters. In addition to the black outline and grey background I have improved the coloring to make them stand out more.

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SpecTre
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Posted: 16th Jan 2016 12:50
Looking good DA. The atmosphere with the colouring of the level looks spot on. How are you planning on releasing the game? Are you going for free with IAP or paid?
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
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Posted: 16th Jan 2016 13:10
Thanks Paul

I am not sure how to sell the game yet. On PC it's straight forward, get it on Steam, GOG etc and sell it. On mobile it's tricky because few will pay up front for a game. I've been thinking of selling the game in pieces through IAP. But I will ask those with more experience in this area. As for Android consoles I am not sure. From what I can tell it's easier to sell a game at full price on those. I have not even settled on a final price yet or if it will differ from platform to platform. On PC/Mac/Linux it's easy to also offer the editor. On Android consoles I am considering multiple profiles like a regular console game, would also be on the P/M/L version.
blink0k
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Posted: 16th Jan 2016 20:19 Edited at: 18th Jan 2016 21:21
great background colours. the player/items really pop!

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Digital Awakening
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Posted: 17th Jan 2016 09:26
Thanks blink0k

Yeah, everything pops on the darker backgrounds. After I posted this image I also altered the hero's shoes to dark brown to make them stand out more and I like that change too.
Digital Awakening
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Posted: 20th Jan 2016 18:25 Edited at: 20th Jan 2016 18:29
Just completed coding in the graveyard scene. Multiple parallax layers going on here. Moon, 3xfog, hills and trees. Not sure if I have posted a shot with the treasure chest here before. When walked over, 5 coins pop up.

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blink0k
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Posted: 20th Jan 2016 18:50
have you run this on any mobile devices yet? is there any distortion/blurring of the images? is everything still pixel-perfect?

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Digital Awakening
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Posted: 20th Jan 2016 19:14 Edited at: 20th Jan 2016 19:15
blink0k:
Do you mean this scene in particular? I have never had problems with blurring or distortion previously on any hardware and I have the game running on my phone. Not tried with this background but I doubt there's a difference. I use SetDefaultMagfilter( 0 ) and SetTextDefaultMagFilter( 0 ).
blink0k
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Posted: 20th Jan 2016 20:07
i mean in general. your style seems like it needs to be pixel perfect and i was wondering if that suffered from scaling. that doesn't appear to be the case. the SetDefaultMagfilter( 0 ) is a handy tip. thanks

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Digital Awakening
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Posted: 6th Feb 2016 13:34 Edited at: 6th Feb 2016 13:36
Here's Beast, he will come running at you. One of the new enemies. My most complex animation so far.

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blink0k
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Posted: 6th Feb 2016 20:47
he looks good. smooth animation too

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Digital Awakening
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Posted: 6th Feb 2016 21:22
Thanks It was a bit tricky using so few pixels.
Chris Tate
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Posted: 16th Feb 2016 22:52
It is nice to see all the cool improvements to engine you have made over the years; keep up the good work. This is my first time seeing the nighttime scenes, looking very nice.
Digital Awakening
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Posted: 19th Feb 2016 15:30
Thanks Chris
Digital Awakening
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Posted: 18th Mar 2016 16:04
I thought I should post a quick update on what's going on.

I have added titles to the game. You start as "Confused Castaway" and work your way up. There are 10 additional titles to earn. The last one is awarded if you manage to get perfect (collect all coins, kill all monsters and take no damage) on all levels and bosses. There's now also a gem counter on the inventory screen. So you see how many hidden gems you have collected.

The artwork for all remaining monsters are complete. This does not include the bosses. I am currently adding them all to my level editor. After which I will start to code the AI etc for them. I will also be coding in the remaining weapons.
Digital Awakening
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Posted: 18th Mar 2016 20:15 Edited at: 18th Mar 2016 20:15
Got all new monsters added to the editor and thought I should share a group photo

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Digital Awakening
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Posted: 3rd Apr 2016 15:15
Half of the new monsters are working. The rest will hopefully be done soon. Mushrooms and Crawlers now turn around if you hit them from behind. All the other monsters (except the wall mounts) now turn around if you get close enough. The Beast is terrifying, it comes charging at you as soon as it spots you.

4/4 shields, 4/4 armors as well as 5/6 swords are now working. And some minor stuff has been added or fixed.

I am getting ever closer to release. Will attend a local gaming convention in the beginning of May and looks like a lot of the game will be playable. Except for all the content and levels. I should also have new music by then.
DavidAGK
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Posted: 3rd Apr 2016 20:34
A can't even imagine being that far through the project Levels, in my experience so far, take a loooong time!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Digital Awakening
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Posted: 3rd Apr 2016 21:18
Levels don't take too long to make for my game. I have a very good level editor and a lot of it is automated. The backgrounds are all procedurally generated. Getting the balance right takes the longest. I'm thinking 40-ish levels and I got 12 already.

Just realized, on Wednesday it's exactly 4 years since I started this project. Would have taken less than a year working full time though.



