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AppGameKit/AppGameKit Studio Showcase / [WIP] Dark (working title)

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baxslash
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Posted: 8th Jan 2014 20:04 Edited at: 8th Jan 2014 20:05
I have been working on this project when I've had the time alongside greenlig who is doing the artwork. Although we don't actually have a game yet we do have the beginnings of a level editor and game engine. What we have so far I am very proud of.

Although we aren't quite at a stage to talk about what the game is about it is generally a puzzle / action / platform game.

Here is a concept image we have been working from for the initial test level / level editor:


oct(31) = dec(25)

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baxslash
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Posted: 8th Jan 2014 20:06 Edited at: 8th Jan 2014 20:08
Here is the level editor in action:


Yes, there are a lot of objects floating in the air, I was just testing a bunch of lights and objects together. Normally this many lights would be unusual. Also ambient light is set very low here.

oct(31) = dec(25)

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Ancient Lady
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Posted: 8th Jan 2014 20:17
Looks quite interesting.

Cheers,
Ancient Lady
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baxslash
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Posted: 8th Jan 2014 23:21
I hope so AL! The level editor is designed to make it possible to playtest while building levels. The character can be moved around the scene as you edit. Lighting is massively important for atmosphere as well as being used as a game mechanic which is why I've spent so long getting it working nicely. Objects can be lit by multiple lights (of any colour) dynamically using the 2D specular lighting system I demo'd here: http://forum.thegamecreators.com/?m=forum_view&t=197029&b=48&msg=2490685#m2490685

oct(31) = dec(25)
JLMoondog
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Posted: 8th Jan 2014 23:33
Amazing stuff! I'll be following this project.

Digital Awakening
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Posted: 9th Jan 2014 10:20
Looking very promising. Like a potential indie hit. Just make sure that you finish it

mr_d
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Posted: 9th Jan 2014 10:27
I like the style.
tagging in to follow progress.

baxslash
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Posted: 9th Jan 2014 11:01
Quote: "Just make sure that you finish it"

Yeah, I have that problem a lot mind you each unfinished game is getting better all the time...

I'll post a video of the editor in action soon as I get a chance because a still image doesn't really do it justice.

oct(31) = dec(25)
Van B
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Posted: 9th Jan 2014 12:37
Looks great so far! - lighting especially which I'm guessing is better illustrated in a video.

One thing that pops into mind is that old fantasy movie with Tom Cruise (Legend?) - where they use a load of mirrors to reflect sunlight at a demon to destroy it... maybe that would be cool, like a mirror could become a light source and reflect the light back. Maybe some puzzles just have the player arrange mirrors to reflect sunlight from a window.

Ohh... another spitball idea...

What if you had these black figures in the shadows, maybe they give themselves away now and again with just a pair of eyes... but when you light the area enough they die, like in a puff of black smoke, if the player walks into one then it's curtains. Maybe some of these figures can only be killed by certain colours or types of light.

Anyway, I think we'll all be keeping a close eye on this, can't wait to see how it develops.

I am the one who knocks...
baxslash
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Posted: 9th Jan 2014 13:22
Van B, the mirrors will certainly be used in a similar way to your idea. We have a few other ideas which flow along those lines but again I don't want to give too much away until the ideas have been fully tested. The enemy has already been prototyped but is also in the early stages (you can see an enemy in the concept image), once the character has a few more functions (currently only running, walking, crouch / crouch walking and falling) I will add the enemies in for testing...

oct(31) = dec(25)
baxslash
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Posted: 9th Jan 2014 22:22
As promised, here are a couple of quick videos of the editor in use:




oct(31) = dec(25)
Ancient Lady
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Posted: 9th Jan 2014 22:36
Very cool! Just like all of your work.

Cheers,
Ancient Lady
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Van B
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Posted: 10th Jan 2014 09:14
The shadows work great! definitely adds to the atmosphere.

I am the one who knocks...
baxslash
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Posted: 10th Jan 2014 13:51
Thanks guys! Greenlig is getting some more objects together and I'm working on some cool game mechanics next as well as some more eye candy and some inevitable optimisation. On my second best laptop I get around 160fps for an average scene but I can improve on that with smaller images and a little culling in the lighting system.

oct(31) = dec(25)
Matty H
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Posted: 10th Jan 2014 15:44
This looks really professional due to the artwork and your great lighting system.

I private messaged you ages ago by the way, nothing important, just wondered if you got it?

