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AppGameKit/AppGameKit Studio Showcase / [WIP] - [Multi Format] - Platypus Peril

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SpecTre
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Posted: 21st Sep 2015 09:54
Quote: "I like where you are aiming towards retro styled games...Its going to turn out nice!"




Quote: "Good luck! Keep me posted on how it turns out, I'm kind of curious myself "


Yes think it will be a good thing to do Will email you the code when get it up and running.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
David Gervais
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Posted: 21st Sep 2015 16:09 Edited at: 21st Sep 2015 16:24
I wasn't satisfied with the way the Platypus looked.. head too tall, needed a bit more shading, and other tweaks.. what do you think?..

Also, the animation sequence was in wrong order, frame 1 should always be the standing frame.


New version...



Compared to old..



You tell me.. new one better? looking more like a flat headed platypus?.. zip with new individual sprites next..

Cheers!

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David Gervais
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Posted: 21st Sep 2015 16:19 Edited at: 21st Sep 2015 16:27
Here are the new sprites..

Cheers!

Edit: lol, I just noticed I missed one frame in the new anim, and the head 'bops' when the old sprite is shown. too funny.

must fix... fixed.. I couldn't let 1 frame ruin it for me

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SpecTre
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Posted: 21st Sep 2015 19:22
Quote: "I wasn't satisfied with the way the Platypus looked.. head too tall, needed a bit more shading, and other tweaks.. what do you think?..
"


Looks cool David, nice improvement! Going to be using it soon but might even use both if I decide the Platypus to be the baddy and can then have 2 types

Not decided the gameplay yet.
Got too many ideas for this platform, want to make it really different and spend some time on it to perfect it.


Great! Think the Platypus is now my fave animal!



The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
David Gervais
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Posted: 21st Sep 2015 20:56 Edited at: 21st Sep 2015 20:58
Quote: "Going to be using it soon but might even use both if I decide the Platypus to be the baddy and can then have 2 types"


Queue evil music.. dum dum da dum, dum da dum da dum da dum...brb..



Kind of reminds me of the old Spy vs Spy.. would be an interesting twist on a platformer..

Let me know if you want the 'Evil' versions of the platypus.

Muahahaha

Cheers!

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SpecTre
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Posted: 21st Sep 2015 21:34
Superb David

That would be great.





The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
David Gervais
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Posted: 21st Sep 2015 22:54
Here you go original and 2x versions of the 'Evil' platypus.

Cheers!

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SpecTre
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Posted: 25th Sep 2015 22:17
Quote: "Here you go original and 2x versions of the 'Evil' platypus."


Thanks David that's great, I am going to be using these soon so look out for them in another video


http://games.greggman.com/game/programming_m_c__kids/

Have a read of this link, it is really interesting for platform game devs.
I will be using this method for the game now with the 6 points instead of using the native physics and collision detection.

I think it will allow a lot more flexibility and give more of a retro feel to the game.

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 26th Sep 2015 18:22
Quote: "I will be using this method for the game now with the 6 points instead of using the native physics and collision detection."

It looks like your going to be having tons of fun!

I just got done messing around with some Collision...Have you started on it? How are you doing it?

Heres what I ended up with.




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: 27th Sep 2015 21:02 Edited at: 27th Sep 2015 21:04
Quote: "I just got done messing around with some Collision...Have you started on it? How are you doing it?"


Not yet, had a really hectic weekend taking my daughter to university!
Will hopefully get chance to have a look at it this week and also have a look at your code too.

It's going to be a near enough full rewrite I think to get it all working nice and smooth

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 27th Sep 2015 21:29 Edited at: 27th Sep 2015 21:33
Sweet I cant wait to see what you come up with...
You have really been working hard the past few weeks

I have been playing around with the %system and cant get the physics to work right

When the player sprite falls to the ground sprite it stops a pixel or so above the ground and does not make contact
Floating Players above the ground is too spooky...

