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AppGameKit/AppGameKit Studio Showcase / Age of Knights - Platform Game

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Crazy Programmer
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Posted: 15th Sep 2015 23:26 Edited at: 15th Sep 2015 23:29
Quote: "I just clicked the link in this thread a few times on the tablet and it eventually worked."

^ I had to do the same thing. That's why I'm thinking its on Google Plays end with the link only working half the time.

APK attached.

Edit Since you have already joined the test. Try this link.
https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_AgeOfKnights&ah=Qv4l6g6tGJaPV5no4h6jXf_krdg

Edit: Also I'm still waiting for the new update to hit live...Should only be another 30 mins or so.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim

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SpecTre
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Posted: 15th Sep 2015 23:44
Quote: "Also I'm still waiting for the new update to hit live...Should only be another 30 mins or so."


Well it's 21:44 hours now and I finish at 01:00 hours so should be ready to have a look when get home

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 16th Sep 2015 00:01 Edited at: 16th Sep 2015 00:03
Quote: "Well it\'s 21:44 hours now and I finish at 01:00 hours so should be ready to have a look when get home "

It was live when I made that Edit.
My brain was sleeping when reading the New Features from Google thinking Level 8 was already updated since iv been going hard at it today and it only read level 7 was active.

Level 8 is almost finished and my brain was confused

I don\'t know how long its going to take me to add the props...Its going to be tedious since I didn\'t add the feature to my editor (I did but it had a few bugs and didn\'t feel like messing with it)

Edit: @Paul, Burning the midnight oil bringing home the bacon

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 16th Sep 2015 00:52
Quote: "Paul, Burning the midnight oil bringing home the bacon"




The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 16th Sep 2015 02:41 Edited at: 16th Sep 2015 03:58
Just got done with level 8.
Now the tedious work of decorating the levels and I will have another update

No telling how long it will take. It can go 2 ways...
Really fast or Really slow.
Sometimes I can be OCD when decorating.

Edit: I just got done loading all the Direction Signs and a few trees at the starting points through Levels 1-8.

I then realized I'm not going to spend the time hand positioning 100 sprites over the levels. I went to check on my Level Editor with what the problem was saving the props. I realized I didn't pay much attention the first time around. It is working fine. I had not moved all the media I was using over to the media folder in Age of Knights. So...The next step for the Level Editor is adding the Load Saved Level functions so I can continue adding props.

^ This will be done later as I'm not worried about it now.

Next step is work on the Menus (the currently inactive buttons)

Step 2 is work out a degree of difficulty for levels beyond 8.
I'm thinking of improving the combat style.

Mage
Melee
Range

Which will call for Smart Monsters they will have to be able to fight back

I already have animated sprites for all the above combat styles with effects / Weapons

^ This is just a thought, it is not set in stone and may save it for another game and continue the simple run and jump platformer style.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 16th Sep 2015 04:26
Managed to have a look and it goes up to level 6 so not sure if you have updated with the 8 levels yet.

You have some good ideas there, I like your step 2 with Mage, Melee and Range as it makes the game a bit different from the normal platform game.

Noticed a couple of things playing the levels again, don't know if it is just my fingers that are too wide but sometimes when I am pressing the right button, I catch the left by mistake and the Knight moves the other way and I die as he falls off a platform.
Might be an idea to move the left button a bit further to the left and away from the other button, there seems to be enough room to do this on the screen.

Not sure if this is just my device but sometimes when playing a level and you have to restart it because you die the game crashes at the loading black screen and goes to the Android screen.
It seems to still run in the background and when you go back into it, it goes to the title screen to start from scratch.

By the way the title screen looks good


Great work as always.


Quote: "Now the tedious work of decorating the levels"


I know what you mean there though because I hated drawing all the pictures for Paint Pot when I couldn't do any further coding. Very tedious when you just want to get the code and game working.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 16th Sep 2015 05:32
Quote: "it goes up to level 6"

If you updated the game it should be up to level 7.(Make sure it installed I know its late )

Which I will post another update for level 8 in the morning.


