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 / Dragonia (Adventure-Action 3D)

Author
Message
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 1st Dec 2015 19:59
Hi
With the version 2.015d, I have tried to create some scene for an old project I have begin some years ago.

I would like to create a sort of cartoon adventure-action game (in 3D).

For the moment, I have only a few gameplay like :
- clic and go
- fight ennemy/die
- I have worked too a few on some shaders, and have help from Preben (thanks again ).

Here are my first tests and screenshots :















http://www.dracaena-studio.com
SpecTre
Developer
16
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 1st Dec 2015 21:11
Well done, this looks great! Also good to see another 3D project with great graphics using shaders and still getting 60fps!
Fantastic, will keep an eye on this
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Preben
AGK Studio Developer
14
Years of Service
User Offline
Joined: 30th Jun 2004
Location:
Posted: 2nd Dec 2015 09:42
Wow this is looking good , so many details , great job
best regards Preben Eriksen,
Rickynzx
7
Years of Service
User Offline
Joined: 19th Dec 2011
Location: Troon, Scotland
Posted: 2nd Dec 2015 12:27
Great looking game, will be keeping a close eye on this.
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 5th Dec 2015 16:42 Edited at: 5th Dec 2015 18:11
Hi
Thank you for your comments.

Quote: "and still getting 60fps"
In fact, it's always necessary to optimize tour game, when you use 3D.
For example, I use a cameraRange(130) + fog (from Preben ) + another culling technic to not display too much faces.

I have made some artworks (props, ennemies, npc...)


A video of the creation of the artwork :



And some new screenshots :


http://www.dracaena-studio.com
MikeHart
15
Years of Service
User Offline
Joined: 9th Jun 2003
Location:
Posted: 6th Dec 2015 08:36
Looking awesome. Two questions:

Which level editor do you use. My guess is Blender.

The art program, is that Artrage you have used in the video?
-----------------------------------------------------------
Using AGK2 Tier 1
[a http://www.fantomgl.com]fantomEngine[/a] - A powerful 2D game framework
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 6th Dec 2015 10:03
Hi

Quote: "Which level editor do you use. My guess is Blender."

Yes, I use blender as a level editor.


At the begining of this project, I have started my own level editor, which isn't bad ^^, but Blender is more powerfull .

In blender, I have writen a python script to export my current level (only selected object and lights).
I use blender to create all my 3D models, UVtexture, texture (first colors), animation and level editing.
I export the 3D models in obj (if they aren't animated or have a unique uv layer), and in collada (dae) if they are animated or have several uv layer.

I try to create the model with less faces as possible.
For the enemies, they have got between 500 and 1000 faces.
The rocks has 200 faces, tree 100 and the other little assets less than 50.


Quote: "The art program, is that Artrage you have used in the video?"

No, it's a software I have developped this year (in purebasic), in april/may. Its name is animatoon (you can find more informations here : http://animatoon-blendman.blogspot.fr/). I use it to create a lot of my textures and color all my artworks.
This software is great to simulate watercolor effect, and color blendmix.

I have tried to create a version with AppGameKit in 2014, named "animatoon" too, but I have some bugs I can't fixe (because of agk bugs it seems). Perhap's they are fixed now, I haven't tried to compile my last version.

I don't know when I could post a version for download, because I still have some bugs and don't have time to fixe them ^^.
http://www.dracaena-studio.com
MikeHart
15
Years of Service
User Offline
Joined: 9th Jun 2003
Location:
Posted: 6th Dec 2015 18:30
Very impressive! Is your software tablet compatible, means does it use pressure sensitivity when using a tablet?
-----------------------------------------------------------
Using AGK2 Tier 1
[a http://www.fantomgl.com]fantomEngine[/a] - A powerful 2D game framework
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 8th Dec 2015 14:19
Yes, the version for windows use pressure sensitivity (it works fine with my wacom graphire4) .
http://www.dracaena-studio.com
Yodaman Jer
User Banned
Posted: 11th Dec 2015 01:05
Wow, this looks amazing Blendman! Very nice work

Forum President until June 20th, 2016.
Crazy Programmer
AGK Developer
14
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 13th Dec 2015 17:43
This is truly inspiring! Great job
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
Digital Awakening
AGK Developer
16
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 24th Dec 2015 14:46
This looks really promising The gameplay is very important for games like this. I think your art looks a bit washed out. I would prefer more color and contrast. Look at other games in the genre like Ratchet and Clank.
MucMac
3
Years of Service
User Offline
Joined: 13th Sep 2015
Location: Munich, Germany
Posted: 26th Dec 2015 19:11
the fog shader looks great! any chance to get my hands on this shader?

