Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit/AppGameKit Studio Showcase / AGK Scene Builder [AGK V2 Tier 1]

Author
Message
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 21st May 2015 18:33
Nice work baxslash! I kept getting the locked file problem when I tried testing the particle editor before, so the new network link is a massive + (and that was with using a very fast SSD too :s ).

What are your plans for publishing this? Please add me to the list of those interested

Also, Congrats on the new job!

V2 T1 (Mostly)
Uzmadesign
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 21st May 2015 19:14
Looks like all is going well, looking forward to trying the next release

Most exciting project with AppGameKit at the minute.

The Amiga and Amos were great!
Download my game - Paint Pot from Amazon and Google here - http://leap.my-free.website/
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 21st May 2015 23:55
Quote: "Nice work baxslash! I kept getting the locked file problem when I tried testing the particle editor before, so the new network link is a massive + (and that was with using a very fast SSD too :s )."

I'll add the networking to the pax editor too soon. Batvink has given us the final key to making useful tools for AppGameKit! I look forward to getting some test results from you all again...

Quote: "What are your plans for publishing this? Please add me to the list of those interested "

I'm making a free scene/level editor. The 'pro' version will include much more! I haven't decided whether it will be free yet. I'd like to get to the point where it could be used to create full game code ready to be compiled.

Quote: "Also, Congrats on the new job!"

Thanks

Quote: "Looks like all is going well, looking forward to trying the next release"

Soon! I have improved the lighting shaders. Export is also nearly fully working. I just need to create the basic import code too...

Using AppGameKit V2 Tier 1
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 2nd Jun 2015 13:59
Quick update. I am now able to load / save full scenes in and out of the editor. I have not fully implemented sprite physics yet but I was planning on adding that once I have a simple scene export / import working and available to the community. As soon as I have an example project fully tested I will upload a new version for you all that can actually be used to create scenes for your games. Loaded sprites can be 'named' and selected by name (as can particle emitters and lights) so this will provide enough functionality for the absolute basic editor which I will build on.

The free version I have in mind will include quite a bit more such as spine and spriter import, physics & shape definition etc. The 'paid' version may end up free too as I have said but it depends on how much support I end up providing. Think of this as a personal editor I've wanted to build for ages that I want to share.

Using AppGameKit V2 Tier 1
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 2nd Jun 2015 15:12
Quote: "Think of this as a personal editor I've wanted to build for ages that I want to share."

I think I love you!

Have you thought about adding in some Normals shader magic to the lighting system to give sprites the effect of depth? - perhaps with automatic creation of the normals data as an optional extra? - That would be SO cool!

V2 T1 (Mostly)
Uzmadesign
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 2nd Jun 2015 15:24
Quote: "Have you thought about adding in some Normals shader magic to the lighting system to give sprites the effect of depth? - perhaps with automatic creation of the normals data as an optional extra? - That would be SO cool!"

Yes, I was going to add that as a shader option

It would use the same lights added to the scene already. Actually the shader I made for the current system is based on the normal shader so it's a very minor addition. I just need to apply a secondary image option to sprites and add another shader option... pretty much.

Using AppGameKit V2 Tier 1
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 2nd Jun 2015 15:29
Baxslash this is going to be awesome when you get it to a stage to put in a working game.
AGK HERO badge!! Is there one

The Amiga and Amos were great!
Download my game - Paint Pot from Amazon and Google here - http://leap.my-free.website/
janbo
15
Years of Service
User Offline
Joined: 10th Nov 2008
Location: Germany
Posted: 2nd Jun 2015 19:19
Sound more and more awesome,

I would like to help, but as I see you manage it alone very well

Note

Would love to see that combined with Ched80's shadow cast shader.
Everything packed in an system for AppGameKit Tier 1... would be awesome... then we have our own little 2D-"Unity"

Just thinking out loud



Using AGKv2 Tier1
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 2nd Jun 2015 22:14
I am planning on adding 2 different shadow casting shaders but more on that later [/spoiler]

Using AppGameKit V2 Tier 1
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 3rd Jun 2015 13:19
omg! Bumpy normals AND shadows!!! I am SO looking forward to this! It would be cool to see this get released at the UK Meet.

