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AppGameKit/AppGameKit Studio Showcase / [WIP] Chronicles of a FallenWorld

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Jeonkz
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Posted: 8th Jul 2013 16:43 Edited at: 18th Aug 2013 18:59
Hi there!
I started the pre-production of the game 8 months ago, and finally started coding the game in Tier1. Visit my official page in facebook.com/theturtleship (its in portuguese).




PROGRESS & TESTS:
- Final Turret Animation
- Invading space & Plasma cannon Animation
- Particles & Collision Test
- Animation Test



Some Screenshots:










Please support my project! Thx!

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baxslash
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Posted: 8th Jul 2013 17:07
Looks amazing! Did you write a tier 1 library for Spriter? If so well done, I kept meaning to finish my own library off but it looks like we will get Spine support in V2 of AppGameKit anyway.

Keep up the great work!


this.mess = abs(sin(times#))
Jeonkz
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Posted: 8th Jul 2013 17:29 Edited at: 18th Aug 2013 19:00
Thx baxslash! I'm using Spine and traditional sequential sprite animation. Not tested with skeletal, but I got great fps with a lot sprites in the screen at same time (in my old android device)

The Zoq2
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Posted: 8th Jul 2013 19:07
Those graphics look realy cool!
Cliff Mellangard 3DEGS
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Posted: 8th Jul 2013 21:13
This looks really Amazing
Awesome art style.

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
Jeonkz
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Posted: 8th Jul 2013 21:38 Edited at: 18th Aug 2013 19:00
Thx guys! I'm really working hard to deliver good results.

lilpissywilly
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Posted: 8th Jul 2013 21:56
Very nice artwork! Looks amazing

My hovercraft is full of eels
RickV
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Posted: 8th Jul 2013 21:57
Hi Jeonkx,

Welcome to the community and well done on making such a great looking app. Please keep sharing videos and screen shots when you cann.

Good luck!

Rick

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Jeonkz
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Posted: 8th Jul 2013 22:12 Edited at: 18th Aug 2013 19:01
Sure! Pleasure to share with the community. Thx.

haliop
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Posted: 9th Jul 2013 05:39
i think thats the best looking app ive seen here on the forum.
cant wait to play it! RICK i think you should start a
Best of the Best AppGameKit STYLE !

CodeTrasher
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Posted: 9th Jul 2013 10:53
That looks just incredibly NICE! Did you make graphics by yourself? Fantastic!

I sure will follow the progress of this game. Wow, just wow... Keep up the hard work, I'm sure anyone who has seen this post will be looking forward to see your game finished some point

- CodeTrasher
Jeonkz
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Posted: 9th Jul 2013 11:39 Edited at: 18th Aug 2013 19:01
Thx man. I'm using iDraw to draw the characters and export to svg, import to inkscape, export to photoshop to light effects and put together in Spine to animate.



baxslash
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Posted: 9th Jul 2013 15:32
Time to look up iDraw I think

Do you have a tier 1 library for spine then? I am a backer of spine and I want to use it in my own WIP but as it'll be some time before it is added to AppGameKit V2 so I thought I would write my own temporary library (if / when I get time).


this.mess = abs(sin(times#))
Jeonkz
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Posted: 9th Jul 2013 16:02 Edited at: 18th Aug 2013 19:01
No, I'm exporting sequential PNG. In photoshop I'm using MotionBlur filter and drawing light trace to get some fast movement illusion.



haliop
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Posted: 9th Jul 2013 20:43
athomic
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Posted: 9th Jul 2013 21:57
Looks fantastic.Great Artwork
athomic
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Posted: 9th Jul 2013 22:00
Looks fantastic.Great Artwork
Digital Awakening
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Posted: 9th Jul 2013 22:07
This game looks absolutely awesome. I want to play it on my Ouya

haliop
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Posted: 10th Jul 2013 08:14
btw what devices is this games gonna be aimed at?

Jeonkz
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Posted: 10th Jul 2013 10:17 Edited at: 18th Aug 2013 19:01
Working to put in all devices. Including desktops.

haliop
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Posted: 10th Jul 2013 11:33
cool dont forget Mac and also dont forget you have AppUp market (intels's market) and Windows 8 new Market.
you will shine there! good luck.
looking forward to play it

Jeonkz
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Posted: 11th Jul 2013 00:28 Edited at: 18th Aug 2013 19:01
Yeah~and don't forget Ouya store and gamestick. And gonna try in Valve's Indievania too...

unlikely
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Posted: 11th Jul 2013 21:07
Looking great man -- you've taken a popular style (silhouette) and made it your own. I am looking forward to hearing more about the gameplay!
Jeonkz
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Posted: 11th Jul 2013 21:21 Edited at: 18th Aug 2013 19:01
Thx! Maybe next week gonna release some gameplay videos.

