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AppGameKit/AppGameKit Studio Showcase / [WIP] Starvenger [Starcastle Remake][AGk2]

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JLMoondog
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Joined: 18th Jan 2009
Location: Paradox
Posted: 15th Dec 2014 21:42
Starvenger


Starvenger is my first major game project in AGK2 that is being developed for both PC(Steam Greenlit) and Android(Google Play). It is a re-imagining of the classic arcade game Starcastle.

I started this game as an entry for the LD 31 competition. With about 12 hours to go, I somehow broke the physics...I was nearly complete with the game. Last to-do was weapon particles and scoring. In the end, it came down to rushing and sloppy coding lol.

You can download and play the unfinished LD31 version here.

LD31 screenshots:








I still like the idea, so I'm taking the concept and starting from scratch. It's day 1 and I already have player control(pc and android), screen wrapping and physics completed. So far so good!

New Screenshots:



Concept Design Doodles:



Screenshot shows off the Android version. In the PC version, there is no gui buttons. Buttons are temp until I make some nicer onces. Still not sure on what style I'll go for this round, maybe something similar but I want it a little more awesome.

<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
JLMoondog
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Location: Paradox
Posted: 16th Dec 2014 04:14 Edited at: 16th Dec 2014 04:14
Last update than I need a break lol.

Started to work on my own custom 'joystick' for mobile and it's turning out really nice. I've also set it up so that I can now group menu/gui items into groups and move/rotate/alpha them all at the same time while only having to update one variable instead of 4-10 at a time. Works really great. This will also give users the ability to edit there gui and move the controls where they fit their hand the most comfortable.

Screenshot:



<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
Conjured Entertainment
AGK Developer
14
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 16th Dec 2014 10:27
lol
I remember Starcastle all too well. (very difficult gameplay)

Unique in that it had a glass cover over the screen that was tinted for the colors. (The screen was really black and white.)
Was one of the first (if not the first) games where the enemies could home in on the player instead of flying in patterns like other games.
That game is a real piece of video game history. It is nice to see it getting an upgrade, and that it still has a following. I was hoping to do a fan based remake of Starcastle as well at some point. Yours is looking great. (your doodles are far more advanced than mine)

DavidAGK
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Posted: 17th Dec 2014 10:33
Love the graphics!
JLMoondog
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Posted: 18th Dec 2014 03:12
Thanks guys! I actually didn't know anything about the game until my father suggested it, said he'd love to play a updated version as it was one of his favorite games.

I plan to make the game pretty hard. 'Hard' mode in games these days are a breeze compared to 10-15 years ago...expect to die allot, but still have fun lol.

Working on the particles and physics to control them for the player engine and maneuvering thrusters. Should really give some life to the screen.

<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
JLMoondog
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Location: Paradox
Posted: 19th Dec 2014 23:22 Edited at: 19th Dec 2014 23:23
Lot's of coding completed today. Almost have the player controls done!

Screenshots:





Video:



For some reason Fraps eats framerates during gameplay, otherwise it's silky smooth with no hiccups.

<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
JLMoondog
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Posted: 20th Dec 2014 20:23
Working out the missile code...still trying to fix the targeting, but hopefully will get that working soon.

Screenshot:



<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
Digital Awakening
AGK Developer
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Location: Sweden
Posted: 27th Dec 2014 20:52
Nice graphics as always

JLMoondog
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Posted: 28th Dec 2014 17:32
Thanks! Too bad they're placeholders lol.

Finally got the enemy handling and orbital code finished...blah did those functions give me a headache...

Screenshot:


<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
DavidAGK
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Posted: 28th Dec 2014 18:21
Loving this!
JLMoondog
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Posted: 28th Dec 2014 22:37 Edited at: 28th Dec 2014 22:37
Muhaha! Now everything explodes creates debree you must avoid or risk damaging your ship!

Screenshot:


<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
JLMoondog
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Posted: 29th Dec 2014 20:26 Edited at: 29th Dec 2014 20:29
Added in Shield Generators to the mix. Now if you can get a lucky shot off, you can knock out a shield generator, causing the shields under it's control to fly off, unable to orbit the station. But beware, everything you see is a hazard to your ship.

Here's a video of the previous system, showing off the shields exploding after being destroyed:



Once again Fraps is eating frames... Here's a look at the shield generators and what happens when they're knocked out.

Screenshots:





Think it's time for a break and food.

<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
29 games
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Posted: 6th Jan 2015 20:58
This is looking really good.

Can't believe the graphics are place holders, I really like the way they look.

I like the way the shield generators get destroyed and end up as debris. I take it it's all done with physics. Have you tested it on a tablet, does it affect the frame rate much?

JLMoondog
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Posted: 6th Jan 2015 21:47
Thanks! I really plan to just update these graphics, make them more dynamic. And I plan to add Normal Mapping to the sprites, give them some depth.

Everything is done with a combination of physics and fake physics. On my LG G3 I get a nice smooth 60 frames(capped). On my RCA tablet I also get a nice 60. I did do a test, about 300 physics objects and didn't get any slow down. I don't plan to have more than that.

Will be updating this thread soon with the new menu system. I originally planned only working on this for four weeks, but there's so much I want to do with it, looking like I'll release it by the end of Jan.

<a href="http://www.slidedb.com/games/kayak-escape" title="View Kayak Escape! on Slide DB" target="_blank"><img src="http://button.slidedb.com/popularity/medium/games/34310.png" alt="Kayak Escape!" /></a>
JLMoondog
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Posted: 10th Feb 2015 17:54 Edited at: 10th Feb 2015 21:51
Menu System - Done
Player Control - Done
Enemy Control - Done
Upgrades - Done
Achievements - Done
Leader Board - Done
SFX - Done
Music - Done
Sound FX - Done
Credits - Done
Secret Mission - Done

Next! Graphics REDUX!

Backdrop/Foreground GUI - Tracking - Mouse/Tilt Movement



Level Selection Screen



Station HP Model - Normal Baking



Yes I'm still working on this game when I can. I've pretty much completed every aspect of the game except for the updated graphics. Time to build something awesome!

I plan to use several GLSL shaders including 2D normalmapping and soft shadows. Currently have the main screen GUI completed with movement based on mouse position/ mobile tilt angle, it's really cool to look at. The backdrop is a starfield with an animated cloud effect which I plan to add some cool normals to get a 'lightning' effect going. Planet is temp, but might keep it, along with some other space objects flying across the screen.

All graphics made from scratch, including the accurately depicted Milky Way Galaxy.

Oh, and now there are 12 levels of insanity.

Also attached, computer interface audio.

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DavidAGK
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Posted: 10th Feb 2015 19:55
Looking really cool.

Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Conjured Entertainment
AGK Developer
14
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 10th Feb 2015 22:56
Quote: "Looking really cool."

Indeed
That level selection screen is smoking.

I like how you lessened the number of rings but added section to the outer one for the same number of sections.
I also like how they do not touch each other physically.
These elements give it a new spin without taking away from the original's design.
Very nice


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1

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