Digital Awakening
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Posted: 10th Jan 2014 16:24
I really like the editor and of course the lighting Most impressive 2D game made in AppGameKit so far, that I've seen.

baxslash
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Posted: 10th Jan 2014 16:52
Thanks again

Matty, how do I check private messages? I haven't really looked at this feature yet although I did get a popup for a message from another user recently...

I hope I can get the game mechanics and gameplay as good as the artwork! The lighting system is great and I'm very happy with that but I need to make sure it's not ALL eye candy. greenlig and I have been coming up with a tonne of great ideas for the game so I have a feeling it should have an engaging storyline and some fun puzzles. I believe he's working on a new concept sketch for a new idea he just had so I can't wait to see which direction that pulls the game!

oct(31) = dec(25)
Van B
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Posted: 10th Jan 2014 17:00
IM feature is accessed with the little button to the left of the logout button at the top of the screen - from there it's straightforward, you should have a list of users who have messaged you, with the number of unread in brackets.

I am the one who knocks...
baxslash
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Posted: 10th Jan 2014 17:13
Cheers VB

oct(31) = dec(25)
JLMoondog
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Posted: 10th Jan 2014 19:20
Amazing work! The animations with the shadow work really make it look polished, even though it's just a basic editor.

Great stuff as always!

greenlig
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Posted: 12th Jan 2014 04:59 Edited at: 12th Jan 2014 05:00
A quick concept I did late last night after a few beers. It's very dark!



ZacDuff.com

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baxslash
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Posted: 12th Jan 2014 08:51
Excellent! Gives me another idea for the lighting system

Those stairs would make a great asset, as would a few pictures for the walls.

oct(31) = dec(25)
The Slayer
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Posted: 12th Jan 2014 14:29
Really sweeeeet stuff, guys! I love it already!
Keep up this good work, bax and greenlig! You both have the skills to make this a winner.

Quote: "Close those quotes before they start to spread!...too late! Aaaaaagh!!!
xCept
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Posted: 14th Jan 2014 21:11 Edited at: 14th Jan 2014 21:13
This looks GORGEOUS! Are those shadows just clever sprite overlay tricks or are you using shaders for that in V2 (I haven't played around with fullscreen shaders in V2 so don't know what's actually possible yet, I find the alpha too quirky to use right now).

Amazing what lighting and shadows can do to for game.
baxslash
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Posted: 14th Jan 2014 21:27 Edited at: 15th Jan 2014 14:24
Thanks xCept! No shaders, it's all V1 using clever sprite overlays

EDIT: I may move over to V2 eventually as using Spine would probably give a significant speed increase ( and reduce my command set for characters ), also I really want to try additive blending for some effects.

oct(31) = dec(25)
apocolyp4
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Posted: 16th Jan 2014 02:52 Edited at: 16th Jan 2014 02:54
Those shadows are amazing!

I take it to make the shadows your doing something like cloning each sprite object, increasing its depth by 1, setting its sprite colour to black, then decreasing its alpha to make it transparent? Then your either scaling the sprite or setting its size, while at the same time re-positioning the shadow sprite depending on the light sources?
baxslash
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Posted: 16th Jan 2014 09:12
That's more or less it. I was also changing the X&Y scale depending on distance from light source too but I took that out as it was unnecessary. I am also setting the alpha of each shadow based on how many lights are in the scene. I may refine this to how many lights are in range of each object as it will work better for larger scenes. I also have to add a depth setting for each object that will move objects further away into the scene or closer to the player, this will mean I have to make shadows larger / smaller and add the objects to the parallax scrolling system... ouch. Still once it's all done it will look even better

oct(31) = dec(25)
haliop
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Posted: 20th Jan 2014 10:21
i just watched the 2 videos
adding the concept art in mind


THIS IS AN AWESOME PROJECT!
keep it up. and show us some more

baxslash
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Posted: 21st Jan 2014 14:32
Thanks haliop!

Nothing new to show yet. I'm just adding in save / load code so that levels can be saved containing the player, floors, backgrounds, lights and lit objects. Once I have that sorted I will start adding the code for a few mechanical objects that can be powered by the light cells. I'll only have one or two to start with so it shouldn't be too long before I can demonstrate inserting mechanical objects in the editor then powering them with the lantern. Then I'll start adding character functionality such as using a focused beam from the lantern. Hope that will whet your appetite!

oct(31) = dec(25)
baxslash
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Posted: 21st Jan 2014 19:45 Edited at: 21st Jan 2014 19:46
I started working on the "focused beam" which can reflect off any shaped mirror object. This will form one of the methods of directing light from the lantern to the light cells and / or to aim at enemies. Below is an early set of functions in action using a single image for the light beams.



oct(31) = dec(25)

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JLMoondog
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Posted: 22nd Jan 2014 02:59
Awesome! Very laser-ish atm. You going to add a distance/travel falloff eventually?

