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

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xCept
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Posted: 8th Apr 2013 23:22
Cool, this is coming along nicely I played though quite a few levels and everything is looking very polished. (I then closed it and reopened it to discover it doesn't save the progress, yet). They keyboard controls work very well!

Small nitpicking: When attempting to enter the cave or viewing any other prompt (e.g., going back to a level you already completed), you cannot press ENTER on the keyboard until after pressing one of the arrow keys first. This may be a design decision, but I feel making [Exit] the default choice in such cases would be helpful so the user could press ENTER, review the info then press ENTER again to exit or press an arrow to switch the default choice if they wish.

Small nitpicking: I think "Forrest" should be spelled with one 'r', the other method is most commonly reserved for names of people.
Digital Awakening
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Posted: 9th Apr 2013 00:53
Quote: "Looks nice da
Will try to download it and try it on my new galaxy tab 8.9 later

How does the gametel map in agk?
Is it simply keyboard keys ?"


Thanks Cliff
The Gametel uses keyboard input. With RTA you can either bind the keys in Gametel or bind the keys through the settings in RTA.


Quote: "Cool, this is coming along nicely I played though quite a few levels and everything is looking very polished. (I then closed it and reopened it to discover it doesn't save the progress, yet). They keyboard controls work very well!

Small nitpicking: When attempting to enter the cave or viewing any other prompt (e.g., going back to a level you already completed), you cannot press ENTER on the keyboard until after pressing one of the arrow keys first. This may be a design decision, but I feel making [Exit] the default choice in such cases would be helpful so the user could press ENTER, review the info then press ENTER again to exit or press an arrow to switch the default choice if they wish.

Small nitpicking: I think "Forrest" should be spelled with one 'r', the other method is most commonly reserved for names of people. "


Thanks xCept

Yeah, saving is not yet in. Sorry about that. You can access most levels quite easily but the tower requires you to beat all levels except the northern forest.

You can use Ctrl or Esc to exit the promt. But I guess that's something I could add. If the keyboard was used to open the level I could make Exit default when you don't have the item and Use the default when you do have the item. Could do the same when replaying levels, where the default should be Play I think.

I did not know there was two different ways to spell forest. Will make sure to correct that. Thanks

Funnell7
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Posted: 9th Apr 2013 12:18
Hello DA, I'm pretty sure you are already aware of this, but just in case you thought you had fixed it. When you resume the game, I can still see lines around all the tiles. I tested the Android version...
Digital Awakening
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Posted: 9th Apr 2013 15:34
xCept:
BTW, you can also use Space to confirm the prompts. You don't have to move your hand over to Enter It could be a good thing to not have default selections, but I don't know what the best solution is.

Quote: "Hello DA, I'm pretty sure you are already aware of this, but just in case you thought you had fixed it. When you resume the game, I can still see lines around all the tiles. I tested the Android version... "


Yeah, that is a well known problem with AGK. This has been fixed in 1089. But I am still using 1076. Basically I cannot turn off the mag filtering after the app has been resumed. You may have noticed that everything get blurred? Strangely enough, it works on the text so that remains sharp

Funnell7
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Posted: 9th Apr 2013 17:45
Ok cool, just wanted to make sure... It took me a while to move over to 1089, but I took the plunge and am glad I did, it seems to be very stable now...
Ancient Lady
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Posted: 9th Apr 2013 18:04
And 10810 is better, they fixed a bunch of issues (at least that is what we are hearing).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Cliff Mellangard 3DEGS
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Posted: 9th Apr 2013 18:20
If i jump so does the player fall thru the tile a bit when landing and sometimes does it register as iam fall of the tile and out of bounds?

Seams to be the new code you made with if the player falls out off screen, as its happening on tiles at the bottom that i die.

Else does it only fall a bit thru the tile until iam correctly positoned on top.

Tested on samsung galaxy tab 8.9 with tegra and android 3.0.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Digital Awakening
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Posted: 9th Apr 2013 21:34
Funnell7:
First thing I plan to do now if to move over to 10810.

Cliff:
I know there are problems with the collision code if you run the game at too low FPS. Didn't think anyone would run into any problems with that, or that you could fall through tiles. But yeah, it could be because of the new code that you actually dies, otherwise you should just bounce out of the tile. I don't really want to touch the collision code again. Been almost 10 months since I wrote it. I'll see what I can do about it.

