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AppGameKit Showcase / [ Tier 1 ] [ Wip ] Platformer framework - Engine

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Cliff Mellangard 3DEGS
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Posted: 20th Nov 2012 16:40
Quote: "Grats Cliff just downloaded SuperB boy and played a bit on my Ultrabook. The touch works well. "

Thanks and let me know of any hickups you find

It whas created with agk 108 beta 3 that have bin reported to be bugy.

But i didt notice more then to work around it

Please rate my app when downloading and playing

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Cliff Mellangard 3DEGS
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Posted: 24th Nov 2012 08:20
Its free here on appup.
Currently so do you nead an ultrabbok to play it.
Only because i submitted it as an ultrabook only app to get in the fastlane.
http://www.appup.com/app-details/super-bboy

But this will probably be my one and only appup app as i only have 4 downloads so far and no reviews?

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The Zoq2
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Location: Linköping, Sweden
Posted: 24th Nov 2012 10:49
Can't you upload a new version of the MSI where you use all platforms?
Cliff Mellangard 3DEGS
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Posted: 24th Nov 2012 11:03 Edited at: 24th Nov 2012 11:05
i will not mess with intel until after the competition

They are so extremely slow and the update process seams a bit weird?

At least i won 1000 $

it where 29 spots left when i got the confirmed email from codeprojects.

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Funnell7
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Posted: 24th Nov 2012 14:53
Just downloaded Super bBoy, congratulations! Well done for winning the $1000 too. It doesn't look like I have been so lucky, my app is still awaiting validation

I have a question for you if you don't mind... What did you do with your level files? Unfortunately my level files are in .txt format so are easily modified by the user which is obviously not good. I wanted to change this somehow prior to releasing it but I ran out of time!
Digital Awakening
AGK Developer
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Posted: 24th Nov 2012 15:58
Congrats on the price money


Demo 2 is out! Click the image for more.
Cliff Mellangard 3DEGS
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Posted: 24th Nov 2012 16:20
Quote: "Just downloaded Super bBoy, congratulations!"

Please review it even if its a bad review

Quote: "I have a question for you if you don't mind... What did you do with your level files? Unfortunately my level files are in .txt format so are easily modified by the user which is obviously not good. I wanted to change this somehow prior to releasing it but I ran out of time! "

My levels are simply arrays that i save on to an ordinary text file i call lvl.
The trick is more how you write the file as i blend the 2 arrays when writing them.
so if an user edits them so do they really dont know wath they change
Quote: "Congrats on the price money "

Its not official until early december when all the prizes are annonced
But iam pretty sure as jamie and chris whas pretty sneaki and had alot of smiles in there response also when i asked them about winning the 1000$.
The message ended with an official winners list will be early december as all the 50 can win more prizes.

They probably want to do one cash payment and not alot of them ?

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Lavaflyer
6
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Location: Wisconsin, U.S.
Posted: 6th Dec 2012 00:00 Edited at: 6th Dec 2012 00:04
Your game looks great. I downloaded it and after playing it, I gave it a 5star review But I thought I'd inform you that the words score and edition were spelled wrong on the title screen of your app. As English is probably not your native language I thought I'd let you know-- you spelled score scoore and spelled edition editon.

Ps. You've had 4downloads through appup - I've had none! (but my app is $1.00 I guess, gl in the contest (I'm in it too), I'm just hoping someone from AppGameKit wins!
Link to my game: http://www.appup.com/app-details/block-ooo
Cliff Mellangard 3DEGS
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Posted: 6th Dec 2012 17:02
Hi and thanks for downloading and test the game

I know about the 2 words i spelled wrong as it whas the only complains by the intel validation team

I didt want to mess with any uploads until after the competition

Quote: "Ps. You've had 4downloads through appup - I've had none! (but my app is $1.00 I guess, gl in the contest (I'm in it too), "

My app actually have 21 downloads
But this is thru the dashboard where you upload the app as i belive its updated faster.
So try to check there instead for your downloads.
I belive they dont pay until there is a specific amount or higher?

To bad that you didt get that many downloads so far as the game seams fun and well done.
But most users are probably like me and mostly downloading the free stuff and extremely picky before buying apps.
Have you tryed to promote the app thru other channels like youtube and facebook etc.

And i belive the downloads for your app will get alot higher after the competition when intel promotes the games we have done thru appup.

Quote: " I'm just hoping someone from AppGameKit wins!"

I hope as many of us as possible get as high rankings there could be
Would be great with 10 agk users among the top 20

Time for us to keep an eye on the first 50 that will be announced today as our apps got up at the same time

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Cliff Mellangard 3DEGS
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Posted: 12th Dec 2012 22:00 Edited at: 12th Dec 2012 22:34
Are anyone intrested in the game engine?
Iam anyway preparing the source files and removing licensed media, so i can release the game engine as an royalty free open source engine.
All the media is simplified or scrambled as i dont want simpel copy cat games with my own media.