Quote: "I like your step 2 with Mage, Melee and Range as it makes the game a bit different from the normal platform game."


I'm almost leaning towards a whole new game with this idea...and keeping Age of Knights just a simple run and jump.

I don't want to have to restructure the whole project to fit my needs and starting this project I have learned so much and there are things I wish I could change now...but am too late.

Quote: "playing a level and you have to restart it because you die the game crashes "

This is the first I'm hearing of this. It has not happened on my device...I couldn't imagine its the device...although I couldn't think of anything that would be causing it.

Quote: "don't know if it is just my fingers that are too wide"

I'm getting around too it, I have noticed it could be further apart...I just never do any testing on the phone...All the testing is done from my computer and the Android Controls keep slipping my mind...The AppGameKit Player hates me and is bugged...

Quote: "By the way the title screen looks good"



Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 16th Sep 2015 05:49
Quote: "This is the first I'm hearing of this. It has not happened on my device...I couldn't imagine its the device...although I couldn't think of anything that would be causing it. "


I had something similar in an early version of Paint Pot but that was down to keep calling the make image from memblock after flood filling and I think it was a memory issue/leak but I don't think you are using memblocks? So not sure what it could be. It could be my device so will try and update and test again tomorrow. Hmmmm technically at 03:40 hours it is tomorrow now lol !!!

Quote: "I don't want to have to restructure the whole project to fit my needs and starting this project I have learned so much and there are things I wish I could change now...but am too late. "


I am about to try the physics commands for the first time and should imagine I will be the same but it just means every game now gets better and better.
Keep up the good work with this game because it's cool

Quote: "I'm almost leaning towards a whole new game with this idea"


Sounds like you have lot's of ideas in your head like me for other games whilst working on one!
I keep a notebook near me and have half filled it with game ideas already.
Determined to do a platform game though because I think you learn so much.

I fancy a go at a Grand Prix Manager game because I love motor racing and think there would be a high demand for manager games. Again it's in the book!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 16th Sep 2015 15:58
Quote: "every game now gets better and better."

That's the plan

Quote: "Sounds like you have lot's of ideas"

I have so many its hard to keep up with them all.

Quote: "Determined to do a platform game though because I think you learn so much."

I wish you all the best

Quote: "I fancy a go at a Grand Prix Manager game because I love motor racing and think there would be a high demand for manager games. Again it's in the book!"

That's a sweet idea!


Update:
Level 8 is now available as soon as Google Updates the APK.(30 mins to 1 hour from now)

@Paul I updated my device this morning and lvl 7 was active. You must not have updated

You can download the beta through this link.
https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
Funnell7
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Location: UK, England
Posted: 16th Sep 2015 15:58
I finally managed to have a play (the attached apk version)... Great work so far!

I noticed a couple small things, firstly in all levels 4 and over, one of the first tiles seem to disappear as I walk over them ... Secondly, you appear to be suffering from the 'sticky walls' syndrome lol... As in when you jump into a wall and continue to walk in that direction, you stick to it... You can overcome this by either changing from Velocity to Impulse, or by casting a ray out in front and stop applying Velocity when in contact with a wall (this is how I do it)...

This is coming along really nicely now, well done

Using AppGameKit V2 Tier 1
Crazy Programmer
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Posted: 16th Sep 2015 16:05 Edited at: 16th Sep 2015 21:07
Quote: "I finally managed to have a play"

Wooot! I'm glad you finally got a play at it.

Quote: "firstly in all levels 4 and over, one of the first tiles seem to disappear as I walk over them"

I have only been able to repeat this once. It has never happened again until now on your device I don't know what could be causing this. I will have to look into it now since I know it may present to be a problem. Edit:Problem is solved, it can no longer be repeated

Quote: "Secondly, you appear to be suffering from the 'sticky walls' syndrome lol"

Thanks for the advice! I was wondering what was going to be the solution

Quote: "This is coming along really nicely now, well done"


Thanks for your support!

