Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Jun 2013 10:03
Thanks Rick I'm enjoying this one


this.mess = abs(sin(times#))
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Jun 2013 14:26 Edited at: 10th Jun 2013 14:29
Here's a new video showing the torches and some fighting:


Torches will be carried a little differently, not so it looks like your character's head is on fire


this.mess = abs(sin(times#))
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 10th Jun 2013 15:57
Great stuff!

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 10th Jun 2013 17:38
We use the same sound packs

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
RickV
TGC Development Director
24
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 10th Jun 2013 19:13
Hi Bax, I think it would look better if the camera zoomed into the action when there's a fight or something of interest to see.

Rick

Financial Director
TGC Team
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 10th Jun 2013 21:37
Really great !

Quote: "Hi Bax, I think it would look better if the camera zoomed into the action when there's a fight or something of interest to see."


+1 here
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Jun 2013 22:35
Quote: "I think it would look better if the camera zoomed into the action when there's a fight or something of interest to see."

I've added this although I'm still fiddling with the parallax scrolling so it looks right as it seems to get a bit screwy in the x direction now... I'll try to fix it now and post a video.

I've started on the map builder. The map will have "biomes" and a set of paths that the user can use to travel around the map. Each of the side scrolling views will be one path and when you reach the end of a path you will be taken to the map screen to choose which way to go next. Biomes will be different styles of map you can pass through and I was thinking it would be nice if these could change gradually as you walk through each area. The whole map will be procedurally generated so there will be effectively a limitless number of maps to play and I also thought it would be nice if your larger structures (castles) get drawn onto the map as they reach a certain size too.

Maps will be a major part of the gameplay so I want to spend a bit of time now getting them right.


this.mess = abs(sin(times#))
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Jun 2013 23:47 Edited at: 10th Jun 2013 23:48
Here is a sample of how maps are shaping up. The procedural system is working nicely so far. I may try to get the biomes into less regular shapes at some point but it's fine for now I think:


Adding roads / paths next...


this.mess = abs(sin(times#))

Attachments

Login to view attachments
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 11th Jun 2013 00:03
This project is getting better and better every post you make...
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 11th Jun 2013 01:12
Sounds really cool Baxslash, could be quite fun just navigating and exploring the map. Would be nice to have water as well, maybe even stretches that you have to row across, or smaller gaps could have bridges.

I got a fever, and the only prescription, is more memes.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 11th Jun 2013 01:17
I haven't quite decided on what to do with water yet but I agree it could be really cool to build bridges or boats


this.mess = abs(sin(times#))
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 11th Jun 2013 15:23 Edited at: 11th Jun 2013 15:26
Added rivers to the map builder and improved the style slightly. Next I'm adding roads / paths around the map:



this.mess = abs(sin(times#))

Attachments

Login to view attachments
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 11th Jun 2013 18:32 Edited at: 11th Jun 2013 18:32
...and here is what the paths will look like (more or less):



this.mess = abs(sin(times#))

Attachments

Login to view attachments
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 11th Jun 2013 18:46
Cool!

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 11th Jun 2013 23:51 Edited at: 11th Jun 2013 23:52
I've made them a little more subtle and added a function that tells you what biome you are hovering the mouse over using a simplified version of the map saved as a memblock this function will make it much simpler later to fill the side view with the correct ground, vegetation (and later weather and additional details) for the biome the player is currently passing through.



this.mess = abs(sin(times#))

Attachments

Login to view attachments
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 12th Jun 2013 00:07
Looks pretty cool, the less subtle roads do look better but you should probably tone up the biomes again
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Jun 2013 00:10
What do you mean by tone up exactly? I want to get it looking right really before I add it to the main game.


this.mess = abs(sin(times#))
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 12th Jun 2013 00:42
Oh, I guess that dosn't make any sense unless you know what I was thingking when I typed it It looked like you made the biomes more transparent compared to the first screenshots.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Jun 2013 09:05
Actually no, the very first image used a different 'brush' but since then I haven't changed it.


this.mess = abs(sin(times#))
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 13th Jun 2013 16:29 Edited at: 13th Jun 2013 23:24
Finished making the first team character, the Wizard:


Edit: Wizards now follow the player around and have their own magical light. Could be handy in a dark dungeon when you run out of torches




this.mess = abs(sin(times#))

Attachments

Login to view attachments
Ched80
13
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 13th Jun 2013 23:38
This is crying out for some Monty Python references!

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 13th Jun 2013 23:43 Edited at: 13th Jun 2013 23:44
Holy Hand-Grenade has already been done... maybe I need a ferocious rabbit? Or the knights who say nee

I might just have to put something in there now. I used to watch that film every new year's day nursing a hangover, semi-religiously

Edit: Actually maybe my knights should make the nee sound when they attack or jump or something...


this.mess = abs(sin(times#))
xCept
21
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 14th Jun 2013 04:37
It's beautiful!
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 14th Jun 2013 10:02
Ohh, A cart full of dead bodies - with arms and legs dangling out and someone beside it shouting ''Bring out your dead''.