Game Warden
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Posted: 12th Jul 2013 03:26 Edited at: 13th Jul 2013 05:44
Awesome game! I look forward to playing it when it comes out

Sorry about the image. Didn't realize I still had that and changed my profile settings. Hadn't posted in a while and I apologize for that.
baxslash
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Posted: 12th Jul 2013 17:02
@Game Warden, your images don't show in your avatar or sig. Can you please host them somewhere else maybe?


this.mess = abs(sin(times#))
29 games
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Posted: 16th Jul 2013 05:14
This looks fantastic. Can't wait for the gameplay videos.

one of these days I'll come up with a better signature
Matty H
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Posted: 16th Jul 2013 16:31
This looks great, I bought iDraw since I was looking for something like that when I saw this thread, very happy with it

unlikely
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Posted: 12th Aug 2013 20:40 Edited at: 12th Aug 2013 20:40
You still working on this? Please say yes, I want to hear more about it.

Are you planning on waiting for AGKv2 for Spine animation support, or are you plugging ahead w/ prerendered anims? (Also I'm sure this style could benefit from the expanded shader support coming in v2.)


this project. Good luck.
Jeonkz
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Posted: 14th Aug 2013 17:28 Edited at: 18th Aug 2013 19:02
Hi there~!
Yeah still working, but having some issues with graphics.
I'm working hard to deliver a good visual experience to
the player.
The sprites are to heavy for mobiles(tested in SIII and iPhone4),
and I don`t want to sacrifice the graphic quality. Trying to
optimize, but still without a satisfactory results.

Maybe I gonna release the Desktop versions first and wait for V2
for mobile.

Cliff Mellangard 3DEGS
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Posted: 14th Aug 2013 17:50
Hav you tryed to disable/remove collision shapes on all sprites that dont nead them?


Iam not sure but you seam to use multiple sprites for any entity ?
legs,arms and body etc.
Are you sure you nead shapes for all the body parts.

I can also see that you use alot of alpha bleending and transparency that could be an large issue.


Have you tested by locking the framerate to 30 and try to make it as smooth as possible there?

Most apps or games you download and play on ios and play store are usually locked to this to save battery Life.

I can understand that you have issues with getting it to run at constant 60 fps on an mobile device.

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
Jeonkz
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Posted: 14th Aug 2013 18:11 Edited at: 18th Aug 2013 19:02
First of all thx for your post.
Yeah, I tried all of this, including removing all physics too.
Cut some frames, fix in 24fps and 30fps, etc,
Still don't looks good, maybe acceptable but not satisfactory.
I`m gonna wait for V2 or try to code for a skeletal animation
solution for mobiles.

Jeonkz
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Posted: 14th Aug 2013 18:27 Edited at: 18th Aug 2013 19:02
Like some developer said, "This is a classic mistake".
Maybe its too big and ambicious for my first project.

(x_x)

baxslash
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Posted: 14th Aug 2013 18:30
I'm working on some Tier 1 import code for Spine at the moment. Might help you get this off the ground, I already have you in mind for it when it's ready.

The size of the characters you have here will require a full animation technique (for the larger ones at least). My import code should give you that.

Watch this thread: http://forum.thegamecreators.com/?m=forum_view&t=206916&b=41

"Here I am trying to do some good for the world..." - Fluffy Rabbit
Jeonkz
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Posted: 14th Aug 2013 18:40 Edited at: 18th Aug 2013 19:02
Great!! I'm lookin forward to it.
Gonna helps me a lot!

Digital Awakening
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Posted: 15th Aug 2013 01:03
Looks like you might be running into fillrate issues due to the amount and size of transparent sprites. For example, your background seems to be made of multiple layers. Try turning off the buildings and see how that affects the FPS. Also make sure you have transparency turned off for the sky sprite. A full screen transparent sprite eats up tons of fillrate.

Jeonkz
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Posted: 15th Aug 2013 01:51 Edited at: 18th Aug 2013 19:02
Yeah, maybe. Testing with all possibilities. Tried with jpgs
without transparencies too... Coding method... with old versions and 108-x versions ...