We posted at the exact same time ^ I was posting level 8 update

I hit submit, refreshed and your post was under mine
Means we were hitting the submit button exactly the same time

Edit: Just started working on the achievements page.
Example:
You have Collected 1000 coins.
You have killed 100 foes.
etc....

Edit: Got the New Achievments Menu Loaded along with the Settings Menu.

So many buttons to go back through and activate

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 17th Sep 2015 03:20
Hi Will, I have managed to try all 8 levels now
They all seem to run through nicely and I went through each one at least twice with no issues and no crashes this time so not sure what that was.

Check the September newsletter as this game has made it into it Well done there.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 17th Sep 2015 03:57 Edited at: 17th Sep 2015 06:20
Quote: "Hi Will, I have managed to try all 8 levels now"

Sweeet! I'm glad it is not crashing, and I have fixed the bug where sometimes a platform is deleted. Funell reproduced a bug I thought was just a one time thing. Then I was running through levels and reproduced it twice

Quote: "Check the September newsletter as this game has made it into it Well done there."

Thanks boss! I was stunned when reading it a few minutes after it came out. I was going down and saw my game and thought I was on the forums. It took me a few minutes for it to sink in, that I was in the newsletter.

Now only to un-break the game. Using BatVinks amazing tutorial I have managed to encrypt all my media.
Now revising the project to accept it is another story. I have managed to load half the media successfully...and the other half..im working out why it is not loading


The decryption process is also slow. I'm going to have to work out how to fix the problem. Thinking about it while typing this i have not set the Syncrate to 0. Which will fix it I hope.

If my computer take a 3-6 second hit while decrypting the files I could only imagine what would happen on a phone.

I'm not going to bed until I work it out. I'm really excited about how simple BatVinks tutorial is.

I should have the pc version out before I sleep


Success! All my media is encrypted and loading just fine (Besides the slow decryption process which I will have to work out)

I now have to go through and revise levels 1 - 8 with the new animation Image IDS.

On the + Side with all the changes with loading media into the levels. I believe the load time between levels will be much faster now.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
Crazy Programmer
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Posted: 17th Sep 2015 19:52 Edited at: 17th Sep 2015 21:30
Update:
You may download the Android Beta here: https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
(Update was just published to google minutes ago) It may take up to 1 hour to go live. You may still download the older version and you will be queued for an automatic update.

Update Incudes:

~Encrypted Media~
~Faster Load Times Between Levels~
~No More Black Screens~
~Achiements and Settings Menus (WIP)~

Negative things on new Android Update:
~Slow App Startup Times due to decrypting media~
(Pc 6 seconds to start : Android 25 seconds) <-- on my devices.

Positive Things on new Android Update:
~Faster Screen Load Times~
~Media is Secure~
~Bug Fixes~ (Platforms being deleted / phone crashing)

Things Being Worked On:
~Tweaking Physics~
~Smoother Android Player Controlls~
~Achiements Menu~
~Settings Menu~
~Saving Coins and Scores~
~Animated loading Bar~


ITS FINALY HERE!

Download the windows version ( See Attachment )

Use Arrow Keys to move across the map and SpaceBar to jump.

Edit: Android Update is now live!

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim

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SpecTre
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Posted: 17th Sep 2015 21:52
Well done, just played the updated and it is a massive improvement!

Works very well, the start time doesn't matter, as you have a load screen and will be even better with an animated one.

Good work in improving the level load times, no problems here at all with the wait now as they load fast and there is no frustration any more waiting for the level to load.
Was it a big headache in changing the load type or was it just a few tweaks?


Didn't have any crashes and couldn't find any problems so far other than the sticky side walls re physics which you already mention you are sorting so well done!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 17th Sep 2015 22:27
Quote: "Was it a big headache in changing the load type or was it just a few tweaks?"

