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

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DavidAGK
4
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Joined: 1st Jan 2014
Location:
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?!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
c0d3r9
1
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Joined: 2nd Oct 2017
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Posted: 20th Feb 2018 19:08
No problem.I´ll take a look too.My unread mails are zero too.But i see your mail....
DavidAGK
4
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Joined: 1st Jan 2014
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Posted: 23rd Feb 2018 20:39
I've figured that the most important skill to have as an indie developer is not coding skill or creativity... it's the ability to completely underestimate just how much work is involved in a project... or you'd never start! :S

The framework (game load save, progress, prefs etc) is turning out to be another mammoth amount of work!!!! :S
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Chris Tate
DBPro Master
10
Years of Service
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Joined: 29th Aug 2008
Location: London, England
Posted: 24th Feb 2018 06:48
It is true; things can get quite mind boggling, frustrating and of surgical nature.
DavidAGK
4
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Joined: 1st Jan 2014
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Posted: 17th Mar 2018 15:28
Just realised - I've now been working on this project for FOUR YEARS!

Interface is coming together and the Level end is coded! All stats are recorded and saved, next level unlocked etc. Now onto the Mission end - similar to normal levels but with specific requirements (eg complete level in 200 seconds and pick up 20 cherries)...

Then onto the last part of the framework which ties up what the whole game is going to be about - but more on that later.

Still loads to go but I'm approaching another milestone....
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
PSY
Valued Member
2
Years of Service
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Joined: 3rd Jul 2016
Location: Laniakea Supercluster
Posted: 20th Mar 2018 19:52
Quote: "Reminder to self...extensive comments are super useful when you come back to your code after a break!"

True that ^^


PSY LABS Games
Coders don't die, they just gosub without return
DavidAGK
4
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Joined: 1st Jan 2014
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Posted: 30th Apr 2018 21:17
Still working away on it.... (ahem... just trying t ensure thread doesn't get locked!)

Discovered some weaknesses in the GUI so still working on it... still it will be better as a result...
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
4
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Joined: 1st Jan 2014
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Posted: 21st Jun 2018 21:39
Main game framework almost done - a much bigger job than anticipated (isn't that indie dev through and through?!?!). Just the trophy screen and shop part left. Then it's back to some graphics and level building! I definitely feel like I'm getting there now.... after four and a half years.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
4
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Joined: 1st Jan 2014
Location:
Posted: 9th Jul 2018 20:57
Main framework done (save for any Steam integration which I'll look at near the end. Back on World 1 graphics - just adding a few extra plants and then I have the end of World 2 baddie - then it's onto World 3 graphics (last world!) and level building! Chink chink chink... gradually getting there! #IMustBeInsane #TooMuchWorkForOnePerson
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
puzzler2018
1
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Joined: 8th Oct 2017
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Posted: 9th Jul 2018 21:16
It will be an astonishing achievement to yourself - keep it up
DavidAGK
4
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Joined: 1st Jan 2014
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Posted: 10th Jul 2018 20:13
Thanks puzzler2018 - yes, it's been a load road and still a way off but it's just starting to feel like I can see an end.... Starting to tick of major milestones which is always nice.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Chris Tate
DBPro Master
10
Years of Service
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Joined: 29th Aug 2008
Location: London, England
Posted: 18th Aug 2018 20:16
What part of the game's development do you find most challenging so far? If you do not mind me asking.

I find that the programming thus far has taken most of my time.
DavidAGK
4
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Posted: 20th Aug 2018 21:31
Interesting question. The most challenging was probably getting the character controller working, with the right feel, and working in all circumstances (slopes make character controllers 1000% harder!). The most time consuming possibly the graphics but not sure - might be about even with coding. Had to build several surrounding programmes too (map editor, Population editor (adding monsters etc), atlas image creator) which took a while (esp the map editor).

With more planning it would have been faster but hey, it's been an organic growth which has allowed testing for fun along the way.

The level design and building will take a loooong time next - That's a mammoth task. You can only really get started on that when you know what balance you need to achieve - number of coins etc - I've got a shop coded that I've not shown yet Tonnes done in the background.



Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
DavidAGK
4
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Joined: 1st Jan 2014
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Posted: 20th Oct 2018 16:39
Quick bump to keep the thread open. I'll be back on this again soon - looking forward to starting the last world's graphics. So close and yet so far.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)

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