I feelt that i neaded to include some kind of media so its easier for anyone using it to simply replace them with there own.

There is 2 mp3 files that is free on playonloops homepage,they are shorter then the payed for versions.
music-music3 is the same song and you simply only nead to replace them with your own.
The engine whas developed with constant testing on various android devices and should work well,i made a few changes at the end to make it work with 108 beta 3 and ultrabook that shouldt matter.
I included the first level so anyone can look at it on how to make your levels.

Please post any updates or added functonality here so we share improvements to the engine with everyone.

Source code released here.
I would be very happy if you give the jump pixel engine and me cliff mellangard some credit when you create an game with this.
This is open source and royalty free game engine.
Now give me some games to play!
This is wath you get.


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xGEKKOx
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Posted: 13th Dec 2012 16:13
Great work Cliff!

Long life to Steve!
Cliff Mellangard 3DEGS
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Posted: 14th Dec 2012 19:27
Thanks italian friend.

But i dont belive i will get to much credit for my work

Alot of downloads of my engine but not much posts here to verify that they did ?

The visits have whizzed away since i posted the complete source code but no one posts anything?

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leo877
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Location: san antonio, tx
Posted: 14th Dec 2012 20:57
@cliff i down load it. tried it out but got errors when i tried to run the exe, then i tried to comply from agk got message saying something about get varbiable 'getscreenboundleft()'.


what version are you using...i still with version 106, before all the updates came out. i havent tried to prodcast on to my tablet yet...as soon a get time from work or this weekend i try looking into it more.
Cliff Mellangard 3DEGS
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Posted: 14th Dec 2012 23:04
Quote: "'getscreenboundleft()"

This is a new command used when you utilise the overdraw feature of agk.
It whas implemented in to agk 108 beta 3 and later.
It is only used to place buttons at the screen edges and ingame for the tile drawer etc.
I have written it more clearer on the first page that you nead beta 108 beta 3 and later.
You could also simply remove these commands and place this manually to get it to work on older versions.

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leo877
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Posted: 15th Dec 2012 02:06
Quote: " I have written it more clearer on the first page that you nead beta 108 beta 3 and later."
i must skim reading the post to quick to notice that part.


if i upgrade to new version agk 108 beta 3, would it still work on a regular PC.. i tried the beta but not a fan of it yet.
Cliff Mellangard 3DEGS
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Posted: 15th Dec 2012 10:37
Quote: "if i upgrade to new version agk 108 beta 3, would it still work on a regular PC.. i tried the beta but not a fan of it yet. "

Beta 3 dont work on xp but i belive its fixed in beta 5?

And remember that you can have multiple versions of agk installed.

Simply install beta 5 in to another directory.

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nickele
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Posted: 15th Dec 2012 11:37
Although I am having difficulties to understand some parts of the code, I can't deny the fact that you made an excellent piece of programming work and you offered us -I mean other AppGameKit users- a great resource.
I probably will not make a platform game, however you are to be congratulated for sharing your excellent code. In fact, I suspect many users (including me) must have been absorbed in reading your code that forgot to thank you.
Sir Cliff, a HUGE thank you from me!
And I wish you (commercial) success with your games.
Cliff Mellangard 3DEGS
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Posted: 15th Dec 2012 16:25
Quote: "Although I am having difficulties to understand some parts of the code, I can't deny the fact that you made an excellent piece of programming work and you offered us "

The code are a bit messed some places as it got stressed thru to the intel competition.
Thank you

Quote: "I probably will not make a platform game"

Its pretty easy to simply change how the player behaves so do you have an r type shooter instead
The hardest parts are usually how to do the levels and draw them onscreen with little resources and fast.
Quote: "Sir Cliff, a HUGE thank you from me! "

Its nice to hear as you users feedback is my fuel in my open source projects.
Quote: "And I wish you (commercial) success with your games. "

I must learn to not give away all i do for free first

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MarcoBruti
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Posted: 15th Dec 2012 17:39
Beautiful. I develop my own engine(s), I am not get used to use others' people code, but I see that it is very professional (both game, engine and level editor) and it is very easy to use. I'll try to use it as soon as I have the confirmation that 1.08 works on my old XP PC with OpenGL 1.
Cliff Mellangard 3DEGS
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Posted: 16th Dec 2012 15:10 Edited at: 16th Dec 2012 15:17
Thanks marco.
If you nead some help with parts of it later so simply post here and ask for help so will i try to help

Iam already working on a new project involving shaders to workaround agk limitations in 3d attributes.
My current project is a doom style engine that i can use for dungeon crawlers and fps games on low end devices.
Its time to experiment with true 3d for a while
A sneak peek.
The goal is to make an extremely easy to use low polly level editor for agk.

Old movie on how parts of it work.