It depends on how you look at it.
I was loading each Monster Animation like this.

^ Each monster has a an average of 5 animation frames
While decrypting I assigned the animation frame to a variable.
MonsterFrame1 = LoadImage (asdfasf)

So it ended up being



I had to change that for every MonsterID
Was a lot of typing / copy and paste.

Assigning the image to a variable is what decreased the load times
like funnel mentioned above.

Quote: "Didn't have any crashes and couldn't find any problems "

I'm glad, I had fixed a few things being called that didn't exist, which was causing the crashes I'm assuming.

The weirdest thing happened on the previous version. My phone crashed and changed the BackGround of my homepage on my phone

Quote: "will be even better with an animated one."

I already have a animated Loading bar made in a test project.
Just getting it to work in the background while the decryption is taking place is a tricky one. It seems the game pauses while it is decrypting.

Quote: "Good work in improving "

Thanks as I keep trucking on I am learning how to properly structure a project

Things I should of taken care of before I moved onto level 2.
Once you get so far along its a head ach to have to go back.

Thanks for the feedback as always!

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 17th Sep 2015 23:09
RE the loading bar, you could always have it as a fake one with animated frames and use:

PlaySprite( barLoading, 50 ) - with 50 or whatever number being the speed.



I used this method in the retro demo I did for the tunnel. Works well and fast with no pauses etc.
It could also just be a constant loading animated bar, as long as it is moving you know it is loading then, e.g. like the Windows loading circles effect which keeps repeating.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 17th Sep 2015 23:26 Edited at: 17th Sep 2015 23:47
Quote: "PlaySprite( barLoading, 50 ) - with 50 or whatever number being the speed."


Heres what I'm trying to get working. It works fine in the test project.




I know 30 seconds should be enough time for most devices to finish loading. So I'm going to increase the sprite size by 33.33 every second to fill the Loading Bar, If it finishes before then its a bonus

And it will some what give you a feeling of how close to done loading it is.


I could always reset the TimeLoad to to start the process over

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 17th Sep 2015 23:34
Sounds like you have it sorted, cool


Look forward to the next instalment



Are you looking at a high score table again? That would be good like JellyFish Dive.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 17th Sep 2015 23:57
Quote: "Are you looking at a high score table again? That would be good like JellyFish Dive."

It all depends, as of right now everyone should end up with the same score. Unless you just rush through the level.

I have had a thought about having the highscores being.

YourName: Coins Collected: Coin# Monsters Killed: kill#

So to ensure your name stays on the leader board...You must play the game

Quote: "Look forward to the next instalment"

Right now I am just polishing it up...So I probably wont be updating every day like I have been.

I don't want to move beyond level 8 just yet until I have everything sorted the way it needs be.

Once I am done polishing I might just go ahead and push the beta live...So there is no more confusion about the beta link.
And forcing me to roll out levels faster Live = Motivation * 100

But before I can consider that option everything has to be in order.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 18th Sep 2015 00:43
Like everything you say here Keep up the good work mate!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 18th Sep 2015 04:29
Hey Will, not sure if you have sorted the sticky walls but I have been messing with my platform game and found this works:




The key seems to be using SetSpritePhysicsImpulse and not the Velocity command.

Hope this helps if you haven't already figured it out but not the headache of setting the physics gravity etc as I haven't got it spot on yet because it's too fast so far.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 18th Sep 2015 05:08
Quote: "The key seems to be using SetSpritePhysicsImpulse and not the Velocity command."

or just setting SetSpritePhysicsFriction(Character,0)

I fixed the sticky wall syndrome with 1 line of code, and still using Velocity.

Thanks for your example Paul!