You're using one image for the beam? o.o How'd you pull that off?

baxslash
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Posted: 22nd Jan 2014 05:20
I may reduce the strength of the beam per bounce based on distance but otherwise I'm pretty happy with how it works.

The image is just a semicircle. Without UV wrapping I scale the u value based on the length of the beam and add another semicircle at the end. For each bounce I add another larger semicircle at the bounce point based on the angle of the normal. Simples

Example attached.

oct(31) = dec(25)

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baxslash
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Posted: 22nd Jan 2014 19:46 Edited at: 22nd Jan 2014 19:49
Here's an early image of the player using the beam (no mirror objects added to the editor yet but I do have an asset from greenlig):


oct(31) = dec(25)

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Van B
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Posted: 22nd Jan 2014 20:09
Looks great!

You have to add some dust particles though, floating through the light beam

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baxslash
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Posted: 22nd Jan 2014 23:35
Damn, now you're gonna take credit for it when I add it...

oct(31) = dec(25)
baxslash
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Posted: 7th Feb 2014 13:55 Edited at: 7th Feb 2014 13:55
Added dust motes
Added aiming for beams
Fixed bug in animation code causing degradation of positioning over time (also slight optimisation)



Next I'm adding dust motes to beams and making beams affect power cells...

oct(31) = dec(25)

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Van B
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Posted: 8th Feb 2014 00:36
Very atmospheric, heck it looks nicer than most of those silly trading cards on Steam... people would be forgiven for thinking that was a static, painted scene, with the lighting and particles and shadows, it'll be jaw-dropping I'm sure of it.
Maybe when the beams are done you could upload a video

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baxslash
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Posted: 9th Feb 2014 10:29
Well, beams are working fine but I'll add mirrors before I post a new video...

I've improved the motes a little more, made them larger and more like the ones in the concept art. The aim really is to go for a look that could be painted. I want it to look and feel as close to greenlig's art as possible.

oct(31) = dec(25)
=PRoF=
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Posted: 9th Feb 2014 18:11
Wow, just wow...

baxslash
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Posted: 9th Feb 2014 23:58
Thanks prof!

In adding mirrors I have also added the code needed to make dynamically lit objects rotatable too. This makes it possible to make lit objects physics based too which is vital for some puzzle objects as well as general scenery. Hoping to add a video of light beams and mirrors over the next few days.

oct(31) = dec(25)
BatVink
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Posted: 10th Feb 2014 13:40
This looks incredible, love the style

baxslash
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Posted: 10th Feb 2014 21:38
Thanks BatVink!

I can't take too much credit for the style, that's mostly greenlig. I'll take all the credit you like for the code though

I've finished adding focused beams which now reflect off mirror objects, added mirrors, improved dust motes and added a few little effects. Focused beams now also power the light cells as you can see at the end of this new short video which took forever to upload to youtube as I'm trying to improve the quality of my vids:


oct(31) = dec(25)
greenlig
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Posted: 10th Feb 2014 23:00
Haha Bax!!! That's fantastic!!! Ooh, I can't wait to get my hands on this and make some more stuff. I might start getting some assets ready for the test level Looking great man.

ZacDuff.com
Matty H
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Posted: 10th Feb 2014 23:15
Looks amazing, where can I get a greenlig?

Great concept too, could be a real winner, good luck.

baxslash
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Posted: 11th Feb 2014 09:14
greenlig, I've updated the zip on dropbox I sent you a link for previously.

oct(31) = dec(25)
Funnell7
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Posted: 11th Feb 2014 11:37
That is ridiculously good!! I can't even imagine how you would achieve that! Good work...
baxslash
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Posted: 11th Feb 2014 13:39
Thanks Funnell7! Actually it's been building up for quite some time. Most of the main features like the animation system and the lighting system were started on previous projects. I'm just finally putting them all together. One step at a time just like anything else

I have a colleague who may be working on some music for this soon too...

oct(31) = dec(25)
xCept
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Posted: 11th Feb 2014 16:39
Wow man, this is something special!
greenlig
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Posted: 12th Feb 2014 00:44
Yay! Dropbox updates

ZacDuff.com
Phaelax
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Posted: 12th Feb 2014 07:24
Quote: "I can't take too much credit for the style, that's mostly greenlig."

Soon as I saw the first image I immediately thought greenlig.


Game looks very cool so far

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