Or bridge tolls - crusty old wizards asking silly questions before you can cross a bridge.

Then kidnap Terry Gilliam and force him at gunpoint to do all your sprites and animations .

I got a fever, and the only prescription, is more memes.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 14th Jun 2013 11:23 Edited at: 16th Jun 2013 00:41
Quote: "Then kidnap Terry Gilliam and force him at gunpoint to do all your sprites and animations"

Now you're talking... that would be awesome. I have a feeling he would overdo it though and the media file would be 6Gb

I might have bridge tolls though, "What is your favourite colour?"

"Blue... no wait green... aaaaaaaaagh!!"


this.mess = abs(sin(times#))

Attachments

Login to view attachments
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 16th Jun 2013 00:15 Edited at: 16th Jun 2013 00:42
Starting to add biome gfx now. Here are some early Desert gfx:


Here's swamp. I still want to add some spooky, dead looking trees here and all biomes will have their own animals / leaves blowing in wind etc.


...and here's a snowy tundra:


I had to edit the ambient colour effects on the background images and the world builder is being edited to allow multiple biomes for each zone. The background images will represent the most common biome per zone / road.


this.mess = abs(sin(times#))

Attachments

Login to view attachments
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 17th Jun 2013 16:13 Edited at: 17th Jun 2013 16:13
Added some swamp trees:



this.mess = abs(sin(times#))

Attachments

Login to view attachments
Hodgey
14
Years of Service
User Offline
Joined: 10th Oct 2009
Location: Australia
Posted: 18th Jun 2013 09:38
That's looking really good bax! I am thoroughly impressed! Keep up the great work.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 18th Jun 2013 10:46 Edited at: 18th Jun 2013 10:48
Thanks Hodgey, below is where I got to last night. The game now creates a world map and uses the data from the map to create the current "path" changing biomes as the player passes through. You can also see a signpost which signals the edge of the current path, when the player goes off the edge of the screen they are prompted to select the next path from the map screen. This part is nearly working, I just need to edit player positioning so the player is placed correctly once the new path is loaded:


Edit: Also the "star" shows the player's current position. This moves as the player moves around the map too


this.mess = abs(sin(times#))

Attachments

Login to view attachments
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 18th Jun 2013 16:48 Edited at: 18th Jun 2013 17:23
Added riverbeds, just need to add water


Edit: Added some simple water for now. I want to add a little more to this later but this will do for now...




this.mess = abs(sin(times#))

Attachments

Login to view attachments
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 18th Jun 2013 18:42
Better than a McDo... "i'm lovin' it" !
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 18th Jun 2013 23:46 Edited at: 18th Jun 2013 23:46
Thanks MM

Here is a small addition to maps, I've added an automatic naming system with around 4000 possible names. I'll add to this later perhaps but for now it is enough. I need an auto-name for each map so that I can save and load easily. It will be possible to rename maps later too.

Also I've added a little compass symbol for decoration:



this.mess = abs(sin(times#))

Attachments

Login to view attachments
nz0
AGK Developer
16
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 19th Jun 2013 02:46
Excellent - a real professional approach. Love the tree idea.

Great that someone is pushing AppGameKit on PC like this. I'll have to try this on my laptop which has been the subject of much grief regarding frame rates (see threads in main forum).

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 19th Jun 2013 14:07 Edited at: 19th Jun 2013 14:08
Thanks nz0

Just had a major breakthrough, I now have loading / saving games working. The "random" seeds are the only thing stored and used to create the world. I will be adding any constructed objects, monsters, team members and have already saved the player's location and status in the save file which is an absolutely tiny file for an un-edited world, only 32 bytes to save the whole world

All paths, biomes etc are created from the saved seed which is simply an integer. So far I have been able to move around, exit the game and come back to the same position in an exact replica of the world each time with no differences in the scene whatsoever.

This is a fairly stable build but has no monsters or team members in yet so here's my plan:
1-Add random unfriendlies (only ogres at the moment)
2-Build a new demo



Watch this space for a demo where you can really explore some worlds!


this.mess = abs(sin(times#))

Attachments

Login to view attachments
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 19th Jun 2013 15:33
Awesome bit of progress.

It says a great deal about the reliability and stability of your generation algorithms that you only need one number to generate the worlds that look very complex.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 19th Jun 2013 15:51 Edited at: 19th Jun 2013 15:51
Thanks AL! I've just added a temporary maximum of 12 active worlds. I will make it possible to delete worlds in the load screen. I think that's enough for now so I can move on to more important things.

12 worlds fills the screen a bit




this.mess = abs(sin(times#))

Attachments

Login to view attachments
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 19th Jun 2013 16:11
New Demo!

Ok, I couldn't wait to share and see what people think of the latest progress first hand: Demo V1.0.1

No monsters to fight yet, no torches, no wizard and no castle building. They are all coded (to some extent) but I want them finished before I release them on you. Please experiment with making new worlds and let me know any bugs you find, there are a couple I'm aware of.