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: 29th Sep 2015 17:21
Anyone have a look at this bit of code:



Not sure if I am just being a bit thick because I am tired or not but I can't seem to get my sprite to animate when walking.
The character can move left and right and he flips correctly, he also jumps and uses the correct frame to jump and changes back to standing when lands but can I get him to walk?? Nope

I have these previously set up:

AddSpriteAnimationFrame(player, playerImage) // 1 - Frame numbers
AddSpriteAnimationFrame(player, LoadImage("PlatypusWalk2.png")) // 2
AddSpriteAnimationFrame(player, LoadImage("PlatypusWalk3.png")) // 3
AddSpriteAnimationFrame(player, LoadImage("PlatypusWalk4.png")) // 4
AddSpriteAnimationFrame(player, LoadImage("PlatypusJump.png")) // 5
AddSpriteAnimationFrame(player, LoadImage("PlatypusClimb1.png")) // 6
AddSpriteAnimationFrame(player, LoadImage("PlatypusClimb2.png")) // 7

with the playerImage already having being loaded as the standing frame image for the sprite.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 29th Sep 2015 17:34
This is where I am at the minute with my own physics and collision detection routines instead of native. Also David's Platypus is now on there although as above he doesn't walk yet.
Collision is not fully working yet as the player only uses 4 detection points and I intend to use 6 when complete but it is getting there and the next thing to try will be the ladders which I haven't implemented yet!

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
David Gervais
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Posted: 29th Sep 2015 21:50 Edited at: 29th Sep 2015 21:50
Hello again,..

I saw your latest video and thought I'd have a bit more fun.. made some new floor/wall/ladder/mushroom and plant tiles. Sample attached. If you like them and want the individual sprites, let me know.

Cheers!


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SpecTre
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Posted: 29th Sep 2015 22:37 Edited at: 29th Sep 2015 22:39
Hey David, the sample looks great as usual

that would be great if I could use something like that as this project is coming along quite well now.
I am using a sprite sheet at the moment with blocks 128 x 128 pixels in size, I have attached the sprite sheet if you would be able to do something with it.

I have a few blank spots if you can think of anything for them like a tap that could come out of a side wall and bits of pipe but I could do with an egg sprite on there too for the Platypus to protect from the bad guy, similar to chuckie egg

If you not able to do anything then don't worry as I am made up with this Platypus sprite!!
This game is going to be set in a sewer and I might even have water rising in some levels yet to make things harder.

Got lots of ideas for this game, loving it!

Cheers as always David, your creative mind is superb




Also I have managed to complete the 6 point collision detection and physics system now so looks a lot better than in the last video.

Next thing, LADDERS! but I still need to work out the walking animation.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!

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Crazy Programmer
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Posted: 29th Sep 2015 22:53
Quote: "Also I have managed to complete the 6 point collision detection and physics system now so looks a lot better than in the last video.

Next thing, LADDERS! but I still need to work out the walking animation."


Sweet stuff Paul Im glad you are getting things sorted out!
David is really hooking you up, The sample he had provided looks amazing

I don't understand why the animation wouldn't be working It seems it should...

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: 29th Sep 2015 23:08
Quote: "Sweet stuff Paul Im glad you are getting things sorted out!"


Will send you another email later think you will like it as it works really well and you don't have the native physics problem of the crazy scaling effect when you expand the window!

Quote: "The sample he had provided looks amazing "


Yes it looks great, he is very good with the gfx magic!

Quote: "I don't understand why the animation wouldn't be working It seems it should..."


Yes I am a bit puzzled at the minute but want to do the ladders next first before trying to sort that out

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 30th Sep 2015 01:57
Quote: "Will send you another email later "

Thanks boss, I just received the 2 latest you have sent. (Also Responded)
This week has been crazy with a County Cattle Fair/Show with show projects and volunteering.

The Animations should be working....BUT WHY! WHY DO YOU NOT WORK!


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
David Gervais
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Posted: 30th Sep 2015 02:24 Edited at: 30th Sep 2015 02:33
Hi there,

I grabbed your tile bitmap and I'm having fun making replacement tiles.. I have a question.. Are these tiles what you need for your game? or are these tiles what you had available and are using as placeholders? The reason I ask is it seems like these tiles are for some kind of mining, jumping. climbing game. if there are 'placeholders' would you mind tossing me an email and letting me know what you might prefer, so I can work on filling your 'needs' rather than giving you random tile replacements.