Cliff Mellangard 3DEGS
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Posted: 10th Apr 2013 00:04 Edited at: 10th Apr 2013 01:19
Quote: "I know there are problems with the collision code if you run the game at too low FPS. Didn't think anyone would run into any problems with that, or that you could fall through tiles. But yeah, it could be because of the new code that you actually dies, otherwise you should just bounce out of the tile. I don't really want to touch the collision code again. Been almost 10 months since I wrote it. I'll see what I can do about it."

I tested my own dungeon Engine and the theater sample on the agk player.

There seams to be either an issue with android 3.0 or tegra with agk?

Get alot of draw errors and weird results when trying to display agk 3d atleast.

So it could be that your game runs slow on the tab ?

But this is an issue with agk as samsung galaxy tabs are very popular.

Edited....
Iam currently downloading a 50 mb system update to see if it fixes the issues.
Could be good to know for other users.

edited..........
hmmmm agk seams to not work as it should on either tegra 2 devices or android 3.0?

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
xCept
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Posted: 10th Jun 2013 04:53
Just wondering how this game is coming along? It's been a couple months since an update.
Digital Awakening
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Posted: 10th Jun 2013 17:44
I have had a break from coding. Quite a lot of different little things happened at the same time. Among other things, I have moved. Almost started this weekend but didn't have the time. Now its E3 week so I'll probably spend a lot of time on YouTube. I have not given up

Digital Awakening
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Posted: 15th Jun 2013 11:47
Back to coding. Only took 2 months! As you may know, a long break takes some effort to get back from. My development speed will be far from top.

I have removed the black bar behind the touch controls when playing. You won't notice a difference most of the time as the ground is still black behind the controls. But once you start going up the game will cover the whole screen. You will get the same screen area as when playing without the touch controls. I am also working on supporting multiple screen ratios. The game should support 4:3 to 16:9 without any problems.

And there are more boring updates to come. A few more minor updates/fixes. Now that the latest AppGameKit compiles fast again I need to move over to 108 and that means restructuring the collision code to make it work. Not looking forward to that. I want to make an external level editor for PC so I can more easily make large changes to levels. I plan to increase the jump height of the player by 1 tile so I have more options for making levels. I want to more or less remake the tower level as it kind of sucks. And, of course, there's also save files.

I am still waiting for my Ouya. Got my 2nd email asking for my address in roman characters. I don't know why my address is not working. If I get another I will have to contact them directly to see what the problem is.

Cliff Mellangard 3DEGS
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Posted: 15th Jun 2013 13:07
da.

write your name and andress without any dot chars.

i did this with my ultrabook.

Cliff mellangård becomed Cliff mellangard etc.

as they seam to get messed up chars when you email or fill in forms with these chars.

I especially noticed this when i filled in my stuff for comodo in the intel appup compo.

My last name worked when registering the form.

but when comodo sent me a copy of wath i filled in so whas my last name something like this.

mellang¤#rd.

I hope it helps.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Digital Awakening
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Posted: 16th Jun 2013 01:57
Cliff:
Already did that. Might have been the + I added to my phone number. Only thing I could think of.

swissolo
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Posted: 22nd Jun 2013 23:54
Wow nice job Digital this is high quality work! Can't wait for more! But erm, did you mean to leave your source code in there?

swis
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Interstellar
Digital Awakening
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Posted: 23rd Jun 2013 23:05
Thanks

That's not so good. Fixed that.

My Ouya has no been dispatched from Hong Kong

Been away over the weekend but did some coding today. Multiple screen resolutions are almost done. Have to fix the level sides. It updates in real time, so I can hit maximize and go from a 4:3 resolution to 16:9 instantly.

Digital Awakening
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Posted: 13th Jul 2013 17:33 Edited at: 13th Jul 2013 17:37
Today is finally a coding day!

I have cleared my todo list. And now I will tackle getting my collisions working in 108.15. That's going to be a bit tricky. Once that is done I can finally try playing RTA on my Ouya

Here are a few 4:3 level shots, enjoy. Just realized that I had never posted any shots of the lava glowing in the dark. That's pretty cool. I also prefer the now darker caves.



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Digital Awakening
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Posted: 22nd Jul 2013 16:19
Finally got the collisions working in 108.15. Played through the game, felt good. Haven't played it through in quite some time. Next up is an external level editor. Then I can start working towards the alpha!

Digital Awakening
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Posted: 31st Jul 2013 13:22 Edited at: 31st Jul 2013 13:22


Finally got the menu fully working in my editor! I am coding this to be as flexible and reusable as possible. Could probably have done a few things better. I have made my own set of GUI functions and used those to build my editor. So while this doesn't look like much there's quite a bit of work behind the scenes. Next up I'm thinking about loading levels and getting a selector showing which tile the mouse is over. Then I'll add in the toolbars, and getting those working. Would love to get the editor done by the end of this week. But we'll see how much work is left and how much time I can sit down and code.