V2 T1 (Mostly)
Uzmadesign
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 3rd Jun 2015 13:58
I have been working on the physics commands and can now edit all physics parameters except for creating polygon shapes which I intend to add next. I can add multiple circles & boxes to a single sprite but have not started adding polygons yet. I intend the editor to allow the user to draw around a sprite and it will only allow the user to create valid shapes (much like my "ShapeUp" tool but a little smarter). Once that is added I will be testing and bug fixing before a release which can actually be useful.

Using AppGameKit V2 Tier 1
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 4th Jun 2015 15:51
Quote: "I intend the editor to allow the user to draw around a sprite and it will only allow the user to create valid shapes"


I'm sure you've already thought of this...in my physics shape editor I add a new shape every 8th node so you can be as complex as you need to be. Otherwise you'll risk the ability to be create invalid shapes (as I originally did )

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 4th Jun 2015 23:01
Yes, ShapeUp allowed up to 12 but as you say the user would need to have max poly points set to that. I have a neat system in mind that will allow freeform shape editing.

Using AppGameKit V2 Tier 1
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 5th Jun 2015 14:53
Quote: "I have a neat system in mind that will allow freeform shape editing."


Sounds good! I had an idea on how to automate but I knew it would cause me untold upset, frustration and lost sleep. I'll save myself all of this by waiting for yours.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 5th Jun 2015 15:23
I already lost plenty of sleep over it but only because I like those sort of puzzles. I'm still working on it in my head now...

Using AppGameKit V2 Tier 1
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 5th Jun 2015 15:29
Haha! I was going to write this epic scene editor with shaders, lighting, shadows, bumpy normals, particles, physics etc...

Quote: "but I knew it would cause me untold upset, frustration and lost sleep. I'll save myself all of this by waiting for yours."


Love it!


V2 T1 (Mostly)
Uzmadesign
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Jun 2015 21:38 Edited at: 11th Jun 2015 12:00
Just having some fun creating normal maps for sprites automagically, getting there anyway

Not added depth to this yet so it's pretty flat but once I've done a heightmap we should have something pretty usable:


Done in Tier 1 AppGameKit by the way. I did find some open source normal mapping code in C# but I decided to make it work the way I wanted...

I think I'm pretty much decided on making tools from now on. I'm never going to finish a game I get too many ideas, thing is most of those ideas make good additions to my growing tool base rather than a good basis for a game.

Using AppGameKit V2 Tier 1

Attachments

Login to view attachments
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 11th Jun 2015 13:58 Edited at: 11th Jun 2015 14:12
Added heightmapping:


Using AppGameKit V2 Tier 1

Attachments

Login to view attachments
Scraggle
Moderator
20
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 11th Jun 2015 14:23
Looking mighty fine there Mr B

AGK V2 user - Tier 1 (mostly)
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 11th Jun 2015 18:01
That certainly looks like a pretty usable normal map for some sweet lighting effects. I had a few ideas at automating the creation of normals, but I knew it would cause me untold upset, frustration and lost sleep. I'll save myself all of this by waiting for yours.

V2 T1 (Mostly)
Uzmadesign
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 11th Jun 2015 20:20
Quote: "Added heightmapping"


That's great, didn't think you could do that in AppGameKit

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 11th Jun 2015 21:48
I've put it into another tool called "Normal Mapper" (catchy eh?). Once I've finished it I'll create a new post for the tool. It's a long way from having the same level of options as the one I backed on Kickstarter (sprite-de-light) but it's a free version so you get what you pay for

I've also started adding the sprite settings for normal mapping (same as will be in the separate tool) into the scene editor. It will be possible to select normal mapping for any loaded sprite and the normal map will be auto-generated. Alternatively you can load an image generated by other tools for normalmapping.

Really enjoying making these tools!

Using AppGameKit V2 Tier 1
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 12th Jun 2015 11:53
Quote: "Really enjoying making these tools!"


Can't wait to see all this in action! Any chance you post up a teaser video?

V2 T1 (Mostly)
Uzmadesign
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Jun 2015 12:11 Edited at: 12th Jun 2015 12:11
I'll post the app soon but I have to warn you it's VERY slow. I'm trying to make some improvements to the heightmap quality as it's a bit patchy. Here's a screenshot:


Using AppGameKit V2 Tier 1

Attachments

Login to view attachments
Scraggle
Moderator
20
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 12th Jun 2015 12:31
Seemless = Seamless

AGK V2 user - Tier 1 (mostly)
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Jun 2015 13:03
Oops!