Cheers!

Did I say I was having fun? lol

Edit: for example, I can make base land tiles,.. like dirt, gravel, frozen etc and have versions with grass overhangs, ice overhangs, dried grass overhangs etc. and then if you need versions with mineral deposits in them etc. it just seemed to me the tiles in the bitmap you posted have little or no ryhm or reason. I could make steel girder type floors, (think donkey kong-ish) dirrferent bricks, I made the grey and red, could make sandstone, dark grey, dirt walls.. etc. Anyways, toss me an email and we can get this done to fit your needs.

Cheers v2.0!
SpecTre
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Posted: 30th Sep 2015 15:20
Cheers David,

a lot of these are placeholders like you said, I will email you later tonight about them
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 30th Sep 2015 22:11
Just an update while I mess around a bit more with the code but with this game I am going to take it as far as I can go with it so it is a quality professional retro game lol or try to as I am having so much fun with it!

So here is the story of Platypus Peril, basic version

Story:

Pepe the Platypus is in peril he has over the years set up his home in the sewer after he was abandoned by his owner when he grew a bill and started laying eggs.
His owner got him from the pet store as a puppy but when the bill grew and he started laying eggs he thought he was a mutant and flushed him down the toilet!

Poor Pepe managed to survive and set up his home living quite happily for a year or two. The rats were a bit annoying, however a quick punch on the nose sorted them out and everything was fine as he lived and fed on the mushrooms growing about the place.

Pepe loves mushrooms and some have a magic effect giving him a time or energy boost.

Pepe has noticed some strange evil Platypus’s hanging around the place lately who are trying to kick him out of his home. Pepe has to defend himself from this invasion and collect his eggs he has dotted around the sewer before they are stolen by the evil ones.
Little does he know that these evil Platypus’s have been engineered by the humans to rid the sewer of Pepe!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 30th Sep 2015 22:41
Quote: "So here is the story of Platypus Peril, basic version"

Sweet story! Its going to turn out to be an interesting game with that story line

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: 2nd Oct 2015 12:02 Edited at: 2nd Oct 2015 12:43
Okay update on where up to with this and a video will follow soon.

I have managed to implement the ladders to fully work! It is so much easier to do all this with my own collision and physics than use the native commands

[EDIT]
Forgot to mention, in order to code the ladders correctly I used 3 images one for the top, middle and bottom with the middle one being able to make ladder any length by repeating the block. As long as the top block is on the top and bottom block on the bottom of the ladder it works
Each of the 3 blocks have different rules to make the ladder work using the rules below.

Ladder rules:
- Can climb up and down!
- Can jump on ladder, e.g. jump onto it half way up
- Can jump off ladder but only when moving left or right
- Can walk off ladder and fall to ground
- Can fall off ladder and whilst falling get back on ladder

Well I am quite happy with it and the game now is fully working with 6 point collision. I might expand this later to 8 point for calculating slopes but at the moment I am happy with blocks.
Physics is fully working.

The only issue at the moment now is the animation of the sprite. I changed to an atlas image for the character and it uses 7 images to animate.

1 for standing (1 of the walking images)
4 for walking
2 for climbing
1 for jumping

Anyone able to assist? I will keep playing with the code in the mean time.

Loading in the player:


Section to control and animate:


I am thinking at the moment that the problem I am having is that when I press the key to move it is just playing the first frame in the sequence instead of the full frames as it is being called every time the key is pressed but not too sure yet?

So I am pressing key and keeping finger on key to move but in code when key is pressed then PlaySprite command.


PlaySprite(player, playerFPS, playerLoop, 6, 7)


player is the sprite
playerFPS is set to 10
playerLoop is set to 1


Cheers

[EDIT]
Just put the images on for ladders and player so you can see.
As you can see in the ladders images I put a bit of green on the top block and brown on the bottom one, the middle section stays the same. Also by doing this it helps to know which block I am using in my editor
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!

