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AppGameKit Showcase / [WIP] Aquillanto - 2D Platformer For Mac and PC

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DavidAGK
3
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Joined: 1st Jan 2014
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Posted: 24th May 2017 08:18
Main World 2 tile build DONE! I'm sure a few extras will pop up, like they did with world 1 but main build is over - another milestone reached! I've got two pieces of coding to do (strange to be back to coding after a gap of several months) and then I'll knock up a demo level and create a video so you guys can see what it looks like...
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
3
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Joined: 1st Jan 2014
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Posted: 1st Jun 2017 18:37
Quick video of the World 2 tile set.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
blink0k
AGK Developer
4
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 2nd Jun 2017 02:46
That is looking absolutely fantastic dave. Luv the graphics, particles and the physics
DavidAGK
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Posted: 2nd Jun 2017 08:35
Thanks blink0k. It's taken quite a while to build all those tiles (and figure out all the combination needed to get them to all work in all situations).
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Chris Tate
DBPro Master
9
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Joined: 29th Aug 2008
Location: London, England
Posted: 4th Jun 2017 10:13
Brilliant work. I look forward to playing the game.

I imagine it takes very long to create these tilesets, but once you get enough done you can efficiently produce quite a number of levels composed of different combinations of themes.

It will be interesting to see the variety of puzzles and challenges that will come up as I play; such as the placement of spikes and conveyor belts in the level shown in the video.
DavidAGK
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Posted: 4th Jun 2017 18:27
Thanks Chris,

Yes, the tile sets take an age! Still, as you say, they should enable me to create a variety of levels with them. I'll be spending considerable time on the challenges as that's where you can introduce some really good game mechanics and add variety. I've got a bunch mapped out and some already in the earlier World 1 levels that I've started. I've started building the World 2 monster set now.... which also takes an age!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
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Posted: 5th Aug 2017 21:17
Almost finished the World 2 monsters and platforms. It's been another mammoth amount of work! Next on the list is to create the short pieces of code that dictate the monster/platform behaviours (actions). When that's done I'll create a World 2 level, fully populated, as a test run and do a video. Then I really need to map out the main framework (load/save games what additional features to include etc).

Still a long long way to go!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Richard_6
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Joined: 3rd Feb 2017
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Posted: 7th Aug 2017 05:35
I believe your game will get a lot of success, David! Looking really nice so far! Keep it going!!!
DavidAGK
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Posted: 7th Aug 2017 21:18
Thanks for the encouragement Richard! It's been quite a long journey so far...
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
SpecTre
Developer
14
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Joined: 24th Feb 2003
Location: UK
Posted: 8th Aug 2017 20:30
Looking awesome Dave, things are really starting to come together with this project now. Keep up the good work, really looking forward to play this.
The Amiga and Amos were great!
DavidAGK
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Posted: 9th Aug 2017 17:31
Cheers Paul! Getting more done on it again now the sun has run away...

Wondering...to be successful on Steam do games need a strong story or can they rely purely on gameplay (like Mario)?

Thoughts?
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
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Posted: 1st Sep 2017 21:18
I've been keeping all movement of the tiles (or rather screen offset) to snap on whole pixels to avoid issues of feint lines appearing. In exploring various screen resolutions (thread in other section) I came to the conclusion that I really needed to tackle that issue - I've done a test with the tiles having some extra "extruded" edges and it now means I can use floats for the screen offset. Result is much smoother movement which is awesome! I think it's also going to solve the game playing at various screen sizes (that used to break the tiles apart). So great news BUT it means I now have to go back to all the tile loading functions and change them and pad all the tiles. That's a lot of work! Ugh! Still, it's going to be worth it.

Three steps forward, two steps back.... All progress in the end though!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
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Posted: 9th Sep 2017 21:50
Just finished converting the game so it will scroll using floating point rather than on fixed pixels - much smoother and can scale without the feint lines appearing. Onto the world 2 sprite behaviours.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
SpecTre
Developer
14
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Joined: 24th Feb 2003
Location: UK
Posted: 10th Sep 2017 01:00
Glad you got it sorted Dave.
The Amiga and Amos were great!
DavidAGK
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Posted: 10th Sep 2017 13:25
Yep - took a bit of work but now much better all round. The only thing I can't test is how virtual resolution works on lower than 1920x1080 screens (does it shrink it down but keep the aspect the same?). Good to be moving forward again. Still not user why you didn't experience the feint AA lines on your game (guessing you were using a float variable for screen view offset?)

Really looking forward to putting a world 2 level together to see how all the elements work together.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
SpecTre
Developer
14
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Joined: 24th Feb 2003
Location: UK
Posted: 10th Sep 2017 23:50
I guess I didn't get the problem as the camera was tracking the player who was most likely using floats.
I use something like this below to mess with different screen resolutions for testing to see what it would look like on different formats:
(Just change your screen settings to suite and then put what resolution you want to check in the dWidth and dHeight settings )

+ Code Snippet

Looking forward to seeing where your game goes next.
The Amiga and Amos were great!

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