Using AppGameKit V2 Tier 1
David Gervais
Retired Moderator
18
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 12th Jun 2015 13:52 Edited at: 12th Jun 2015 13:54
Hi Baxslash,

I hope you don't mind me poking in.. want me to help you give your some basic visual help? After all, just because these are 'tools' does not mean they need to look cannon, right?





Cheers!

P.S. If interested, send me an email.

Attachments

Login to view attachments
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Jun 2015 14:02
I may well use your skills for the scene editor (if you're offering) thanks David! This little tool isn't really worth it at this stage though.

Using AppGameKit V2 Tier 1
David Gervais
Retired Moderator
18
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 12th Jun 2015 18:09
Quote: "This little tool isn't really worth it at this stage though."


I beg to differ, every app, tool or otherwise deserves to look better / good / different etc. with that in mind here (attached) are the whole 10 sprites needed to pull off the sample look in my above post.

Notes:

The TopBar sprite is 28x28 and should be resized to match the length of the screen (maintain it's 28 height).

Same for the SidePanel sprite, resize it vertically to match the height of the screen (use sprite sorting to place it under the top bar.) if you convert this sprite to greyscale, you could use the colorsprite command to make it any color.

Planing ahead (and just in case) the slider bar uses a 50% black and white for the highlight and shadow, so it will work on any color underlay.

the 'buttons' and toggle' are pretty much self evident. Text should be applied over them and might I recommend the free custom font I posted a few days ago in this forum.

That's about it. and yes, I can and will help with any UI needs you might need/want for your scene builder. (just pop me an email.)

Cheers!

Attachments

Login to view attachments
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 12th Jun 2015 18:14
I've never tried applying themes or imagery (more than a splash screen or icon on a button or two) to a VB app. Is it a relatively easy task to slap on graphics over the buttons and sliders?

V2 T1 (Mostly)
Uzmadesign
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 12th Jun 2015 19:19
.NET apps can pose problems with graphical backgrounds. Not all controls allow transparency and a minor change to the layout (especially with user controlled panels) can throw the whole thing into disarray. I once tried it with a very simple black/grey theme and it was a nightmare to keep it all together.

Users can also change font sizes (accessibility settings) and then it really goes wrong.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 12th Jun 2015 19:35
David's theme graphics could be a little tricky for baxslash to implement in that case. For expediency, I vote keep the look vanilla for now.

V2 T1 (Mostly)
Uzmadesign
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 12th Jun 2015 19:53
Looking great.
These tools are coming thick and fast, I don't know how you manage them all baxslash

Fantastic

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
David Gervais
Retired Moderator
18
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 12th Jun 2015 22:51
sounds to me like .NET needs fixing LOL. Sorry I couldn't resist BatVink.

There is no pressure to use any of this Baxslash. I have no ego to bruise.

Cheers!

BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 13th Jun 2015 10:34
Quote: "sounds to me like .NET needs fixing LOL. Sorry I couldn't resist BatVink."


I like that kind of thinking
Aero was supposed to be the new dawn of Windows interfaces several years ago. And still all we have is transparent title bars with a little blur. You'd think it would have progressed by now. But all we got after that was user-unfriendly tiles.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 13th Jun 2015 15:01
I'll see what I can use David thanks.

I have been fiddling with my algorithm (no giggling please) and I had a thought around midnight how to get the finished result much quicker without the need for loads of switches, bells and whistles... once I've tested it I'll try to get something uploaded.

Using AppGameKit V2 Tier 1
Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 23rd Jun 2015 03:41
Quote: "I was considering using arrow keys to move sprites one pixel at a time."


Haven't read the whole thread, but you have to do this. It can be vital for creating some types of levels. I added it in PEP and it was so intuitive. Also a note: Make it time-based rather than frame-based. If it's frame-based it'll whiz off the screen on a fast PC (unless you limit it to 60fps) or move annoyingly slowly if you have lots of sprites onscreen.

ALSO: I have a delay when using the arrow keys to move sprites. You can repeatedly tap the key and as fast as you can tap the sprite will move, but if you hold it down it will move one pixel and then wait for 500ms before starting to slide constantly.