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SpecTre
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Posted: 2nd Oct 2015 13:33
Right sorted the animation with this: (if GetSpritePlaying( player ) = 0)

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 2nd Oct 2015 14:07
So here is the latest video clip with everything working, just noticed a little bug in the animation whilst recording, that I need to sort out when changing direction if you can spot it

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
David Gervais
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Posted: 2nd Oct 2015 14:35 Edited at: 2nd Oct 2015 14:52
Something to think about,.. back in the old days, a trick to keep animations in sync was to have the same number of frames in each action. So for your examples, standing would have 4 sprites, (All the same 1,1,1,1) Walking would have 4 sprites, but only 3 different (Frame 1,2,3,2), Climbing would have 4 frames (1,2,1,2) and same for jump. 1 frame repeated 4 times. that way you change the animation but the frame count stays in sync regardless of which animation is playing. Know what I mean? padding the animations to maintain sync.

Just thought I'd pass this very "old school" trick in case it will help.

Cheers!

Edit.. Here is a 4 frame atlas with the 4 animations.. Stand, Walk, Climb and Jump. The only drawback with this old method is it uses more memory since many frames are repeated. You could use the individual sprites and save memory, but I don't think 2 or 3 512x512 atlas images will break the bank on today's devices.

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SpecTre
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Posted: 2nd Oct 2015 14:40 Edited at: 2nd Oct 2015 14:41
Quote: "Just thought I'd pass this very "old school" trick in case it will help."


Cheers David, that's a good idea and I might as well have a go at it, I didn't think of that! It might make the transition from each one quicker too.
Your Platypus is looking very slick animated
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
David Gervais
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Posted: 2nd Oct 2015 14:53 Edited at: 2nd Oct 2015 14:56
Atlas added to previous post, grab it and save some time

Cheers!

P.S. your latest video is looking good,.. I'll get you some new tiles soon(tm) lol
SpecTre
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Posted: 2nd Oct 2015 15:00
Quote: "Atlas added to previous post, grab it and save some time "


Cheers and

Quote: "P.S. your latest video is looking good,.. I'll get you some new tiles soon(tm) lol"


double cheers
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Conjured Entertainment
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Posted: 2nd Oct 2015 17:49 Edited at: 2nd Oct 2015 18:22
I was going to post an idea for the animation problem , but then saw you had sorted it out already.

Looking good.

I did notice 1 thing though (40-46) he seems to walk left on the ladder when hitting the wall and climbs up when walking left after leaving the ladder.

Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1
Crazy Programmer
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Posted: 2nd Oct 2015 19:19
The video is looking awesome! Good work on the ladders...Everything is turning out nicely
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: 2nd Oct 2015 20:20
Quote: "I did notice 1 thing though (40-46) he seems to walk left on the ladder when hitting the wall and climbs up when walking left after leaving the ladder."


Yep, you noticed the bug sorted it now

Quote: "The video is looking awesome! Good work on the ladders...Everything is turning out nicely"


Cheers really enjoying this project, I think this is my fave to date
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 4th Oct 2015 23:03 Edited at: 4th Oct 2015 23:04
An update here to show how the gfx are coming along, David is doing an awesome job with the tiles for the levels. I have put a selection of the themed tiles on one level so you can see them and also some of the bad guys

Thanks again David, awesome work.

My game though has a lot to live up to now with these pro gfx, I hope I am good enough with the coding to make a worthy platform game!



The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!

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Crazy Programmer
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Posted: 4th Oct 2015 23:07 Edited at: 4th Oct 2015 23:07
The new graphics are looking awesome! The theme is perfect!

David truly is a pixel wizard!

Awesome work with putting together the new map
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: 6th Oct 2015 19:43
Hi all, I have fine tuned a few things in the game and here are a couple of vids to show the editor and game with David's awesome graphics!

This just shows how easy it is to update a level:



and here is the game in action with the mushrooms and eggs implemented:



Hope you guys like it, just a bit gutted I can't make the UK meet up in Manchester as I really wanted to go but am working!
Would have liked to have brought this project along.

Maybe next time and I might even be near finishing it by then lol
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 6th Oct 2015 22:05
I also really wish I could go to the Play Expo. Meeting up with everyone would be a fantastic event.