If you want to delete any worlds just delete the "kgf" and "png" files dumped in the "Documents/AGK/Kingdom/media/maps" folder.


this.mess = abs(sin(times#))
Matty H
15
Years of Service
User Offline
Joined: 7th Oct 2008
Location: England
Posted: 19th Jun 2013 18:48
Just tried it, works great. Look forward to seeing more.

Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 19th Jun 2013 19:18
Great stuff! - the map works exactly like I thought it would. Shaping up nicely .

One thing I would suggest (Ha! - you know what I'm like)... is playing the old 16-bit game North and South. I think that might give you a couple of ideas, depending on how strategic the game is going to be. Like, if it's more like an RPG where you play as the knight all the time and have companions, then N&S is probably not relevant. But if you plan on having different units at different locations, then maybe it's more like taking over castles and towers, with different enemy teams moving around the map, taking over your towers etc - meanwhile you have to defend or attack. North & South, Defenders of the Crown, Risk - they kinda play like that and people do seem to like that gameplay, where you have a constant goal to conquer the whole map, interspersed with arcade hack and slash and exploration. I always liked North and South, especially 2-player mode. Maybe once you take over a castle, you get an army that you can move about along with your companions - so you could have companions or an army backing you up, firing arrows, being cannon fodder, or you could send them off on their own, combine them, split them up, attack from 2 sides at once.
Anyway, just spitballing as usual, right now I don't think you can go far wrong whatever type of gameplay you go for.

I got a fever, and the only prescription, is more memes.
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 19th Jun 2013 19:19
I tried it aswell, and it's an awesome start... A bit boring right now but that's to be expected . I found a river that was flat (it had no water and the rock didn't bend down. Apart from that, technicaly I didn't find any issues.

I would suggest removing the black borders from the ground on everything but the dirt because they are way to "sharp". In the forest with the dark tiles, you barley notice it because the dirt is so dark. But in the other biomes with light tiles the effect looks pretty bad IMO.

I would also suggest adding some vegetation to the other biomes but im guessing you are planning that. Lastly, I would suggest changing the color of the background as you go into a new biome, having a yellow background looks pretty weird when you are walking on snow...
nz0
AGK Developer
16
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 19th Jun 2013 20:24
Amazing work Bax - and such fast development too!
I noticed the game runs in a window - did you intend the final version to run fullscreen?

I ask this because you may encounter the issues I am finding now with full screen on various laptops. Better to see it now than to get towards finishing the project and find it won't run properly on many users PCs.

I am especially interested in your project as you are directing it specifically towards PC, as is my current project. Currently, the existing FPS issues mean I can't release my game to the general public until it's resolved.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 19th Jun 2013 20:50
Van B, I'm not planning on making it very strategic really but I'll take a look at N&S anyway thanks

Quote: "I found a river that was flat"

Yes, that's one of the bugs I mentioned

Quote: "I would suggest removing the black borders from the ground on everything but the dirt because they are way to "sharp". In the forest with the dark tiles, you barley notice it because the dirt is so dark. But in the other biomes with light tiles the effect looks pretty bad IMO."

I have a plan for the ground to change the look quite a bit and improve draw speed, watch this space.

Quote: "I would also suggest adding some vegetation to the other biomes but im guessing you are planning that. Lastly, I would suggest changing the color of the background as you go into a new biome, having a yellow background looks pretty weird when you are walking on snow..."

More vegetation is coming yes, I'd also like to do something else with biomes to generalise them in each area a little more over each path. That might help.

Quote: "I noticed the game runs in a window - did you intend the final version to run fullscreen?"

That's intentional at the moment but I am testing fullscreen. I'll be watching FPS closely on this project...


this.mess = abs(sin(times#))
nz0
AGK Developer
16
Years of Service
User Offline
Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 19th Jun 2013 21:06
Remember to test it out on a PC that doesn't have a £300+ gpu. As you have multiple parallax layers scrolling, I would expect you'd run into the same issues I am having..

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 19th Jun 2013 22:08
Don't worry, if it won't run on my pc it won't run on anything...


this.mess = abs(sin(times#))
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 19th Jun 2013 23:51
Looks Amazing bax

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
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 20th Jun 2013 01:58 Edited at: 20th Jun 2013 01:59
Thanks!

Even better with a new earth generation system. It's slightly more retro and in keeping with the style in my opinion. Plus I can blend between biomes




this.mess = abs(sin(times#))

Attachments

Login to view attachments
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 20th Jun 2013 13:17
That looks great! Looks a lot smoother now...
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 20th Jun 2013 13:32
I've improved it even more since. I really like the "blocky" style. I was just experimenting when I got that effect. It runs much faster now too as there are a lot less sprites on-screen and these new sprites are not transparent.

I've started working on building now...


this.mess = abs(sin(times#))
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 21st Jun 2013 12:16
Looks and sounds very interesting

swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 23rd Jun 2013 00:12 Edited at: 23rd Jun 2013 00:13
After playing for far too long I got an error.

Which crashed the game (this was while changing map sections)

swis
Joined: Tue Dec 16th 2008
Interstellar

Login to post a reply

Server time is: 2024-05-01 17:01:30
Your offset time is: 2024-05-01 17:01:30