I swore I thought that command existed...It has alluded me until now

Again thanks Paul, if you wouldn't of shared that...the sticky walls would of been around for awhile...as it was not on my priority list.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 18th Sep 2015 05:18
Quote: "or just setting SetSpritePhysicsFriction(Character,0)
"


ooooo will have to mess around again now haha because my physics is far too fast yet and I thought Velocity had a nicer effect so cheers back


Quote: "Again thanks Paul, if you wouldn't of shared that...the sticky walls would of been around for awhile...as it was not on my priority list.
"


No worries glad I could help in a little way. Loving this platform game lark

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 18th Sep 2015 05:22 Edited at: 18th Sep 2015 05:27
Quote: "ooooo will have to mess around again now haha"

The only way it works is...I don't know why SetSpritePhysicsFriction has to be the last Physics function applied to your sprite during your Player Setup.

SetSpritePosition(Character, 100, 540)
SetSpritePhysicsOn(Character, 2)
SetSpritePhysicsCanRotate(Character, 0)
SetSpriteShape (Character, 3)
SetSpritePhysicsFriction(Character,0) <---------Like this




Also when controlling the sprite with 0 friction

if GetRawKeyState(39) = 1 // Right

SetSpritePhysicsVelocity(Character, 400, GetSpritePhysicsVelocityY(Character))

elseif GetRawKeyState(37) = 1 // Left
SetSpritePhysicsVelocity(Character, -400, GetSpritePhysicsVelocityY(Character))

else

SetSpritePhysicsVelocity(Character, 0, GetSpritePhysicsVelocityY(Character))
endif

if GetRawKeyPressed(32) = 1 AND RCDown = 1
SetSpritePhysicsVelocity(Character, GetSpritePhysicsVelocityX(Character), -950)
endif

That else statement is huge because when the player is not moving left or right...the velocity is set to 0 thus stopping the sprite...without the else...the character would never stop because 0 friction.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
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Posted: 18th Sep 2015 14:37
Cheers Will, I have to have a mess around with the physics again

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 20th Sep 2015 04:37
Just an update to what I have been working on the past 2 days.

Achievements Menu
I'm working on saving Achievement Data to be displayed on the Achievements Menu.

Coins Collected to reach Goals.

Gems Collected to reach Goals. (Will be a new item appearing after level 8)

Monsters Killed to reach Goals.

I have completed saving coins on all the levels.

I have not been working on the project as much as I would like over the weekend.
Dove season is here and I have been spending time outside on the farm the past few days.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
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Posted: 23rd Sep 2015 00:31
I downloaded the beta from Google play and had a quick go, I played about four or five levels.

I've not read all the comments on this thread so I apologise if I end up going over things you've already answered.

I felt the loading time was unacceptably long, I'm using a first gen nexus 10. I know you're trying to protect the assets from being stolen but is this such a problem for graphics that can be freely obtained anyway? Is there a requirement from the creators for you to encrypt them?

It would have been nice if the game filled the screen a little more and that the buttons were close to the left and right edges of the screen as I tend to hold the tablet like a game pad and use my thumbs to press the buttons (have a look at 50 blocks, those buttons were set at the right position for me).

The game itself was pretty good, a little too simplistic and I don't know how the difficulty ramps up on later levels, and it was all very nicely presented.

Invaders of the 29th Dimension - available now on Google Play
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Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 23rd Sep 2015 01:07 Edited at: 23rd Sep 2015 01:53
Quote: "I felt the loading time was unacceptably long"

The assets I use are purchased and I am required by my license term to encrypt them (I may look into this, because it does not necessarily say they must be encrypted. They just have to be presented in a way where they are not easily accessed and maybe being zipped inside an apk is enough)

On another note, if they must stay encrypted...I am working up some ideas how to speed up the process.


Quote: "It would have been nice if the game filled the screen a little more"

I will have to look into switching the whole project over to the % system at a later date

Quote: "The game itself was pretty good, a little too simplistic "

The first 8 levels are going to be as of now tutorial levels ramping up past level 8.
While making the first 8 levels I was learning tons of new material (Organization, project management, Level Layout, etc...)
My aim for the next levels are to be more complex.