Keep up the great work! The project is coming along quite well
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: 23rd Nov 2015 01:59
Just bumping to keep this active, updates will come
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Rickynzx
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Posted: 23rd Nov 2015 12:06
This is looking really good, like the graphics and the retro style. I remember spending many, happy hours playing chuckie egg in my younger days.

Good luck with this.
SpecTre
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Posted: 23rd Nov 2015 12:39
Quote: "This is looking really good, like the graphics and the retro style. I remember spending many, happy hours playing chuckie egg in my younger days.

Good luck with this."


Cheers, it is going quite slow at the minute because I am trying to sort a few issues with a couple of my other programs but really enjoying this project as it's the first real platform game that I have done and I love retro stuff. David has done a great job with the graphics and made it look very retro style. Cheers
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
SpecTre
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Posted: 5th Jan 2016 04:29
Nothing major to report, however I have done a couple of little updates to the game.

1 - Implemented a double jump to the player sprite. (Just need a new sprite animation for the double jump, maybe a summersault )
2 - Changed the camera so now it follows the player instead of being a fixed screen.

Think this adds to the game as it will make it more difficult as not being able to see the full screen at once now.



Will update a new video clip when do a bit more to it.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 5th Jan 2016 04:42
Quote: "maybe a summersault"

Rotate the sprite 360 on the double jump Maybe multiple times....reminds me of sonic.

I'm glad your getting back with it Long live the sewer rats!

Cant wait to see the new video

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SpecTre
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Posted: 5th Jan 2016 13:14
Cheers CP, not worked on this for a while and looking forward to completing it, eventually
Good job I commented my code or I would be lost now, always surprises me how you forget what you did just a few months ago haha

The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
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Quote: "Good job I commented my code or I would be lost now, always surprises me how you forget what you did just a few months ago haha "


I'm the same way


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DavidAGK
AGK Developer
10
Years of Service
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Joined: 1st Jan 2014
Location:
Posted: 5th Jan 2016 17:33
Quote: "Good job I commented my code"
Aha! Yes... essential!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
David Gervais
Retired Moderator
18
Years of Service
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Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 6th Jan 2016 12:52 Edited at: 6th Jan 2016 14:26
I made a set of 'Flipping' platypus sprites and sent them to you Paul. It has the Good and Evil versions in a 'tuck' position and all you need to do is rotate the sprite to make it look like he is summersaulting. I'd play with 45deg inc in rotation or even just rotating 90deg might work, I wouldn't go much smoother than that or it might not fit the look of the current animations.

Cheers!

Oh, and Happy New Years!

Edit: I added a test gif animation to the post. Strange that I cannot view it then copy the link location to then put it in the img .. /img tags. The forums will never be the same for me

Edit2.0..



Does this work? Aparently the link works in the img tags, but firefox is not 'viewing' them properly if I click on the links. Strange.

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SpecTre
Developer
21
Years of Service
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Joined: 24th Feb 2003
Location: UK
Posted: 7th Jan 2016 01:31
Hey happy new year David!

As always you have pulled a blinder, this extra sprite image is great and will work very good for the double jump

The gif works fine here on Safari.
Hoping to do a new video clip soon with the updates, cheers again!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
AGK Developer
21
Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 8th Jan 2016 10:03
This one I have completely missed! Love the detail in the new artwork. The old artwork wasn't bad but the added detail is nice. I would go with some kind of pattern for the background, a solid color is something you should avoid. You could even go with something more than a simple pattern and put in some interesting details in the background. I think that would really complement the other art.

I notice that on the idle frame the platypus have one foot in the air, that looks kind of weird. The walk animation could be worked on but perhaps you prefer it as is?

Add in some sounds and music, that always makes the videos more interesting to watch

I really recommend making a mouse based editor and a proper tile selector. It's really easy to do and makes level editing so much easier. LBM paints, RMB deletes and press space to bring up the tile selector to cover the screen. It's going to speed up level making a ton.