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_Pauli_
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Posted: 31st Jul 2013 15:55
Oh well, these level editors: distracting hobby game developers since 1982

Just kidding, keep on working at it, if you think it's necessary.
It's just that I tend to create one of these tools now and then just to realize that I could have done more easily using plain Bitmaps or Text files!

But your game looks super awesome anyway!

Satchmo
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Posted: 31st Jul 2013 16:34
You should make the level editor interface more mobile friendly, that way if you ever wanted to you could include it in the game for the player to use, and it would take little work to implement it.

Digital Awakening
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Posted: 31st Jul 2013 16:55
_Pauli_
I think a good editor is needed for making good levels. The one I have right now just doesn't cut it. It takes to long to use. A bitmap can't really store all the data I need, and I think a more accurate visual look is good for the game. I also hope to reuse most of this editor for future projects.

And thanks

Satchmo
I have a mobile editor already. It's not great so I am making a PC editor too. There's nothing really stopping me from using this on a tablet if I want to. It's all make in AppGameKit after all. It's too fiddly making levels on a phone though.

fog
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Posted: 1st Aug 2013 02:29
The latest game shots look great DA. I particularly like the lighting in those dark caves. Simple but effective.

Good luck with the level editor. I hate coding them so much that I only write games that don't need one now!

Digital Awakening
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Posted: 1st Aug 2013 10:20
Thanks Fog I agree on the caves. Need to make the towers look better, I got some ideas for that.

I have coded quite a few editors over the years. I find that they become quite fun to work with once you get the basics done. And most of my games tend to need one

fog
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Posted: 1st Aug 2013 11:01
Quote: "I have coded quite a few editors over the years. I find that they become quite fun to work with once you get the basics done. And most of my games tend to need one "


Yeah The_Masked_Coder (who you might remember from the old RGT forums) is writing editors for an RPG too and keeps telling me how enjoyable it is. I'm not convinced

Well you have a good game engine now and those editors soon so can start thinking about the fun bit of actually adding content. Any estimate to complete?

Digital Awakening
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Posted: 1st Aug 2013 12:27
Yeah, I remember The_Masked_Coder. Worst part about making an editor is the UI if you ask me, after that I would say the save files. But it is quite straight forward and rewarding, and you get results pretty quickly. It's also an awesome thing to have because you can make good levels so much faster. A lot more fun than collisions

I am terrible at estimating how long things will take. I had no idea I'd be stuck with this game after over a year in development. After I'm done with the editor I will work towards alpha. That's when most features are in the game. After that it's online highscores, making content, possibly support for user made levels and coding things like additional AIs, bosses and some of the equipment.

I am considering crowd funding to speed up development. Basically money to take time off from work. But I don't know. Releasing the alpha publicly would be a nice way to market the campaign. Got a few ideas for things to offer backers. But I don't know if it really is a good idea or not.

Satchmo
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Posted: 1st Aug 2013 20:22 Edited at: 1st Aug 2013 20:24
Crowd funding can be quite difficult, and you wouldn't be successful trying to gather funding from just the tgc community. Your best bet would be to post to multiple forums and boards as well as websites like reddit. The game does look fantastic though and I had great fun playing the alpha demo though (on android), I would probably consider supporting a kickstarter or indiegogo for this game.

Digital Awakening
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Posted: 1st Aug 2013 23:46
Yeah, I would go outside of this community for a crowd funding campaign. I just don't know if the game has wide enough appeal or that I want the pressure of a successful campaign.

Digital Awakening
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Posted: 3rd Aug 2013 17:16 Edited at: 3rd Aug 2013 17:18
Sorry about this large image, but I wanted to show how useful zooming is. And how much area I have to work with with the window maximized. As you can see I have worked out how to load levels and zooming in and out. Zooming is done with the mouse wheel and allows me to quickly zoom in on anything I want to focus on. It goes from 1x to 4x. I got panning both with WASD and by pressing space I can click and drag. You can also see the white tile selector.

Next up are toolbars, actual editing and saving. But I am out of time for today.



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The Zoq2
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Posted: 3rd Aug 2013 19:00
Quote: "Zooming is done with the mouse wheel"


Last time i checked, that wasn't possible in AGK...

