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

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DavidAGK
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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...
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DavidAGK
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Posted: 1st Jun 2017 18:37
Quick video of the World 2 tile set.
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blink0k
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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).
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Chris Tate
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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!
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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!
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Richard_6
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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...
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SpecTre
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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?
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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!
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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.
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SpecTre
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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.
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SpecTre
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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 )



Looking forward to seeing where your game goes next.
The Amiga and Amos were great!
DavidAGK
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Posted: 27th Sep 2017 18:08
Sorry for the late reply Paul and thanks for that.

I know underwater levels in platform games are notoriously disliked so I'm hoping that the water sections (not whole levels) in Aquillanto will be fun! I've been working on a Fish behaviour, including the ability to set its aggression level. I've just jumped in the water and it's a bunch of fun trying to avoid it, whilst going to the surface for air! A few more behaviours to code and then I'll mock up a short demo level and create a video. Onwards...

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SpecTre
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Posted: 27th Sep 2017 20:17
Sounds great Dave, keep up the good work, I feel a Steam release coming on with this
DavidAGK
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Posted: 27th Sep 2017 21:24
That's the aim... Been working all evening on the eel behaviour...
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jhanson
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Posted: 28th Sep 2017 17:07
This looks really cool!
DavidAGK
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Posted: 30th Sep 2017 17:16 Edited at: 1st Oct 2017 12:37
Thanks jhanson! Been working on it in the evenings etc for several years now! Need to find out when I started.

Edit: Worked out that I started around March 2014 - I got AppGameKit 1 for my son for Christmas but turned out he was a bit young for it*... I started looking at it shortly after that and then found myself going back in time to when I was 18 and coding a platform game in AMOS on the Amiga!

* For the record, I gave my son another present!
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DavidAGK
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Posted: 23rd Oct 2017 10:22
World 2 monster behaviours (actions) done! That took a bit longer than anticipated as the actions in world 2 are slightly more complex, with some sprites "talking" to each other to give more scope. I might have to push some of these actions back to World 1 as they give good opportunities for gameplay. A few additional world 2 tiles to build and then I'll build a test level and get that video up! My son is building me a new PC (and has insisted on RGB fans!) so hopefully screen capture will be smoother too!
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Chris Tate
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Posted: 26th Oct 2017 20:02
That's nice of your son to build you a new PC
DavidAGK
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Posted: 26th Oct 2017 20:08
Yes! He's only 15 and has built two PCs now (first one when he was 14). Did all the research etc - much more competent than I was at that age!
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Chris Tate
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Posted: 29th Oct 2017 20:26
It is also a fantastic learning experience.

Does he help you with your project, or his own game projects; or is he doing his own thing?
DavidAGK
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Posted: 30th Oct 2017 09:09
He's mainly into the hardware at the moment. He does some programming at school but for whatever reason not been tempted by AppGameKit yet.
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Chris Tate
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Posted: 2nd Nov 2017 21:12
He seems pretty focused from what you say; that's good.

How many world's are you going to make? Or is that a secret?
DavidAGK
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Posted: 2nd Nov 2017 22:03
I'm going to do three worlds. I've done world 1 graphics and 99% done world 2 - just a few more tiles to build but all monsters are done (other than end of level baddie). It's still a long road ahead but I'm definitely ticking off the milestones! Looking forward to showing you guys a video of a world 2 level (a testing level) fully populated.
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Supertino
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Posted: 3rd Nov 2017 08:50
This looks great. I notice slopes in your video, they're the bane of life I always fail at doing slops in 2D platforms. Do you use built in physics for your slopes or the pixel way of using player pos\size and tile collided with pos\size and offsetting as required?
DavidAGK
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Posted: 3rd Nov 2017 16:10
Hi Supertino - You are right - slopes add an incredible amount of extra work! 100 times harder to get working than just blocks. I use two detection points. They quiz the tile they are on and then return a height. Based on the delta I choose the sprite to display (so feet hit floor correctly). At least that is my memory of how it works! It was a couple of years ago that I was doing that part of the code! If you look back to the early part of the thread I think there is a video that shows the detection points working.
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DavidAGK
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Posted: 12th Nov 2017 16:54
Another mammoth session this weekend and I've finally completed all the World 2 tiles. I thought I'd done it but went on to create an additional level of parallax - so can now include some "outdoors" sections and background cavern type feel.

Really pleased to reach this milestone! I'll create a level and get a video done...
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Chris Tate
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Posted: 13th Nov 2017 16:10
Looking forward to seeing how it looks.
DavidAGK
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Posted: 14th Dec 2017 21:54
A video of my World 2 monster and platform testing level. Apologies for lack of sound - I've not got any of that done for world 2 but wanted to show you where I'd got to.

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blink0k
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Posted: 14th Dec 2017 22:03
That is looking really nice David. The goopy water is fantastic! The chain enemies design is cool too
puzzler2018
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Posted: 14th Dec 2017 22:33 Edited at: 14th Dec 2017 22:34
Couldn't say it any different

Looking really fantastic - keep up the good

All done with 1 main sync loop - great stuff

You have certainly out landished the capabilities of what AppGameKit can really capable of

Chris Tate
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Posted: 15th Dec 2017 01:42
I watched the whole video and left a YouTube like. I really like the level design; this looks like the most attractive looking side scrolling platform game I've seen on these forums.