keep up the good work!
--
Mac
Lead Programmer (Tier 1, AGK2) - MacOSX - want to go 3D with agk2!
unlikely
7
Years of Service
User Offline
Joined: 5th Mar 2012
Location: Ohio, USA
Posted: 27th Dec 2015 17:44 Edited at: 27th Dec 2015 17:44
This reminds me a lot of some of the Pangea Software games I used to play growing up (of course nicer looking). That's a really good feeling you have going there.
Using AppGameKit v2 T1 + T2
Systems: Primary: Mac OS X 10.10
Secondary: Windows 7
blink0k
AGK Developer
Gold Codemaster
6
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 7th Jan 2016 23:09
this looks superb. very well done. super graphics and smart programming, rare indeed
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 8th Jan 2016 08:53 Edited at: 8th Jan 2016 08:54
Hi

Thanks you a lot for your kinds comments !

Some news about the game :
UI
- The GUI is ok. All the buttons works (drink potions, UI stat, spells...)

- Some menus are ok too. I have get the graphics & code from one of my other Project "Arkeos", I will do some new UI later.
- Menu Status (player caracteristics + bonus level (bouton "+")
- Menu inventory + button + equipment
- Menu spells : informations, buttons and increase the level of the selected spell
- menu quest : not finished, only the Ui is ok.


Action (Fight, drop...)
- Drop : now, when a monster is destroyed, we can win : moeny, xp and drop (potion, monster ressources, equipment...).
- equipment : if we equip our hero, the stats are boosted (the equipment doesn't appear on our hero, maybe later if possible).
- Xp & level : ok for the player. When we win a level, we have 5 level points and 6 spells points (to increase the spells).
- Monsters/ennemies : when I create a group of monsters, they can have a level, and some of their properties vary thanks to this level (life, damage, armor, xp...)



Misc
- NPC : ok for simple NPC (who gives only a few information). I will add the "quest NPC" later.
- FX : I have add a personnel 3D particle system. I can create : fire, smoke, explosion, acide or other fx like that, magic, rain, snow, particles in the air (sort of lucioles) and other great fx. I have to add some other cool stuff, like : rotationFX, scale FX and some other movements for the particles (now, I have only : translation, I would like to add : circle, spiral, and others)


@Yodaman Jer : thanks a lot

@ Crazy Programmer : thanks, I'm inspired too ^^.

@ MucMac : you can find the fog shader on the Preben Thread or in the great "shader" thread .

@Digital Awakening : thanks.
Quote: " I think your art looks a bit washed out. I would prefer more color and contrast. Look at other games in the genre like Ratchet and Clank. "

I'ma big fan of game like Ratchet &Cclank, and Jake &Daxter. But Dragonia isn't a platform-action like those games . I have another project (named Puf & Squeeze) which is a platform game like Ratchet & Clank or Jake&Daxter ^^.
Dragonia is more a mix between : adventure (exploration, story), action(fight) and RPG (modify the stats of your hero, have an equipment, collect some objects... A reference, I have some games like Torchlight.
For the color, I will see if I can boost the colors.
Contrast : I think it's perap's because of the fog, that I lost some contrast in the scene. But it create some atmospheric ambiance too (and it's good to not have too much objects drawn on the screen ^^). I will see if I can boost the contrast too (perap's with a fullscreen shader, if it's not too much GPU/CPU consuming).

@Unlikely : I don't know the pangea games ^^. I've seen some good screenshots on their site. With Dragonia, I would like to create a little "cartoonish adventure-RPG".

@Blink0k : Thanks, it's surprising to not have more 3D games made with AGK2, because it's really great to make games ^^.
AGK2 tier1 - http://www.dracaena-studio.com
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 16th Jan 2016 08:35
Hi

Some news :
- Friends : now, we can have a friend who follow us and can do 4 actions (attack alone, defend-me, heal me, defend-me and heal me if I need). The model isn't the final model3D, for the moment I use another chracter form another of my project.
- Ennemi : I have created a new ennemi. I have animated him (and found a "bug" with object shader (animation doesn't work with shader) ^^)
- I have integrated an event system, specialy for weather (it rain randomly). I have a day/night cycle integrated too.
- magic spells : now, I have several types of spells (mobile, fixe, damage/ add life..)
- I have add some information when we select a monster (level, life, damage, resistance, xp given...)

Test
- I have tried a joystick (on another project), and it's great to use on a 3D plateform game (one of my next project). Agk is awesome .