Digital Awakening
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Posted: 15th Aug 2013 09:13
What I meant was that you try 2 things to see if that affects FPS. Image format, AppGameKit version etc doesn't really affect anything. On mobile devices, especially if they have a large screen, you are limited in fillrate. Every sprite is drawn to the screen, the larger the sprite is the longer it takes to draw. Sprites are created with transparency on by default, this is much slower to draw (2-3 times).

1. If the buildings in the background are separate layers. Disable them.
2. Use the command SetSpriteTransparency to turn of the transparency of the background.

Adittionally, the more images you use each frame the slower the drawing process will be. If AppGameKit is constantly drawing with a single image, you will get the most speed. If the image has to be altered often during a single frame you loose speed. Best way to get the most speed is to combine all small images into a single atlas image.

For example, on Ouya (Tegra 3, 1080p) you can draw the entire screen about 5 times without transparency, and only about 2 times with transparency. At 60 FPS.

baxslash
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Posted: 15th Aug 2013 11:03
Some great advice there. Even so I think the size of some of your characters and the number of frames you need for a smooth looking animation I think you'll need the spine commands to get anywhere close. The smaller "helicopter" type characters should be fine I think, and in fact any smaller characters would be better as spritesheets until the official spine commands come out. We'll have to see how my commands work. This will be about my fourth animation system attempt so I'm getting better at it

"Here I am trying to do some good for the world..." - Fluffy Rabbit
Jeonkz
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Posted: 15th Aug 2013 12:43 Edited at: 18th Aug 2013 19:03
Yeah, all of you guys are great!!
This is the most active forum I ever participated...
Really really thx to all!

so, about the game. baxslash you`re right, the `heli` and `hound` type atlasing resolves... but the big ones...
I`m not having issues with fps but with crashing.
Im not gonna use 60fps for mobile for sure, but in tests I got constant 59fps with lot of elements in screen.
I thought it was the coding but no, even with simple loading an animating its crashing the player, in android and ios (both tested compiled).

I gonna test setSpriteTransparency with all elements to test like Digital Awakening suggested.

baxslash
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Posted: 15th Aug 2013 13:45
If it's crashing it's possible you are running out of memory, could be while you are loading those large textures?

Can you narrow down exactly where in your code it crashes by sticking "message("it works after image loading")" after you load the images (for example), or by writing to a text file where you get to?

"Here I am trying to do some good for the world..." - Fluffy Rabbit
Digital Awakening
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Posted: 15th Aug 2013 14:01
Yeah, if crashing is a problem I would agree that it's because of either the size or the amount of images you are loading. For example, most devices can't handle images larger than 1024x1024 (1k). On Android these images often shows up as white. That should give you an indication of the capabilities of mobile hardware. IIRC Tegra 3 can load 2k images (4x the size of 1k) and Tegra 4 can load 4k ones (16x the size of 1k). Don't know about other mobile SOCs.

Jeonkz
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Posted: 15th Aug 2013 14:08 Edited at: 18th Aug 2013 19:03
No, it loads with no problems...
The player randomly crashes closing the app.
Some times plays 10 secs and crash, and some times 10 mins.
You think the difference of fps of the sprite and the sync rate
can be a problem? If I have lots of sprites with different frame
rates? For instance, the heli fps is 24, the hound 15, the big rhino 30 and the screen is 60...
I have no intention to have more than 10 enemies in the screen at
same time but its gonna have lot of shots and effects...

If I don't get the results, gonna rethink about the mobile release.
Maybe optimized version or only desktop version...
Cause, like I said don't want to sacrifice the visual of my game...
(main feature of my game, I think)

baxslash
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Posted: 15th Aug 2013 14:40
Quote: "You think the difference of fps of the sprite and the sync rate
can be a problem? If I have lots of sprites with different frame
rates? For instance, the heli fps is 24, the hound 15, the big rhino 30 and the screen is 60... "

I don't think this would cause a crash.

I'm sure you can run this game on tablet at least, random crashes like this are pretty rare. I only tend to get random crashes like that when I pass a bad reference to an array or something like that IE. coding error.

It sounds like one of those annoying bugs.

What version of AppGameKit and the Player are you using?
What device/s does it crash on?

"Here I am trying to do some good for the world..." - Fluffy Rabbit
Cliff Mellangard 3DEGS
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Posted: 15th Aug 2013 23:25
Agk is very primitiv and have alot of app crashes for no reason sometimes
I have high hopes on v2.

