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AppGameKit Chat / [STICKY] Small Game Templates...

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RickV
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Posted: 13th Jan 2017 11:28 Edited at: 14th Jan 2017 13:54
Hi all,

It would be great to get more demos added to the core of AppGameKit. Many new users want to start making versions of games that they see on the app store and if they had some simple template in the style it would most likely teach them the logic and inspire them to make a version.
With that in mind, can I ask our awesome community to create some?

I'm only talking about the core mechanics. So take a game like Doodle Jump, the template would just be the jumping character and some platforms scrolling down and around.

Here are some typical game types;

Retro games
Arkanoid/break out - booked by Mobiius

Frogger - booked by damothegreat

Pacman - booked by baxslash

Space Invaders - booked by Scraggle

Puzzle Bobble


Platformer games
Super Mario - booked by SpecTre

Boulder Dash - booked by BitManip

Doodle Jump


Touch based games
Fruit ninja

Flappy Bird

Jetpack Joyride - booked by BatVink

Geometry Dash


2D Physics games
Cut the rope

Angry Birds - booked by MikeHart


Semi 3D games
Crossyroad


3D games
Smash Hit - booked by CJB

Temple Run

Hill Climb Racing - booked by janbo


Other template games;
Bullet Hell Game - booked by Lucas Tiridath

Let me know if you want to contribute. The more we can show what AppGameKit can do, the more we'll convince new users of it's abilities.

Rick
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baxslash
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Posted: 13th Jan 2017 13:16
Can I bagsy Pac-Man? Always fancied having a go at that
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damothegreat
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Posted: 13th Jan 2017 13:33 Edited at: 19th Jan 2017 19:07
...
RickV
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Posted: 13th Jan 2017 13:52 Edited at: 13th Jan 2017 13:56
Hi,

I'll add names to games as you choose them. If someone wants to make a different template then that's fine, just post about it here.

Remember to keep it very simple and the source code documented and easy to follow (I would not be so good at that!)

Cheers guys.

Rick
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damothegreat
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Posted: 13th Jan 2017 13:57
Is there a time limit? and should we post the code/media as a ZIP on this thread when we finished.

Damo

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RickV
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Posted: 13th Jan 2017 14:02
TGC are working on tutorials and I'd expect us to be on those for at least 2 months. So by the end of Feb would be a good date to aim for. The sooner the better though. These should not be big developments, just small code chunks that show the idea.
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CJB
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Posted: 13th Jan 2017 14:10
I bagsy Smash Hit. Should be fun to make!
V2 T1 (Mostly)
Phone Tap!
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Mobiius
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Posted: 13th Jan 2017 14:37 Edited at: 13th Jan 2017 14:39
I'll do an Arkanoid one.

*Interesting fact*
Listening to Hypnotize by System of a Down whilst watching the smash hit video seems to work beautifully!
RickV
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Posted: 13th Jan 2017 14:42
Hi, I'll get a new badge made for all contributors, it's the least we can do.

Rick
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Mobiius
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Posted: 13th Jan 2017 14:48
Quote: "I'll get a new badge made for all contributors, it's the least we can do."

Score!
damothegreat
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Posted: 13th Jan 2017 14:52
Awesome

Thanks Rick
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Ortu
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Posted: 13th Jan 2017 16:41
Some good choices here guys, it's a good idea.

A 2.5d (3d side scroller) platformer may be a good addition as well, it's a popular genre and style for indies.
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
RickV
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Posted: 13th Jan 2017 17:50
Are you volunteering Ortu?
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Ortu
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Posted: 13th Jan 2017 19:17
Haha how'd I guess?

To be honest, I wouldn't mind but my focus is still mostly on dbpro and I've only dabbled a bit in agk so far. I may not be the best to write agk examples as I would in part be learning as I go.

I dunno, dbpro converts to agk well enough in most cases. Let's just say I'll have a look over the 3d command set available and see what might be doable.

My nature is to go big so scaling back is always a task in itself!
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
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Posted: 13th Jan 2017 21:35 Edited at: 19th Jan 2017 19:09
...
Lucas Tiridath
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Posted: 13th Jan 2017 22:07
Hey. Would you be at all interested in a game template for a bullet hell game? I'd be happy to put one together if you're interested.
janbo
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Posted: 13th Jan 2017 23:28 Edited at: 29th Oct 2017 10:59
I'll trying the Hill Climber one.
Even if I should calculate some 3D shadow shader stuff

AGK is in the Business for the new year !?
many things happening ... I'm not used to this
joking...
SpecTre
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Posted: 14th Jan 2017 03:55 Edited at: 14th Jan 2017 03:58
Hi Rick, should have time to do a Platformer/Mario example. I can strip the Platypus game down to the basics and comment the code.

