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AppGameKit Showcase / [WIP] Go Team YEAH [Android TV] [TVos] [Steam]

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Wilf
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Posted: 12th Jan 2016 15:28 Edited at: 10th Jan 2017 10:23


https://www.amazon.com/Anthony-Davis-Go-Team-Yeah/dp/B01LSZGY1O
Team Machine trailer explaining some mechanics!



Note - to play you will need to download the GoPAD app onto your phone or tablet.
Download the GoPAD controller for ANDROID devices: https://play.google.com/store/apps/details?id=com.itanicangopad
Download the GoPAD controller for iOS devices:https://itunes.apple.com/us/app/go-pad/id1039851969?mt=8

www.goteamyeah.com has been updated, I'm looking for followers to sign up to the mailing list!








and some gifs:





Go Team Yeah is a work in progress.

Two teams go head-to-head in a platform arena. Jump on enemies to kill them and force them to drop an energy ball. Grab it and throw it into the top of your TeamMachine to make a Bomb or Powerup! Throw enough bombs into your enemies Team Machine and it will explode, ending the round.

- 1 - 4 players
- A large cast of characters to play as
- as many power ups as I can think of...
SpecTre
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Posted: 12th Jan 2016 20:01
Great project Wilf, everything about this is very good from the gfx to the action in the game. Did you use tier 1 or 2 and did you use physics engine or code it?

Style is awesome
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
blink0k
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Posted: 12th Jan 2016 22:47
This looks awesome. Great style!

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Wilf
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Posted: 13th Jan 2016 10:35
Cheers! It's using Tier 1, built-in physics and particle commands. I use Inkscape for the graphics and Spine for the animations.
SpecTre
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Posted: 13th Jan 2016 14:32
Great Wilf as this is very polished
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Crazy Programmer
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Posted: 13th Jan 2016 19:17
Looks like fun! Very well done, keep up the good work

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Digital Awakening
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Posted: 15th Jan 2016 20:44
Looking good!

Are you doing online multiplayer or couch only? Got any AI?
blink0k
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Posted: 16th Jan 2016 06:00
a david bowie sprite would be sooooooo coool

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Wilf
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Posted: 17th Jan 2016 14:18
Thanks all! I reworked the spawn animation/particles as players will see that the most...



No online multiplayer, strictly couch. I have been thinking of adding a single player survival mode against very basic AI, which could then expand to team-based coop later.

Hmm a David Bowie sprite, from which era though? I'd probably go Goblin-King Labyrinth..
blink0k
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Posted: 17th Jan 2016 19:34 Edited at: 17th Jan 2016 20:44
fantastic animation and great colours. i think ziggy with the lightning bolt across his face would be good and very readable

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Digital Awakening
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Posted: 19th Jan 2016 12:52
Just an advice. When releasing a multi-player game on PC it is best to allow the users to play over Internet in some way. Couch play isn't very common. BTW, then you can sell multiple copies
Wilf
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Posted: 22nd Jan 2016 12:55
Something like this, blinkOK?

SpecTre
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Posted: 22nd Jan 2016 16:18
Hey thats great, that should definitely be in the game
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
blink0k
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Posted: 22nd Jan 2016 21:04
absolutely superb!
i don't think we could forget severus snape as well. i think these cultural, current touches add a lot of appeal

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Wilf
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Posted: 23rd Jan 2016 10:14
You might be right!
blink0k
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Posted: 23rd Jan 2016 21:42
super awesome! great job

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Paronamixxe
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Posted: 27th Jan 2016 20:27
Love the style!
cheers
Wilf
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Posted: 1st Mar 2016 16:28
Cheers! I have been super busy for the last couple of weeks working on marketing - new website and youtube trailer. I did enhance a couple of the power-ups with the awesome Tween commands though. Here's the Giant Potion:



and Tiny Potion:

blink0k
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Posted: 1st Mar 2016 20:47
wow! lovely stuff

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Chris Tate
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Posted: 2nd Mar 2016 09:56
I really like the animation work put into the game
Wilf
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Posted: 8th Apr 2016 10:37 Edited at: 8th Apr 2016 10:38
Thanks Chris. April update!
Animated level objects, they work well with the parallax system:



Added Tween chains to animations so emphasise squash and stretch. Also added more animations like teetering on the edge of platforms, falling and better death animations.



