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AppGameKit/AppGameKit Studio Showcase / classic jaws remake.... (may turn into a mini rpg)

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SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 8th Jul 2013 04:55 Edited at: 8th Jul 2013 06:42
I just started the project this weekend and thought I would share my progress as I go.

I figured out how to seamlessly load tile maps in from tile studio and here is my results so far...

https://www.youtube.com/watch?v=GXo-Rdrazr0
(the gittery video is my recorder)


I was originaly looking at remaking the classic old school jaws for nes. basically the role of the game is to kill the big bad shark.

What I plan on doing differently is having it so you can go into towns. Buy/sell items, upgrade stuff, perform mini quests (searches), and defeat 2 or 3 bad underwater creatures. Of coarse a big shark will be one of those.

I also want to add in multiplayer so it could make the game even more interesting over 2 tablets or 2 phones...er whatever. I hope to have this finished up by end july.

I will post an updated shot or video next weekend with some actual game play fighting in the water.


fyi: I will be redrawing all tiles once the game is finished to polish it up. I generally like to not spend too much time drawing or I will get board of the project. If the projects already made....well its more motivating to redraw everything nicely

Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 8th Jul 2013 21:09
By the looks of it so do you have an good Engine for a uniqe rpg game.
Why not an pirate game where you attack sea monsters or ships.
then go a shore to fight bandits or monsters or even search for treasures.

Its pretty much up to your imagination.

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
SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Jul 2013 02:04 Edited at: 9th Jul 2013 02:25
yeah its a really simple tile engine but it works very fast. It should be able to handle large arrays of data.

I like the pirate idea. My goal is to have this game put together (almost) by the time I get my new ouya game system to run it on.

I realy want to test a game mode that lets me use my tablet as a controller/second screen to display whatever and have the ouya as the main screen and to allow 2 players to play.

This game is more being built for a test of functionality. If it works well I will be restarting my bigger project for agk instead of dbpro...link: http://www.indiedb.com/games/zombie-down-time

Actually I also see that agk hit the 20k funding...witch means dbp is now obsolete for me to use as far as im concerned.

I may just redo my zombie game 2d for now. Ill see if I can get this game done first in the next 3 weeks. (im giving myself a timeline)

Then I need to make a choice of finishing my dbpro project or waiting for agks 3d enhancements and restarting it.

soo.... I may as well just make 2d agk games till the new 3d stuff arrives....

Santman
12
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Joined: 15th Sep 2011
Location: Inverness
Posted: 10th Jul 2013 02:36
Wow. For 2 hours coding, that's awesome. How did you even make the map editor in that time??? Was that something that you already had?
SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 10th Jul 2013 03:42
actualy im using tile studio.... the maps load into agk realy easy.


see thread: http://forum.thegamecreators.com/?m=forum_view&t=206558&b=41

and if your curious as to my tile draw engine.... I can post that too if ya want.... its really simple.

Santman
12
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Joined: 15th Sep 2011
Location: Inverness
Posted: 10th Jul 2013 14:07
I'd never even heard of that. Lol. My project is past that though, I built an editor directly into it. Might not have had I know about this though...... :-$
SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 14th Jul 2013 18:02
here is an updated video of my progress...

next is the enemies and town interaction.

then multiplayer
http://www.youtube.com/watch?v=zV0xcOfi5tY&feature=youtu.be

Satchmo
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Joined: 29th May 2005
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Posted: 31st Jul 2013 17:39
How are you handling collision, box2d?

SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 2nd Aug 2013 02:31 Edited at: 2nd Aug 2013 02:35
just math....

square box collision as its tile based so its really easy to calculate.

its probably not hard to calculate triangle bounds either...but I have not used that here....just box bound calculations.

The advantage to using a system like this... you only need to check the tiles surrounding your characters....it doesn't need to go crazy and test every tile for a collision.

The disadvantage....square collision only.. (for what i've coded)

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