A couple of racing style templates might be good too if anyone can do them as these are styles missing.
Maybe a 2D like Outrun or Pole Position and a 3D one so you have 2D and 3D tracks implemented.
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
RickV
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Posted: 14th Jan 2017 09:24
@Lucas Tiridath - ok, best if you aim for a simple shooter, nothing too mad like bullet hell!
@janbo * @SpecTre - I have booked you in for those templates
@damothegreat - sure that's fine

Thanks everyone, this will really help new users I'm sure of it.
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Scraggle
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Posted: 14th Jan 2017 09:47
I'll knock up Space Invaders for you.

First though, can you clarify what you mean by 'template'. Are we a re talking about a full but very basic game?
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MikeHart
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Posted: 14th Jan 2017 09:55
Hi Rick,

I pick Angry birds.
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
MikeHart
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Posted: 14th Jan 2017 09:56
Can we post WIPs about them? If yes, where?
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BitManip
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Posted: 14th Jan 2017 10:13 Edited at: 14th Jan 2017 10:14
Rick

I will do Boulder Dash. My daughter and I have been working on it so she could learn the experience (she did the graphics). It's nearly done!
I control all the juicy in here!
BatVink
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Posted: 14th Jan 2017 13:43
I can do the basics of JetPack Joyride.

I guess the idea for these templates (using Jetpack Joyride as an example) would be to have a scrolling background, character that can change speed and jump, and perhaps a bit of collision detection thrown in?
From this somebody could add all of the necessary components to make it into a full blown game.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
RickV
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Posted: 14th Jan 2017 13:53
@scraggle - the game is booked for you. The simpler you can make things the better. Space Invaders would end up with a lot of source code, so maybe you are best just having a few invaders, the player ship and the shooting & a score. With all that explained then it would really help a new user understand the logic and basics of the game.

@MikeHart - Game is booked for you. Feel free to post WIP threads. These are best listed in the showcase board, titled eg "GAME TEMPLATE SPACE INVADERS - WIP"

@BitManip - Game is booked for you.

@BatVink - Game is booked for you.

Super response guys! Very much looking forward to seeing these.
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damothegreat
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Posted: 14th Jan 2017 14:02 Edited at: 19th Jan 2017 19:11
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Mobiius
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Posted: 14th Jan 2017 14:06
Here's an early version of my arkanoid game. It plays itself by default, but left click will toggle auto mode. There's infinite lives, and the game won't stop when all blocks are destroid. (Yet)

http://teamdefiant.co.uk/software/arkanoid/index.html
RickV
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Posted: 14th Jan 2017 14:18
@Mobiius great work already! This is probably enough for a template. If you add some sounds and a score that would be done.

Great idea to share it via HTML5 too!

Devs might also want to save off versions when a template is at a certain point. eg player movement by itself, then when enemies added, then when shooting added etc. So one game template could have multiple versions showing it being build up
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Mobiius
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Posted: 14th Jan 2017 14:55
It has sounds.

I'll add scoring and comment it up and send it over.
Qugurun
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Posted: 14th Jan 2017 20:05 Edited at: 14th Jan 2017 20:21
~Geometry Dash

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Scraggle
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Posted: 14th Jan 2017 20:50 Edited at: 15th Jan 2017 13:17
Space Invaders is complete.

Code is attached

It's not a complete game but very close.
I have added a lot of TO DO's throughout the code to give the user something to aim for.


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damothegreat
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Posted: 14th Jan 2017 20:55 Edited at: 19th Jan 2017 19:07
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Mobiius
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Posted: 14th Jan 2017 21:29 Edited at: 14th Jan 2017 21:31
I'm done with the Arkanoid tutorial. Comments are welcome as I'm most definitely NOT a good tutorial writer. lol

Also, please feel free to play the game on my website, http://teamdefiant.co.uk/software/arkanoid/index.html

I may come back to it and improve it, or add features. I may not. lol

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GarBenjamin
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Posted: 15th Jan 2017 05:15
Awesome stuff and people are knocking out these games very quickly!

I don't know if any of it is useful but @RickV feel free to check out the bit of work I've done with AGK2 Tier 1 and include any of the projects that are suitable.

You can find information on Attack of the Crows and Christmas Command 2016 over here and the raycasting engine over here (this is the much simpler and smaller project because it is not an actual game).

Attack of the Crows


Christmas Command 2016


Raycasting Engine Demo
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
RickV
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Posted: 15th Jan 2017 10:06
@Qugurun - thanks for making that so quick! Can you document the source code more? We want new users to be able to work out what parts do what. The more you can document the better. Don't worry about English style, we can tidy that up after. I managed a score of 16!

@Scraggle - nice work, so fast! Upload the project files here like Qugurun did.

@GarBenjamin - thanks for offering these. I have not checked them yet. Do they need some extra comments to help new users?