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
Digital Awakening
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Posted: 4th Aug 2013 00:51
There are 2 commands: GetRawMouseWheel() and GetRawMouseWheelDelta() I use delta to detect if the user scrolled and what direction. Check the input commands.

Satchmo
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Posted: 4th Aug 2013 20:33
I don't think mousewheel scrolling is possible in agk

Digital Awakening
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Posted: 5th Aug 2013 16:37
Believe what you want. Works great for me on PC.

lilpissywilly
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Posted: 5th Aug 2013 20:20
Quote: "Believe what you want. Works great for me on PC."


I concur. I use those commands in editors too

My hovercraft is full of eels
swissolo
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Posted: 7th Aug 2013 06:15
Quote: "Last time i checked, that wasn't possible in AGK..."

Quote: "I don't think mousewheel scrolling is possible in agk"

It was added a little while back in 108.

Digital Awakening
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Posted: 19th Aug 2013 01:18 Edited at: 19th Aug 2013 01:20
OK, time for an update. After my vacation ended I've had quite a lot to do. This weekend coding has been slow, and I'm just not really into coding these buttons. I got a working toolbar on the left. I have started on the bottom toolbar, which will change content depending on the tool selected. I can't draw or place anything. The menus doesn't do anything. I'm thinking of taking a break from this. But getting the editor fully working is gonna make creating and editing levels so much easier. I think that is really important to be able to make good levels.

I have something else that isn't much fun to deal with. I intend to do some speed optimizations. I once started on trying to turn the black level tiles into non transparent sprites. I gave up on it, thinking I didn't need it. But this will affect the speed on struggling hardware. And in my case it's about getting the game to a playable FPS on Ouya. It's still going to run under 60 FPS, but the worst stutter will be gone. Then I'll wait for v2 to hopefully get a speed boost. This is something I feel that I need to get done so I'll get it out of my mind. After that I'll try the one click APK thing and see how that works on my phone and Ouya. It would be cool to just start the game on my TV and give the controller to a friend.

BTW, my levels looks so tiny in my editor, but they feel so much bigger when I play them



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Digital Awakening
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Posted: 19th Aug 2013 15:25
Ok, so home from work today because I'm still a bit sick. Got the non transparent tiles fixed. Noticed that the black sprite that I use to fade the screen black was only set to alpha 0, but still visible while playing levels, now it properly switches off. So now I got 60 FPS, except for in the cave where I get 40-50 depending on what's on screen. The cave light sprite covers the screen and more so it really slows things down. Not sure if what's outside the screen affects the FPS or not.

I got full joystick support now. Previously I only had the pad working. I have also fixed a problem with the screen resolution. The level was stretched outside the bounds of the screen. Now it's pixel perfect. I seem to have messed up the old editor somehow, or maybe it's because I got 108 installed. Not sure what the problem is, as I can't recall touching that code. Even tried an older version of RTA, that I had on my laptop.

I have used the one click apk build and that works great with Ouya. Now I got my game installed on it Not really sure what to do next. Now I need a break anyway.

Ranietz
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Posted: 26th Aug 2013 01:33 Edited at: 26th Aug 2013 01:33
Hi.

I tried your latest demo for windows today. Very Nice!

Looks, feels and sounds great. I couldn't find any bugs either.

I see you're testing it on Ouya so I guess you've tried it with a gamepad. Any chance of gamepad support for windows?

Keep up the good work.
Digital Awakening
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Posted: 26th Aug 2013 15:56
Ranietz:
Thanks

If your controller can output key presses you can configure the keys in the settings. But I'll include joystick support in the next version.

Digital Awakening
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Posted: 31st Aug 2013 18:34
Bumping this to the next page.

Digital Awakening
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Posted: 31st Aug 2013 18:37 Edited at: 31st Aug 2013 19:29
I decided to start on the alpha this weekend. And making a new into has been on my mind for a very long time. It's going to be animated. And this is how it will look after the animation.

Oh and BTW, the tile drawing in the editor is now working again for some unknown reason. One less thing to worry about



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The Zoq2
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Posted: 31st Aug 2013 22:06
looks very cool, I love the vibrant colors in tour game

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Digital Awakening
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Posted: 31st Aug 2013 22:14
Thanks

I have actually started to slightly tune down the saturation of level tiles and map tiles. I felt the game was a little too colorful. But also to make the hero and monsters stand out more. If you look at old NES games they weren't this colorful.

The sword in the title was darkened slightly to stand out more. And I've experimented a bit with darkening the logo but I think full white is the best for it.