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spasski
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Posted: 2nd Jan 2013 20:23
thank you Cliff!!
this platformer looks awesome and will help me a lot exploring the possibilities of AGK

Very kind of you to share your code. in case I'll use it for games in the app stores, I definetaly will put your name into the credits
spasski
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Posted: 2nd Jan 2013 21:44
thank you a lot Cliff for this great platformer framework

i tried to run in on the AppGameKit player on android using the latest beta version but when I tap the screen to go the level select menu...nothing happens

when running it on AppGameKit viewer on ipod this does not happen

am I missing something?
Cliff Mellangard 3DEGS
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Posted: 2nd Jan 2013 22:49 Edited at: 3rd Jan 2013 00:53
spasski
I only get emails that you have posted and dont see anything here ?
I belive you are a new member in the forum that have an delay until your posts show up.

thank you Cliff!!
this platformer looks awesome and will help me a lot exploring the possibilities of AGK

Very kind of you to share your code. in case I'll use it for games in the app stores, I definetaly will put your name into the credits

Thanks and keep in mind that credit is all the pay i get for this

The following reply was posted by spasski into AppGameKit Showcase to a thread you are watching:

thank you a lot Cliff for this great platformer framework

i tried to run in on the AppGameKit player on android using the latest beta version but when I tap the screen to go the level select menu...nothing happens

when running it on AppGameKit viewer on ipod this does not happen

am I missing something?


Did you use mike max player for the latest beta?

Tgc player in the downloads section is only for beta 3 and not beta 5.

The players for android is a mess currently and the beta versions makes the tile mapper run very slow.
As soon as they release an stable version of 108 or 109 so will i update everything as soon as i can and even split up the editor and game engine to make things clearer.

You could try mike max beta 5 android player if it helps?
http://forum.thegamecreators.com/?m=forum_view&t=200598&b=41&msg=2416725#m2416725

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Cliff Mellangard 3DEGS
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Posted: 4th Jan 2013 21:11
There is a new AppGameKit 108 beta 6 with a android and ios player in the downloads section.

If you find any errors with this release let me know

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TheTeenDevs
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Posted: 5th Jan 2013 20:01 Edited at: 5th Jan 2013 20:21
I'm having the same issue as Spasski with android. I can't get past the red Your logo here. I have beta 6 player and AppGameKit for PC. Great Job on this awesome program!

EDIT: To fix the problem I put this into the code:

at line 250 in main.agc. Now if you press anywhere you will be able to push through the initial menu.
Cliff Mellangard 3DEGS
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Posted: 5th Jan 2013 20:36 Edited at: 5th Jan 2013 20:44
I found the problem
look inside Screen_Menue.agc


should be this!


These where fast changes for the intel compo and thats why i seam to have used raw mouse commands that dont work on mobiles

i will try to release an update soon.

If you guys find anymore errors like this please let me know as iam working an an really heavy project that takes allot of my time
Its easier for me to update the files if you report them to me

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Cliff Mellangard 3DEGS
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Posted: 6th Jan 2013 11:31
There seams to be something extremely wrong with performance in some parts after the agk beta updates after beta 3?

I will try to look in to it today and see wath the problem is ?

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Cliff Mellangard 3DEGS
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Posted: 6th Jan 2013 17:05 Edited at: 6th Jan 2013 17:06
Here is a quick 108 beta 6 fix that should work as intended on all platforms.

I found that some commands are broken that i used alot before like render().
I replaced it with drawsprite that still works ok but you have to draw each sprite instead.
Fixed some of the hickups in the editors scroll that seams to be conected with changes in the render engine of agk ?
I never neaded a timed movement in it before but whas forced to add it.
I use the default agk font as the one i used whas unreadable at some stages.
My own game used a font from tgc font pack that i highly recomend.
Let me know of more problems you will have

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DVader
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Posted: 6th Jan 2013 18:34
I see you have made some progress with this now and a few peeps are using your engine! I see you are updating it for 1086. I would have thought it better to leave it at 1076 at the moment as it is a lot less hassle to compile than the newer version, and I believe there are still some odd bugs in there to fix yet which are not present in 1076. Also no 3D is needed here

Cliff Mellangard 3DEGS
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Posted: 6th Jan 2013 21:43
Quote: "I see you have made some progress with this now and a few peeps are using your engine! I see you are updating it for 1086. I would have thought it better to leave it at 1076 at the moment as it is a lot less hassle to compile than the newer version, and I believe there are still some odd bugs in there to fix yet which are not present in 1076. Also no 3D is needed here "

Havent done so much after the official release
But i nead to update it when new agk releases are out
I want it to always support the latest version.

The slow down seams to be that sync and render also updates 3d together with 2d now ?

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Cliff Mellangard 3DEGS
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Posted: 6th Jan 2013 22:36
After some great help from paul j on waths going on when i use sync so is the game framework back to constant 60 fps.
I manually do the syncing to only sync 2d as its a 2d game and it runs very fast again

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