Screenshots :






Video of the new mob (created in 2 hours only with rigging & animation, in blender) :

AGK2 tier1 - http://www.dracaena-studio.com
SpecTre
Developer
16
Years of Service
User Offline
Joined: 24th Feb 2003
Location: UK
Posted: 16th Jan 2016 12:57
Nice work, this is turning into a good game, I also like the style and the GUI too. Well done.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Freddix
AGK Developer
16
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 25th Mar 2016 19:24
Your project look really cool
MikeHart
15
Years of Service
User Offline
Joined: 9th Jun 2003
Location:
Posted: 27th Mar 2016 16:20
What will be your target market? For sure it looks great!
-----------------------------------------------------------
Using AGK2 Tier 1
[a http://www.fantomgl.com]fantomEngine[/a] - A powerful 2D game framework
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 23rd Apr 2016 08:09
Hi

Sorry to not post news about this game.

I have worked on other cool games (I can't tell more), and on my other 2D games : fightfortress and Towerbots.

I hope to continue to work on dragonia in may or june 2016.

Quote: "What will be your target market?"
By Target market, do you mean the public or the platform ?
The public : I think it's for people who like RPG/adventure games (not only kids ^^).

platform : for the moment, it's only for android. I would like to sale it on steam, but I don't know how to use agk and steam ^^.
I don't have an ios licence / mac Computer, so ican't do it for ios (unless I find another way to send it to ios, or if the game has a big succes on android ^^).
AGK2 tier1 - http://www.dracaena-studio.com
MikeHart
15
Years of Service
User Offline
Joined: 9th Jun 2003
Location:
Posted: 23rd Apr 2016 10:34
Thanks, I ment the platform.
-----------------------------------------------------------
Using AGK2 Tier 1
[a http://www.fantomgl.com]fantomEngine[/a] - A powerful 2D game framework
Haxx0r
3
Years of Service
User Offline
Joined: 18th Apr 2016
Location:
Posted: 24th Apr 2016 13:21
Is this made in Tier 1 or Tier 2? If it is Tier 1 I would like to know how you designed the code for something so complicated? It really looks so good.
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 29th Apr 2016 13:06 Edited at: 29th Apr 2016 13:11
Quote: "Is this made in Tier 1 or Tier 2? If it is Tier 1 I would like to know how you designed the code for something so complicated? It really looks so good."
Hi

It's made in Tier1 (basic).
What do you mean by design the code ?

In general, for all of my games, I use this hierarchy :
- Define : constants, variables
- init : OpenWindo/resolution, load graphics (images for UI), models3D, textures, sounds, shaders... with a loading screen
- then start the main loop.

I use a variables "State" and change this variable change the state of the game (in the main loop):


GameScreen(), OptionScreen(), StartScreen() are like that :


An important method is to create a file for each elements :


And of course use #include to include those files ^^.


To create my models & Animations, I use blender.

For the levels, I make them in blender and export them as a txt file.
I would like to use Guru2Agk, so I wait it's finished ^^.

In a game like that, you have to be very organised, and search for optimisations.
So, the models 3D must be with less face as possible, texture too not bigger.

For the elements (monsters, weapons, armors, spells, objects in inventory...), I use a lot of "pre-made presets" (internal function) or txt file for descriptions.
I don't load all the elements at start of a levels, I crete the monsters, treasure dynamically, when the heor is near a zone for example.

I hope those details can help . If you need any informations, tell me and I will tried to answer ^^.
AGK2 tier1 - http://www.dracaena-studio.com
SoftMotion3D
AGK Developer
13
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 29th Apr 2016 14:14
blendman... your a very good 3d artist!

my limitation is the ability to draw in 3d and thats why i have started working with voxels instead for my character creation.
since im not good at drawing i took the time to learn some 3d fundamentals in hopes it would aid me.
Do you have a full rpg story written for this? I did have one for my rpg but im currently rewriting it.

anyways... this project deserves praise! looken good!
Blendman
5
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 29th Apr 2016 15:32
Hi SoftMotion3D

Thank you for your kind comment.
Quote: "Do you have a full rpg story written for this? "
I have write several stories, but I don't know if I will use it for this game.
I don't know if I will use a too much complexe story, because it's my first 3D game with AGk and I would like to have the game quickly finish (for the moment, I work on FightFortress and Towerbot, my 2 games in 2D) ^^.
Another matter is that my english isn't good and I'm afraid that the story will be incomprehensible ^^.
So the story will be probably a few "basic" .


AGK2 tier1 - http://www.dracaena-studio.com
tboy
6
Years of Service
User Offline
Joined: 1st Jan 2013
Location:
Posted: 23rd May 2016 13:41
This project oozes quality! Much respect for this!

Login to post a reply

Server time is: 2019-05-22 18:05:09
Your offset time is: 2019-05-22 18:05:09