BTW, I'm thinking of making the wall mounts indestructible and not give any xp. Basically so I can place shooters in places where the player can't reach them.
Digital Awakening
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Posted: 15th Apr 2016 16:59 Edited at: 15th Apr 2016 17:00
I am working on a poster for the upcoming convention, in early May, were I will be demoing the game. Hopefully on a brand new Nvidia Shield unit. This is a draft I put together today. What do you think? It's big so use the link:

http://www.digitalawakening.se/stuff/poster.png

I added in the last of the new monsters. A skeleton knight that stands guard and runs to you when he sees you. He has a shield to block attacks from the front and he does melee attacks against you. Got some minor stuff remaining before I start working on adding bosses. There will be golems to fight as mini bosses. Would be nice to have those working at the convention.
Digital Awakening
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Posted: 16th Apr 2016 11:51 Edited at: 17th Apr 2016 14:20
Here's draft nr 2 of the poster. Comparing them side by side this one has a bit more impact and looks cleaner. Not sure if I want the tagline or not. Still need to fix up the shots at the bottom before print.

The text in the middle says "Try the beta - exclusively at - Nordsken - 5-7 May". Nordsken is the name of the convention.

www.digitalawakening.se/stuff/poster2.png
DARKHALO2K
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Posted: 17th Apr 2016 14:18
I think that the poster looks great!

It's inspiring how far you've taken this project. I remember trying the Alpha back when I had an Ouya, and I wish you every success with this.
Digital Awakening
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Posted: 17th Apr 2016 14:28
DARKHALO2K
Thanks man I hope I can keep inspiring once RTA is complete. It's getting close now.

BTW, have built up a bunch of momentum right now. I hope I can keep it up, at least until the convention.
Digital Awakening
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Posted: 18th Apr 2016 11:30
Completing the energy sword today marks another milestone completed! Now all weapons, monsters and other stuff have been implemented. Next up I will start working on the bosses.
Digital Awakening
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Posted: 19th Apr 2016 11:07
It's been some time since the last one, but here's a blog update
Ortu
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Posted: 21st Apr 2016 19:25
This really is an inspiring project, great work man
Digital Awakening
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Posted: 21st Apr 2016 20:27
Thanks Ortu. Always fun to inspire others
Chris Tate
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Posted: 24th Apr 2016 23:00
Keep up the good work. For some reason the first poster looks better to me; which probably sounds quite odd.
Digital Awakening
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Posted: 25th Apr 2016 07:52
Thanks Chris. Perhaps you prefer the less noticeable segmentation of the background?
Digital Awakening
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Posted: 3rd May 2016 12:00 Edited at: 3rd May 2016 12:01
Just in time for the convention later this week:

Fighting a golem in the forest! This is what the new minibosses looks like. Like the regular enemies these also comes in 4 colors. They got unblockable attacks that sends shockwaves at you. And they can also leap into the air and land on you. Also, hitting their legs causes no damage. You have to jump up to hit them.

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Chris Tate
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Posted: 23rd May 2016 14:35
Quote: "Thanks Chris. Perhaps you prefer the less noticeable segmentation of the background?"


I guess so; perhaps because it draws my attention to the sword and the text.

I am am sure this game is going to get a lot of fans on the online marketplace for its look.
Digital Awakening
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Posted: 23rd May 2016 15:36
Quote: "I am am sure this game is going to get a lot of fans on the online marketplace for its look."


Thanks, I sure hope so.
Digital Awakening
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Posted: 1st Jun 2016 20:45
Update time!

Since the convention I have been working on fixing bugs and other things that came up or I thought of during the playtesting. I have also been adding things I didn't have time for before going. Like when you charge up the power attack with the 2 most powerful swords. The hero turns into the color of the sword instead of the normal white look. The sword also starts to glow, with particles rising up from it. I did this to convey that these swords have extra functions when they are charged up.

I also updated the golem mini boss with some powerful sound effects, an on screen name and a life bar. The AI has been improved to force the player to move around a bit more. And when you meet a golem the battle starts with it rising up from the ground with a rumbling sound. The life bar starts filling up. Then their eyes starts to glow and the music starts. Still waiting for the new boss music.

My current plan is to start contacting publishers later this month. I still have some things I want to add first. Then I will start on the world map. 6 weeks left to my summer vacation. This year I have 4 weeks off, twice that of previous years. And I hope to finish the game during that time. It's so close now.
Digital Awakening
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Posted: 6th Jun 2016 10:49 Edited at: 6th Jun 2016 10:50
Some of the play testers at the convention asked for a death counter and I thought it was a good idea. However, I had nowhere to put it. So I made a statistics screen. Here you see total game time (paused in menus and other places), coins, XP and deaths for each difficulty. Current difficulty in yellow.

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Digital Awakening
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Posted: 12th Jun 2016 08:44
For a limited time I will run an online beta test. This is to get feedback on the game after all the changes I've made since the convention. Also nice if you can spot any bugs and send a photo.