I don't know if it fits your style and I do realize that the project is about 2 thirds complete, but a lot of games like this in the market implement post rendering effects. Do you plan to add a touch of lighting effects to the final render to modernize the look, or do you think people will prefer the retro look?

It is pretty hard to attract the young audience out there for platform games compared to the puzzle, AR and action genre; but your game looks great.

Splendid work overall, the micro challenges, the animations, usage of space, all spot on. A lot of speed runners are going to love this one.

DavidAGK
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Posted: 16th Dec 2017 11:50 Edited at: 16th Dec 2017 11:51
blinbk0k - Thanks! Appreciate the kind words - Yeah, I was pleased with the Chain Warriors. They act as guards and kick into action when they see the player (hence head twisting left and right). I've got three types, two shown here and one that shoots steel spikes. I can attach the shields to all of them.

puzzler2018 - Cheers! Yes, I've been really impressed with what you can throw at AGK. There are four layers of parallax in that scene and thousands and thousands of sprites (tiles). I've got to test it on my slower machine next (migrated up to a crazy fast PC so need to keep checking lower spec'd PCs!)

Chris Tate - Thanks again for the encouragement, really appreciate it. It's been a long and fun journey so far. Post rendering effects were never part of the plan so I don't know how/if I could implement them now... you're probably right though... perhaps Aquillanto 2 ? Yes, I'm not expecting many sales when I release on Steam... but it should be a fun game for those who want a platformer with lots of different agility/dexterity tests. I've built in a lot of things to add variety.

I can really feel the progress now... though still a TONNE to do!
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Chris Tate
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Posted: 17th Dec 2017 02:51
Good luck with the rest of the development. As you said, you can always take the rendering to the next level with Aquillanto 2. When ever you need any guidance for implementing shaders, feel free to ask.

You did mention that you were not certain whether you can implement something basic now, so I will have to indicate that yes, it is possible; as a basic example, per pixel lighting need not take more than a couple of hours because what you will end up doing is leaving the system as it is, you just place a lighting image over the screen in a certain blend mode depending on how dark the scene is and where the characters are; or feed the image of the screen, and light emitting screen coordinates, into a purpose built shader function which handles the rest.

Something to consider in the future.

The game still looks fantastic, and as I can understand, there are a tonne of other things to be doing.
DavidAGK
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Posted: 17th Dec 2017 17:56
I really should look into shaders. I can see that dynamic lighting, even in 2D, adds quite a bit of atmosphere. Let's see - if Aquillanto does OK on steam I'll do another. If not, I'll move onto something totally different... and perhaps a bit smaller!
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Cliff Mellangard 3DEGS
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Posted: 18th Dec 2017 10:00
congrats and looks great so far
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
DavidAGK
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Posted: 18th Dec 2017 16:16
Thanks Cliff! I'm excited about the next stages...
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DavidAGK
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Posted: 14th Jan 2018 21:48
Started building the main structure around the game. More graphics to be done! Glad I got some advice on GUI methodologies - that's helped. It'll start to feel like the home-straight (albeit a long home straight!) when I've got the framework done. So many levels to build... but really pleased to have gotten this far... Also got the last world of graphics to do.


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Chris Tate
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Posted: 15th Jan 2018 02:25
The grind continues. Keep up the great work.
DavidAGK
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Posted: 30th Jan 2018 19:43
GUI going well. In order to do the level selector I've got to code a bunch of back end stuff. Would be relatively straight forward but I want to make it so that I can add levels after the game is launched without having to update the actual game - I just want to be able to add a few level definition files. This adds a surprising amount of work when you are also considering player progress files etc. 3 evenings planning out how it will all work so far... :S Want to get back to coding the GUI as that is far more visible!
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GaborD
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Posted: 30th Jan 2018 20:18
Looks fantastic. Everything about it seems to be spot on.
I hope it does very well for you.
DavidAGK
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Posted: 31st Jan 2018 17:55
Hi GarborD - Thanks that's very kind of you. I'm fulfilling a childhood dream and loving every minute!
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DavidAGK
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Posted: 4th Feb 2018 16:00
I feel like a communications engineer wiring up a bazillion variables to track stats and progress! Something fun about viewing accumulating stats...
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Chris Tate
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Posted: 6th Feb 2018 20:17
Are these statistics related to game performance, player experience or..., perhaps a combination ?
DavidAGK
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Posted: 7th Feb 2018 09:14
Player stats, so you can see how many coins collected overall etc. Quite a few of them so I can have lots of trophies and awards. Also keys into the “challenges” part of the game that I’m building.
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DavidAGK
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Posted: 20th Feb 2018 18:00
Hi c0d3r9,

Sorry, I didn't noticve that you'd sent me a message. I'll take a look now. Strange as my messages was showing zero unread ones?!
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