And finally a new game mode - Survival. Can be played by one player - stop your Machine being destroyed by enemy robots.

DavidAGK
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Posted: 8th Apr 2016 13:11
Love the look of this. Is it on Steam? I had a look but couldn't find it but saw Steam in the title?
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Wilf
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Posted: 8th Apr 2016 21:15
Thanks, I love the look of your game too. I'll release it on Steam when its finished. Not too long now...I hope.
DavidAGK
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Posted: 9th Apr 2016 09:07
Let us know how steam goes, I'd be interested to hear your experience as Steam is the route I want to go for my game too. Are you building in any steam awards? I've not looked into steam features much yet as I've got a way to go yet on basic development!!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
blink0k
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Posted: 9th Apr 2016 12:02
Good luck with this. You deserve some return on all your marvelous work
Wilf
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Posted: 22nd Apr 2016 13:44
Cheers blink0k! New trailer added to first post...
Wilf
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Posted: 27th May 2016 12:53
Menu flow completed. Those carousels caused me a lot of headaches, being deeply linked to the internal shop.


I made the system generic enough to be re-used on the Gamepad app for character selection:

and skin selection:
BatVink
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Posted: 28th May 2016 10:54
Nice trailer. It has that intrigue that makes me want to play the game. I can see that the game has elements that I haven't seen before. Yes, the mechanics are the same as other games, but the effects are unique and it shows in the vid.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
micky4fun
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Posted: 30th May 2016 21:14
Hi All

Just wanted to also to all the positives that this game deserves , looks great , fluid and non stop action
looks very much a winner

good work
mick
Wilf
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Posted: 11th Jul 2016 17:25
Thanks for the feedback guys. I'm hoping to release a pre-alpha version this week.
Ortu
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Posted: 16th Jul 2016 14:56
You have a really nice cohesive art style here man, great work, looks fun!
Wilf
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Posted: 25th Jul 2016 15:05
Cheers Ortu!
Alpha version released, see top of page 1.
Wilf
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Posted: 3rd Aug 2016 20:28
New trailer explaining how Team Machine works, first post.
BatVink
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Posted: 3rd Aug 2016 21:38
Downloaded...but how do I start a 1-player game?

The Android pad is good. I expected to have to keep looking down at it. But although I only got as far as the menu, the controlller was simple to use.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Wilf
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Posted: 3rd Aug 2016 22:14
Thanks for testing Batvink, no 1-player game yet. That'll come when I switch on Survival mode or finish bots.
BatVink
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Posted: 4th Aug 2016 09:19
OK, I will play against my children and destroy their self-confidence by beating them at it. It's all character building.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Wilf
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Posted: 8th Aug 2016 20:49
I tried that with my kids, ended up building a ton of character myself. Kids eh?
Alpha 2 released, now with Mac support!
Midget Blaster
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Posted: 30th Sep 2016 21:23
I'm really liking this so far!
Wilf
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Posted: 17th Nov 2016 22:53
Go Team Yeah released on Amazon FireTV, see first post for details!

SpecTre
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Posted: 18th Nov 2016 17:56
Hi Wilf,

really well done on this project!
I have just obtained Go Team Yeah on the Amazon FireStick and given you a 5 star review

This is the first game I have installed on the FireStick and this is what I thought:

On searching the game, the icon looks nice and clear.
All the information before installing again is clear and very slick, even the animation clip you have on there to introduce the game before installing. Looks great on a big TV.
When starting the game everything works well on the little Amazon FireStick with no slowdown that I can see.
The menus work well and overall the graphics style and presentation is very good.

You have done a good job with the controls as it is easy to play with one hand holding the little remote and just using your thumb to play!
Superb! Well done and I hope you do really well with this.

Great example of a game on the FireStick and shows how well an app can play on the TV! Much better than a tablet or phone app!

All I can say is that everyone who has a FireStick should download this, not only to have fun with it but to also see how to create a great, well polished game on something other than a mobile device!


I imagine you should do well with this, especially thinking about how many FireSticks are in circulation in the country! Makes you think that it might be a better option than Google and Apple stores.
The Amazon FireStick is overlooked with AppGameKit users but it definitely has me thinking about releasing apps on there now.