Digital Awakening
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Posted: 6th Sep 2013 21:34
I just finished the new intro. And I am just so pleased with it. It's been a lot of fun to do. With very simple means I have made something that sets the tone for the game just right. And I got another amazing song by Chris Chapman that is just perfect for this.

Starting with the Digital Awakening logo on a black screen. It then starts scrolling upwards turning blue. Then some credits fade in and out before the RTA logo slowly fades in. Finally the "camera" reaches ground and you get what you see in the image above. I have also animated the waves.

BTW, I have it running on my Ouya. Looks great on my TV

I've noticed a few minor issues I'll get to and I also got a wireless 360 receiver so I'll try to hook up a 360 controller to my PC. Not sure what's next. Still got that Editor to work on. There's also a difficulty selection menu and leveling up to do. Will get a few hours to code tomorrow.

Digital Awakening
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Posted: 7th Sep 2013 23:54 Edited at: 8th Sep 2013 00:07
OK, so I had the idea to redo how difficulties works. First off, I have added a menu that allows you to choose the difficulty when you start a new game. You also get this menu when you use the difficulty button on the world map.

I wanted the enemies to take the same amount of hits regardless of the difficulty. But in addition to the speed modifier, there's now a damage modifier. Falling damage is now modified by difficulty. And to top it off, the energy drain of swinging the sword also changes.

I realize that the game is kind of hard. I've been playing the game countless times and I am really good at it. So I have decided that the current Normal will be Hard. And I have added another difficulty called Insane. So, from now on, I will be playing on hard. And for the intended experience, this is what you should play on.

I am thinking of releasing a Pre Alpha version of RTA. It won't contain any new levels. It's basically a polished up Demo 4. I will be adding leveling up, save files and other features. I want something before Alpha to start sending out for more feedback on the game. Hopefully I will have this done in weeks, not months.


BTW, Easy makes me sleepy and Insane is really hard once you get past the first levels. Like the cave is definitely tougher than on hard.

Digital Awakening
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Posted: 15th Sep 2013 22:51 Edited at: 15th Sep 2013 22:51
So the color modifications I mention earlier became very few and very subtle. Basically the game is slightly less in your face and a little more clear.

I've been experimenting a little with rounded corners for the world map. I have a working concept but I haven't started on the code. Not yet sure how much rounding I want, 1 or 3 pixels. Maybe I'll post some comparison shots if I can't make up my mind.

On to this week's shot. I don't like hand holding and I want to keep it to a minimum. I have noticed that a lot of new players mash the attack button repeatedly, drain all the energy and some even die on the first level. So first thing I did was to make the hero dark when you don't have enough energy to attack. This is useful to all players, knowing when you can and cannot attack can be vital. For the new players: when you keep mashing the button you get the message "Exhausted" above the head. Also, since players can't seem to notice the HUD I have added text to show these. They only appear for the first few seconds on the first level. I hope this will be enough for all the new players to get into the game faster.



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Digital Awakening
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Posted: 20th Sep 2013 10:34
Early update this week. I've been coding almost every day this week and I won't have time to code this weekend. I've been fixing a lot of little issues here and there. Polishing the game up. It's been mostly about making a perfect experience regardless of your choice of input. The game now automatically detects if you have a touch screen, keyboard or controller and sets things up for you.

I realized that pressing special to access the map screen buttons are too slow. So, if you have a controller plugged in the map screen shows what button to press to access each screen directly. These are made to match the buttons on Ouya and 360. If you don't have a controller but a keyboard you get letters instead.

Things left to do before the release of the pre-alpha:
- Rounded map corners
- Experience bar
- Leveling up
- Unlocking the broadsword
- Save files

Digital Awakening
AGK Developer
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Location: Sweden
Posted: 22nd Sep 2013 18:42 Edited at: 22nd Sep 2013 18:43


OK, I got a few hours to code yesterday and I got the map corners working. In this image you can also see the bindings for keyboard and controller. I also decided to switch the order between the first level and the fisherman. As a way to cut down the initial text for the player. Looks like I have another week coming with extra hours to code. Hopefully I can at least all but the leveling up working.

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Chris Tate
DBPro Master
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Location: London, England
Posted: 22nd Sep 2013 19:34
Very clean looking art style u-got going on there. I'm liking the gradients.

Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 22nd Sep 2013 23:07
Thanks

I'm working hard to give everything that little extra detail and to maintain that retro look. Visible gradients makes things look less flat, while the segmentation makes it look old style. Sadly not everybody likes this look.

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