@damothegreat - looking good! I like Frogger, so will enjoy trying this one.
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haliop_New
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Posted: 15th Jan 2017 12:44
hi i'll take the Flappy bird one , tough I don't have a time line for it , would be happy to help.
MikeHart
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Posted: 15th Jan 2017 13:00
@Scraqggle. GetSpriteCollision works for me. Did you assign a collision shape to the sprites? You can use SetPhysicsDebugOn() to make them visible and debug your collisions. Even if you don't use physics!

@All: Please make sure that the GFX you use are REALLY free to share. We don't want TGC to get in trouble with copyright violations.

@haliop_New: Only take on the project if you have time.
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
MikeHart
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Posted: 15th Jan 2017 13:06
@Mobiius: Great job on your tutorial. I like it that you have commented basically every line. Sometimes I would add the reason you are doing it.

Two things I would change: Don't define globals inside functions but at the top of the main code. The assignment is fine. And use #option_explicit.
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
Scraggle
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Posted: 15th Jan 2017 13:19 Edited at: 15th Jan 2017 13:20
Quote: "@Scraqggle. GetSpriteCollision works for me"

Thanks Miqe

It works for me too. It was Saturday night and I had attempted to fill my body with wine. Consequently I couldn't see the obvious mistake I was making.
It's all sorted now though and I've changed the font to something more suitable.
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BatVink
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Posted: 15th Jan 2017 13:21
Let me know if the video below shows sufficient functionality for the template. If it needs more, just let me know.

It covers:
Loading and using assets
Animated sprites (new to me, was good to try them out!)
Changing UV sprites to give the impression of movement (the background is a static sprite)
Applying sounds and different animations to actions
Particles

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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Mobiius
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Posted: 15th Jan 2017 13:28
Quote: "Don't define globals inside functions but at the top of the main code."

Why not?

I like self declaring modules, so all you need to do is include the file then use it, without having to cut and paste declarations here there and everywere. It's not as apparent in this little demo, but in larger projects, it's easier to see what variables belong to what section, and where they're declared when you do it in the module itself.

(Much like how you create variables within classes in OOP.)
BatVink
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Posted: 15th Jan 2017 14:10
Regarding things like globals, the reasons for doing what you do should be explained in a demo/template/tutorial. In this case I would put the globals in the function, with an explanation why it isn't at the top where you would normally expect to find it.

I declare globals at the top of include files, and each include file is a discrete piece of functionaility that can be dropped into any project. But I would need to explain it to a newcomer.


As an example, I have this comment in my code to explain why I have put a once-only piece fo code in a function...

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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
haliop_New
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Posted: 15th Jan 2017 14:40
If the time line ia by fabruar then im out i have too many stuff to do but if you guys agree that ill do a flappy bird clone at my own time fully documented theb im in i guess i can make it in less then a month i just dont want to promise as this eill be in my spare time...
BatVink
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Posted: 15th Jan 2017 15:27
I decided Jetpack Joyride needs coins to be a better demo...

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
damothegreat
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Posted: 15th Jan 2017 16:05 Edited at: 19th Jan 2017 19:09
...
Ortu
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Posted: 15th Jan 2017 16:17 Edited at: 15th Jan 2017 16:29
Quote: "I like self declaring modules, so all you need to do is include the file then use it, without having to cut and paste declarations here there and everywere. It's not as apparent in this little demo, but in larger projects, it's easier to see what variables belong to what section, and where they're declared when you do it in the module itself."


I agree with this.

(Bat makes good points regarding explaining how and why)
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Scraggle
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Posted: 15th Jan 2017 16:30 Edited at: 15th Jan 2017 16:36
I agree with it as well but I still wouldn't put globals inside functions. It just feels wrong.
It seems that BatVink and I have a very similar coding style.
I keep everything separate by putting code in relevant #include files with any required globals at the top of the file outside any functions.

Check my Space Invaders code (above) for a good example of it in action.

Ultimately, it comes down to personal preference. As long as you're not coding as part of a team with specific design standards then it doesn't matter what you do. As long as you are happy with it and the end result is the same then who cares?
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janbo
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Posted: 15th Jan 2017 16:46 Edited at: 29th Oct 2017 10:59
Here is my bit for our beloved newcomers so far: Hill Racer HTML5

Annything I should add ? or would it maybe disturb from the main game mechanics ?
I tried three different methods to generate the terrain and this one is the most complicated but fastest method
It runs fine on my handy but in HTML5 there are little lags when it generates a new chunk for the track using the memblock commands
as we have no sprite deformation commands
damothegreat
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Posted: 15th Jan 2017 16:55 Edited at: 19th Jan 2017 19:10
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MikeHart
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Posted: 15th Jan 2017 16:56
Scraggle wrote: "I agree with it as well but I still wouldn't put globals inside functions. It just feels wrong.
It seems that BatVink and I have a very similar coding style. "


Same here. If have sub modules too and put the corresponding globals at the top of each other. I would never put global declaration into a function.

@All: Great projects. And man you guys are quick! I need to start finally.
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.

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