Quote: " that the buttons were close to the left and right edges "

I will have to move the buttons, I was already planning on spacing the left and right button out a little farther...So I can do that at the same time.

Thank You for all your comments

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
Developer
21
Years of Service
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Joined: 24th Feb 2003
Location: UK
Posted: 25th Sep 2015 22:09
Hey Will, hope all is going well with this project.

I have just been helping someone out in the link:

http://forum.thegamecreators.com/?m=forum_view&t=215487&b=41&p=0#m2570228

regarding a jump and platform system and thought you might want to have a look.
The example is quite basic but this is the way I am going to be doing my system now instead of using the AppGameKit physics commands.

I have also put some interesting links on there for old skool platform game methods from the 8 bit era.

This will be much better to do and will allow better control especially with the ladders


I will be doing the 6 point method for the character instead of using collision detection, so all the game will be done without collision or physics native commands.

This will also benefit the %age system as there seems to be a bug using physics with it when the screen is expanded as it then doesn't scale correctly and when you take the physics off it scales spot on.


Good luck with you game and look forward to the next instalment as always mate.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
AGK Developer
19
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 25th Sep 2015 23:12 Edited at: 25th Sep 2015 23:18
Quote: "Hey Will, hope all is going well with this project."

Thanks Paul, Im sort trying to decide if this is the direction I want to keep going with this project. With the encryption times being so slow / the game being to simple / the way it is all structured is wrong / it can be done way better / so on and so on....You always learn how to do things right when you are so close, if not past the point of no return.

This past week believe it or not, I have not even opened the project until today after wiping windows 10, and going back with a fresh install of windows 8. I spent the whole day yesterday backing up my files and wiping windows 10.

Im really considering taking all this as a learning experience, actually putting plans on paper, get organized, run ideas by you wonderful people and take action.

Until I can figure out what feelings I am having for this project. Im trying to improve my level editor.

I need to convert to the %age system and that requires a whole new curve of thinking / wipes the whole project.

I started this project with speed in mind and it is showing now. Does it look good, maybe...Is it good for a 3 year old yes...Will a teen play it more than once...No

Just to clarify with all that has been said, I am not giving up on this project...I am just starting at ground 0.01 with 100000000000000% more experience

@Paul Thanks for sharing the link...There was some really interesting things on there

Edit: It shouldn't be hard to convert over to the %age system...and with new ideas for the Level Editor...It wont be a huge set back, and I think it is very much needed...For the quality of the product.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim
SpecTre
Developer
21
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 26th Sep 2015 02:31
I know what you mean when producing something that takes time like this. I feel the same way about Paint Pot.

It wasn't too complicated but seemed to take a lifetime to finish and still uploading it now to the Mac store for example but when I think now, it niggles me because I could make it a lot better if I did it again and using the %age system.

It just means the next app will be a lot better.

I really like where you are going with this and it looks great.

and Age of Knights - Lancelot's Return, will be awesome




I have started planning things out on paper now and messing with stuff before typing any code but then in the early stages just mess around until I think something might be ok.
Platypus Peril has been stripped out and redone 3 times now lol but think I have finally found a way I want to go with it.

Whichever way you go with this, you will still have a good game so keep up the good work!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
AGK Developer
19
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 26th Sep 2015 04:02
Thank you for your kind words Paul.

My Internet is killing me at the moment, after reinstalling windows 8.1 something is sucking up my internet. I have went in and blocked everything from accessing the internet and it seems to have done the trick...*Fingers Crossed*

I don't get windows sometimes, if I wasn't on a 20gb cap every month I could care less...But when windows is jacking around updating apps or what ever it was doing....Its kind of irritating.

Beta Test Age of Knights:https://play.google.com/apps/testing/com.CrazyProgrammerProductions.my_AgeOfKnights
Download JellyFish Dive:https://play.google.com/store/apps/details?id=com.CrazyProgrammerProductions.my_JellyFishSwim

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