Playing inside the browser tends to be a little laggy, I don't recommend playing in full screen.

Reply here or send me a message if you are interested.
Paronamixxe
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Posted: 12th Jun 2016 08:57
I am absolutely interested! Sign me up!
cheers
Digital Awakening
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Posted: 12th Jun 2016 10:54 Edited at: 12th Jun 2016 10:54
Paronamixxe:
Did you get the link I PM:ed you? Just want to make sure that you didn't miss it
Paronamixxe
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Posted: 12th Jun 2016 12:00
@Digital Awakening

I did!
cheers
Ranietz
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Posted: 13th Jun 2016 17:01
I'm interested in trying the beta.
Ranietz
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Posted: 13th Jun 2016 21:19
Got a crash on the online beta.

I landed on an enemy and then this message box appeared. After I clicked "OK" the game froze while the music kept playing.

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Digital Awakening
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Posted: 13th Jun 2016 21:24
Yeah, once you get an AppGameKit error the game stops running.

Thanks for posting. I will take a look at it. Never seen it happen before.
Funnell7
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Posted: 13th Jun 2016 21:28
I'd be up for play testing this for you, if you need anymore
Using AppGameKit V2 Tier 1
Ranietz
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Posted: 14th Jun 2016 01:22
I've been playing the online beta for a few hours now and here's my thoughts.

The gameplay, graphics and music is great. I like the levels (short but with replayability). Some of the purple coins are a bit hard to find though. On some levels I had to randomly jump around for 5 minutes to find the coin.

I found some bugs and things to improve:

-I couldn't get my gamepad to work. HTML issue?

-The game doesn't save if I close the browser. Maybe not implemented yet in the HTML version?

-Sometimes I get a very hit count on the screen when I finish a level. I've seen it on level 10-E and 12-E especially if I replay the same level over and over again.
I've completed a level and I've been hit by a monster 2 or 3 times but the screen on level completion tells me I've been hit 49 times.

-It seems like it's impossible to get a rank higher then "C" on level 10-E and 12-E.

-The Green Golem in level 15-E still has som red left on it's lifebar when I kill it using the second sword.

-I can't for the life of me reach the treasure chest on level 11-E. Is there a secret way to get to that chest?

That's what I found so far. Keep up the great work.
Digital Awakening
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Posted: 14th Jun 2016 13:43
Quote: "The gameplay, graphics and music is great. I like the levels (short but with replayability)."

Thanks

Quote: "Some of the purple coins are a bit hard to find though."

Shouldn't they be hard to find?

Quote: "-I couldn't get my gamepad to work. HTML issue?"

Quote: "-The game doesn't save if I close the browser. Maybe not implemented yet in the HTML version?"

Not supported by AppGameKit in HTML5.

Quote: "-Sometimes I get a very hit count on the screen when I finish a level. I've seen it on level 10-E and 12-E especially if I replay the same level over and over again.
I've completed a level and I've been hit by a monster 2 or 3 times but the screen on level completion tells me I've been hit 49 times."

That seems odd. Will take a look.

Quote: "-It seems like it's impossible to get a rank higher then "C" on level 10-E and 12-E."

Could be that the scores are off. Haven't adjusted them since I've made the wall mounts unbreakable (thus no xp).

Quote: "-The Green Golem in level 15-E still has som red left on it's lifebar when I kill it using the second sword."

Will add code to make sure the bar is turned off when it dies.

Quote: "-I can't for the life of me reach the treasure chest on level 11-E. Is there a secret way to get to that chest?"

Yes, but it's simple I can PM you the instructions if you can't figure it out.

Quote: "That's what I found so far. Keep up the great work."

Thanks for your feedback.
Digital Awakening
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Posted: 14th Jun 2016 14:52
Quote: "Got a crash on the online beta."

Quote: "-Sometimes I get a very hit count on the screen when I finish a level. I've seen it on level 10-E and 12-E especially"


These two were actually related to the same part of the code. When making the wall mounts on these levels indestructible I added a line of code to make it so the player didn't take damage touching enemies that had no XP value. That line was put in the wrong place and just this once variable i was above 100. At the same time I had forgotten to make sure that it didn't count hits. So if you touched the wall mounts it would count as a hit. And if you stay inside them it would probably keep counting hits. There are only wall mounts on these two levels.
Digital Awakening
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Posted: 8th Jul 2016 11:16 Edited at: 9th Jul 2016 15:39
Been fixing bugs and a bunch of smaller stuff lately. And I have also put together a trailer that I can use to show off the game with. Take a look. This one is currently unlisted and it's not meant for spreading. Youtube makes the colors a bit pale. Anyone knows how to fix that?

Digital Awakening
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Posted: 9th Jul 2016 15:40 Edited at: 9th Jul 2016 15:53
Updated with a new version that has some minor changes and is in smooth 60 FPS.

Also found the enhancements button on Youtube. Waiting for it to process now.

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