Good luck!!!!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Wilf
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Posted: 18th Nov 2016 21:37
Thank you very much SpecTre, that means a lot to me! Yes I do think set-top boxes like the Firestick could be a nice niche for developers like us. The thought of competing in the smartphone market makes me uncomfortable, having worked on games with multi-million dollar budgets in that space that did absolutely nothing sales-wise. Hell, my old company (DNA/ngmoco) pulled out of the West completely last month as competition was so difficult.

I've had a relationship with Amazon since the summer and they are going to merchanise GTY on the Amazon App store so hopefully the discovery issue might be mitigated by that.

Performance is really tight on that hardware but optimisation lets you really learn your code. I'm just glad TGC implemented Amazon IAP with 2.21
xCept
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Posted: 28th Nov 2016 07:48 Edited at: 28th Nov 2016 07:48
Congrats! I just hooked up the latest Fire TV yesterday and your game is one of the top 9 showcased games for it I downloaded it but am waiting until I have an actual controller synced to play much with it. That said, I notice you also support the regular Fire Remote. Do you have a mapping of keycodes that each of the remote buttons correspond to (and additionally the Joystick buttons)? I haven't done anything with the Fire TV yet just got it configured and saw your game, but am interested in the prospect of porting some apps to it down the road. Does Fire TV support Amazon Underground, or do you figure IAP is the better route to go?
Wilf
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Posted: 28th Nov 2016 10:15
Hey xCept, thanks. Good to hear it's being showcased, I'm on Amazon Germany so don't get to see that. Are you in the US? If you have a smartphone you could download my GoPAD controller app to play with it.
The Fire Remote maps directly to the keyboard. Directional controls map to the arrowkeys (keycodes 37-40), the big selection button maps to Return (keycode 13) and the back button maps to Escape (keycode 27). Home quits the app like any other android app and the Options button doesn't do anything.

It does support Amazon Underground but you need to compile the classes.dex file for AppGameKit with your own app name. Its complicated and involves Android Studio, ultimately I went with IAP. Might change that in the future though.
SpecTre
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Posted: 12th Jan 2017 01:44
Hi Wiilf, how is your game doing on the Amazon Fiestick, I am really quite interested in this and fancy doing some apps on this format as it seems to have a lot of potential and a great user base.
It seems to be able to handle AppGameKit quite well as your game works very smoothly on it.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Wilf
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Posted: 19th Jan 2017 16:50
Hi SpecTre, I'm thinking about putting up some stats and graphs actually. Depends if and when I find time but I need to show off my telemetry somehow
SpecTre
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Posted: 19th Jan 2017 23:41
That would be cool. Maybe if you have the time also a few lines on publishing to the Firestick. Is it the same as putting an app on the Amazon store?
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
Wilf
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Posted: 3rd Apr 2017 10:22 Edited at: 3rd Apr 2017 10:24
It's been far too long (sorry SpecTre) but here finally is some info:

Fire TV Downloads:

Nothing too spectacular, the launch clearly benefited from being featured by Amazon. The problem is getting visibility on that - its hard to see what the US store looks like when your device is in Germany. I was expecting more downloads on/post Dec 25th as I thought the FireTV would be a good stocking-filler gift. Doesn't appear to be the case until Jan 1st; the last update I made to the game was Dec 22nd

IAP Sales:

Very low sales of the IAP "Unlock the full game" - 0.0137% conversion rate. There are many possible reasons for this - game quality, amount of content post unlock not worth it, super casual market that don't spend on that platform. Between the two releases I did check the telemetry to find out how far people got through the funnel from starting the game to playing one level. The vast majority of people who download play once and never return of course, while others logged hundreds of game sessions.

All in all I think the Amazon launch served a purpose - telemetry gathering. It's very hard to connect to those players though; the reviews/feedback system is a byzantine mess and of course no player follows up to questions the dev leaves to their comments. I think Amazon as a whole is a bit too opaque, from the featuring process to reviews.

Creating an .apk that works on the device is easy, once you figure out the IAP tester software. I never was able to get access to the root and therefore my device log though; more opacity.
Richard_6
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Posted: 5th Apr 2017 06:50
Interesting info, Wilf. Thanks for sharing!
SpecTre
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Posted: 7th Apr 2017 01:26
Great stats Wilf and very interesting.

Over 16K of downloads in such a short time is pretty good the thing is trying to convert to paid.
Amazon Firestick is a very interesting area which I think needs further investigation into, well done on this.
The Amiga and Amos were great!

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