The game looks nice. Keep up the good work
SpecTre
Developer
21
Years of Service
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Joined: 24th Feb 2003
Location: UK
Posted: 8th Jan 2016 18:03
Hi there DA, thanks for the comments

The old artwork was just some I found on the net to use for testing purposes and the new style has been drawn by the good David Gervais
Regarding the background, I do have an image to put there but haven't made my mind up how to implement it yet. I was thinking of making it parallax scroll but wasn't sure if I should make the background from tiles too or if it should be a large image as haven't tried it yet and this is my first platform game

I like the animation of the Platypus and style but I have to work on the level some yet as the control method is on it's first revision still, I need to get it working better and also place the sprites better on the screen yet which should give the art style more sense on the platform, e.g. the idle sprite would be a bit lower on the platform than it is at the minute to slightly over lap the platform itself.
I am trying to go for retro styling in this game if I can because I am a big fan of all retro games, e.g. Spectrum and C64 Having said that not necessarily pixel style if you know what I mean?
Retro with a modern take on it.

Sound and music will come but I have a problem at the minute as I use my Macbook to develop on and use Quicktime to record the screen, however this doesn't record the sound from the machine and the Macbook pro doesn't have a mic input so can't use a passthrough lead to the mic.
Need to try another screen recording program on the Mac which will record internal sound but haven't found one yet.

The game mechanics are all self coded, I used Box2D at first but didn't like it so did my own system and found this easier to do the ladders too.

Before I start adding enemies I am going to give the code a complete overhaul, especially the map editor like you mention. I agree the mouse and drawing the platforms etc makes sense.
I was thinking of using 3 or 4 levels?
1 - Background (if use tiles).
2 - Main platforms and pickup objects.
3 - enemies and water.
4 - maybe water on its own with taps.

Also I wasn't sure to stick with updating my own map editor or using Tiled or Tile Studio yet. Can't make my mind up.

Either way I am really enjoying this game and concept so it will take time as I want to do a good job with it.

Cheers.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Digital Awakening
AGK Developer
21
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 8th Jan 2016 19:05 Edited at: 8th Jan 2016 19:05
As for the background. If you are going with single screen levels then it shouldn't be parallax. If you do it with tiles then you can have tiles with details like pipes etc and easily make a custom background for each level. I think this is the best way to do it as long as your levels are single screen or the background scrolls with the level. I also thing it suits your game, it's a tight space so no need to have a scrolling background. Or you could just have a tiled background of bricks that would work too.

BTW, I think you should make this game wide screen and just pad with bricks if the player has a differently sized monitor. Unless of course you have scrolling levels that takes up more space than a single screen. Wide screen just looks way better when playing on a TV or monitor. Only iPad is 4:3 these days and I don't think you should make this into a touch game. Focus on PC, Mac, Linux and Android consoles. Proper controls are so much better for platform games. You can always release it for touch too, all phones are widescreen too.

It's great that you are planning things. Sounds good!
SpecTre
Developer
21
Years of Service
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Joined: 24th Feb 2003
Location: UK
Posted: 8th Jan 2016 20:16
Yes I have to think where I am going with this because at first I was doing single screens but now I have changed the camera to follow the player the screen scrolls and I was thinking of having lots of rooms that link together in a giant map but to get to the next room you have to unlock a prison style grate door. This also means that you can't see a full screen at once on screen as it does now and I think this will make the game a bit more challenging. Using this method then I could possibly do parallax scrolling but I might try tiles for the background for both instances and see what looks better.

Thats a good idea for padding out the screen but at the minute I am using the %age system and it fills the screen without borders on any device. Also if I do a giant map which scrolls I won't need to pad out any borders. The other thing I like about this giant map thing with the camera following the player is that it will make it easier to use touch controls too as the player is always in the middle of the screen and to the bottom third of the screen. This means that when you use touch buttons your fingers won't cover the player not being able to obscure your view of it. However I intend to release on the Mac first anyway

Thanks for your input DA, it is always good to get feedback and constructive criticism etc as this improves the game and ideas.
Planning is always needed, I find making a concept first and doing a rough style works for me, then plan it all out and improve the code before going further with the extras like enemies etc.

Cheers again
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!

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