Ah, I should really finish PEP off properly. It has a lot of useful features that your editor doesn't have that may suit some levels more than your editor (things like the ability to zoom in and out - that's implemented and working perfectly in the latest, unreleased and unfinished version). It's in my signature after all, and it's not really usable in its current state...

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 23rd Jun 2015 10:59
Quote: "Ah, I should really finish PEP off properly. It has a lot of useful features that your editor doesn't have that may suit some levels more than your editor (things like the ability to zoom in and out - that's implemented and working perfectly in the latest, unreleased and unfinished version). It's in my signature after all, and it's not really usable in its current state... "

Absolutely you should finish it off. Everyone has their own style and suit some tools more than others, for sure some people will prefer your editor and some will prefer mine. The more the merrier!

Thanks for the advice!

Using AppGameKit V2 Tier 1
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 3rd Jul 2015 14:35 Edited at: 3rd Jul 2015 14:36
I have been working on the save/load code and apart from one minor bug which I'll sort out soon enough I have scenes saving and loading nicely in the editor!

I have also been messing around with the lighting shaders to get a better effect:


As you can see I have a proper area light now and lighting works a little more like an additive shader than just light or dark now. Also additive sprites can now be affected by lighting.

I have also been messing with shape definition a little more as well as starting to add normalmapping...

Update coming soon!

Using AppGameKit V2 Tier 1

Attachments

Login to view attachments
janbo
15
Years of Service
User Offline
Joined: 10th Nov 2008
Location: Germany
Posted: 3rd Jul 2015 19:37 Edited at: 3rd Jul 2015 19:40
If you need any help for the AppGameKit or Shader side of the project, please consider me

I cant wait to compile projects which using stuff/code made with your Editor.


Using AGKv2 Tier1
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 6th Jul 2015 09:52
Hi Janbo. I may well ask for your help at some point. I'm still getting some odd results from my shaders. I had a lit additive shader and an unlit additive shader but now they are both acting the same. If I can't fix it I'll shout!

Once I have the shaders working I just need to put polygon shape definition in and make an example project. Everything else is working nicely.

Using AppGameKit V2 Tier 1
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 13th Aug 2015 12:06
Still keeping an eye on this. Do you think you'll have it ready for release in time for Play Expo?

V2 T1 (Mostly)
Phone Tap!
Uzmadesign
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 14th Aug 2015 10:39
I doubt it. Haven't had much time for my own development work for weeks...

Using AppGameKit V2 Tier 1
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 25th Aug 2015 19:01

I know the feeling!

V2 T1 (Mostly)
Phone Tap!
Uzmadesign
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 5th Sep 2015 02:28
Hey baxslash

unfortunately the Pax Particle Editor thread is closed so thought I would post here as it is still relevant but have just been playing with the editor again and the plasma particle effect I created and was wondering if you created a function or something to load the saved particle into AGK2 to use it in a demo, was looking at using it in my mega demo but not sure how to load it in and have really struggled to recreate the effect manually

Both the particle editor and this Scene Builder are awesome projects, hope you get chance to work on them again

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 7th Sep 2015 13:30
Hi spectrepaul, there should be an example project in the download that has the code for using the particle system.

Using AppGameKit V2 Tier 1
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 7th Sep 2015 18:22 Edited at: 7th Sep 2015 18:23
Quote: " but not sure how to load it in and have really struggled to recreate the effect manually"

I am having trouble with Particles too.


Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 7th Sep 2015 20:38
Quote: "Hi spectrepaul, there should be an example project in the download that has the code for using the particle system.
"


Well slap to the fore head and feel like a burke time for me!
Cheers baxslash, can have a mess now, this is one of the best tools going and even better now there is code to load the particle in, even though there has always been code there on my PC lol

Hopefully you will get chance to finish the scene builder one day as that is another great tool.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 7th Sep 2015 21:58 Edited at: 7th Sep 2015 21:58
Great work baxslash, managed to get it working pretty quick



The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 8th Sep 2015 15:26
Nice

Using AppGameKit V2 Tier 1

Login to post a reply

Server time is: 2024-04-27 01:06:29
Your offset time is: 2024-04-27 01:06:29