But many times are the app crashes that its still an Young language.

I love agk and are solving my crashes by thinking like an interpeter that reads the bytecode

Make it easy and Clean as possible.

Dont make any not actually neaded function calls yust because you are lazy

And thats hard when iam lazy and messy coder

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
Cliff Mellangard 3DEGS
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Posted: 15th Aug 2013 23:59 Edited at: 16th Aug 2013 00:52
I forgot to mention something i have experinced with agk?

Some app crashes did i solve by converting gosubs to functions that are called during a game loop.

This app crash is extremely weird as they work mostly great but sometimes throws some weird crashes?

So my recomendation is that you dont use gosubs and try to use functions instead.

I still use them to initialize alot Before the loop but try to not use gosubs inside the loop where they get accesed in many frames per second.

I got to Think about it as i whas going thru vans and my game where he added some new stuff ingame that causes these crashes currently.

He made the Death and stats part as gosub calls and they cause these crashes now again

I Think i have forgot to mention this Discovery by me ?

I only wanted to mention this as it whas extremely annoying until i discovered that by simply converting some gosub calls to functions solved some of them
I have only experinced this when they are called many times in an loop.

edited ......................
Another thing is that you could also try to do a if sprite exist check Before you do anything with an sprite also?

There seam to be some fragmentation sometimes that could cause some crashes as agk throws the wrong id and simply crashes.

And if you can so avoid using virtual buttons.

The things i have mentioned is things i have experinced with large Projects.

Not that comon on my smaller test snippets.

edited 2 .....................
About the gosubs so is there something when they use the return command?

As vans calls are only called when a key is pressed and then using a loop inside that.

I have only had these gosub crashes Before when an gosub whas called many times inside an loop ?

Its weird

Gosubs seams broken if called from Another file then the main file ?

edited 3 .......
Also when you empty an string!
Do it like this.
settextstring(TXT_Inventory,"")
do not do it like this!!!!
settextstring(TXT_Inventory," ")
Agk seam to leave garbage if you do so and throw weird crashes when you then tryes to assign an new string later on it.

Sorry for all the editing but iam tired an remember stuff that gave me painfull experiences after i post.

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
Jeonkz
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Posted: 16th Aug 2013 02:52 Edited at: 18th Aug 2013 19:03
Ok! Gonna try to use more functions instead of gosubs...
Thx to all for your advices...

haliop
User Banned
Posted: 16th Aug 2013 09:54
hmm ... you can always use Atlas Textures and Sprite Clips/siccors..

meaning you can take a huge texture lets say 2048x2048 which is not supported currently by any mobile phone right?..
so you take that and you devide it to several
so you get some 128x128 or some 256x256
then inisde the game you simply connect them all and keep their orientation and position similar like 3d Limbs...

the only problem with this is that instead of using one sprite for each creep , you get 4 - 8 sprites or more per creep but know AppGameKit can handle about 500 unique sprites(meaning diffrent created sprites rather then cloned which are way faster) AppGameKit can handle Cloned about 1000 cloned sprites on screen with rotation applied to everyone and keep a steady 59.9 fps

so i think that is your best possible way of doing so. just keep the x,y and sizes and you will get the same high end results as on a desktop.

haliop
User Banned
Posted: 16th Aug 2013 10:00
also when calculating a huge number of sprites....

there is the obvoiuse way :

for i = 1 to allsprites
do whatever
next i

and there is

for i = currentSprite to currentSprite + maxSpriteCalcs
do whatever
next i

currentsprite = currentsprite + maxspritecalcs

and keep that in the main loop so you can create maxspritecalcs as 4 or as 8 or as 2 or sometimes as 1 ... and when it runs above 30 fps you hardly see any diffrence cause it is fast enough no to know that when creep 1 2 and 3 are moving 4 5 6 arent but less then a millisecond later the 4 5 6 are moving while the 1 2 3 arent so actually you get the same result without the lag.

haliop
User Banned
Posted: 16th Aug 2013 10:02
also when it comes to transperancy try to devide the sprites that posses this to several... meaning:

you have a big robot.. most of it dosent have any transperents areas at all... and only his head has some... so devide these into 2 diffrent images and 2 diffrent sprites.. on the body remove the transperancy and on the head add it this way when the mobile draws them it only calc transperency of the head which is way smaller calculation then calcing the entire robot... ...
sorry about my english hope this helps.

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