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AppGameKit Showcase / Pixelstein for android..... something metal slug wolfenstein mashup in one.

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Cliff Mellangard 3DEGS
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Posted: 15th Jan 2018 13:17 Edited at: 5th Apr 2018 12:51

Work in progress and very early..

Beta..... V 1.6 now out.
https://play.google.com/store/apps/details?id=com.playattabitar.Pixelstein



This will more be a fast paced shooter with a lot of enemies then Wolfenstein.
And pixelated


Here is a free sample code....

I made the code mark walls so i could see that it would be usefull for a level detail system.


Free pathfinding sample.
is my old i converted....

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Supertino
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Posted: 15th Jan 2018 15:49
cool, I have always wanted to make a wolf style scary sc-fi game (think Alien breed 3D) but 3D for some reason has always scared me?! I assume this is 3D not some fancy raytracer you made?
Cliff Mellangard 3DEGS
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Posted: 15th Jan 2018 22:37
You mean like my old raycaster i made a long while ago before 3d where implemented in agk?
Its to slow and you only have to play around with the field of view on the camera so do you get the same look
I made somesthing similar to this with another coder here at tgc forums called eat drink slay.
But cant find that code right now and doing something from scratch.
This game engine will be less complicated compared to the eat drink slay engine
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
hoyoyo80
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Posted: 16th Jan 2018 01:28
Is this 3d?
Cliff Mellangard 3DEGS
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Posted: 16th Jan 2018 07:50
Yes its 3d simulating a raycaster.
I want that old look and feel.
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
GarBenjamin
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Posted: 17th Jan 2018 03:56 Edited at: 17th Jan 2018 05:49
This looks like a lot of fun. Like these kind of games a lot. Played a lot of Blake Stone and so forth. I worked on a raycasting engine in AGK2 end of 2016 but it is not textured and still not all that fast. So I am guessing this must be using 3D?

Anyway it looks great! It will be interesting to see how you balance it out since it seems ammo management won't be needed (I'm guessing since it auto fires) and that was a big part of these kind of games.
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)
Cliff Mellangard 3DEGS
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Posted: 17th Jan 2018 10:52
I made a fully textured raycaster in agk before they added 3d but as you say its slow
I simply manipulate the agk 3d engine to look like one now..
I solved the controls so there is fire buttons etc..
The aim for the game is fast paced action so the controls are important...

I also played a lot of Wolfenstein and blakestone
Will upload a new video before work....
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Xaby
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Posted: 19th Jan 2018 00:02
Will there be Game-Controller support? With USB-OTG and a XBox-Controller it would be fine, or be able to play it on a TV-Settop Box like the OUYA / ForgeTV.
Cliff Mellangard 3DEGS
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Posted: 19th Jan 2018 07:18
I will first release it for smartphones and then add extras ..
But my plan is to support android tv boxes and such etc..
With gamepads.
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
GarBenjamin
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Posted: 19th Jan 2018 16:26
Looming great. Subscribed.
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)
GarBenjamin
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Posted: 19th Jan 2018 20:18
Of course that was supposed to be "looking" but I tried a half dozen times to update the post and each time it failed with "unknown error". Not sure what it up with that. Anyway...
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)
Cliff Mellangard 3DEGS
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Posted: 19th Jan 2018 23:13
Thanks its neaded after yotubes new policy with at least 1000 subscribers to get payed now
Will post a update tomorrow.
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Cliff Mellangard 3DEGS
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Posted: 22nd Jan 2018 19:04
Have the time to test some explosives.
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Cliff Mellangard 3DEGS
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Posted: 25th Jan 2018 07:47 Edited at: 25th Jan 2018 07:48
Even if iam silent so are i working hard on the core game Engine and light fx are added for the game.
explosions and ceiling lights etc...
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz

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Cliff Mellangard 3DEGS
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Posted: 25th Jan 2018 07:57
Noticed i havent updated my profile here in years
https://play.google.com/store/apps/developer?id=Play8Bitar+Osterlen
Cliff Mellangard 3DEGS
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Posted: 25th Jan 2018 22:28
Getting closer.
recorded on a toshiba click 10 inch with a atom 1.44 GHz cpu and 2 gb ram.
And runs well with the camcording app in the back on this slow machine so do i Think its performance will work on even older mobile devices.
GarBenjamin
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Posted: 26th Jan 2018 03:56 Edited at: 26th Jan 2018 03:57
I think this is looking extremely good. Gameplay wise and also literally the presentation is just very nice. Kind of unique really. Superb work so far!
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)
Cliff Mellangard 3DEGS
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Posted: 26th Jan 2018 06:19
Thanks gar
I have started to setup a channel for play 8 bitars on Youtube now that will have more video bloggs and Tools i use under my development.
Show my pixel painter etc.
Iam thinking about making the development crowd add funded or something?
People dont nead to pay anything to support but maybe Watch reward adds...
But looking on how i could solve that...
anyone intrested in testing a apk so could i do a quick build and upload.
janbo
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Posted: 26th Jan 2018 23:32 Edited at: 26th Jan 2018 23:36
Hey, you asked for light optimization sadly I couldn't help there, as I think AGK's lighting is just fine.
But for some degree of optimization you can only render the cubes that are in the line of sight. For these grid based games it's pretty easy to implement.
I'm sure you already have made the walls single sided and combined the wall of one cube to one object or the easier method is to strip down one of AGK's cube and turn on back face culling...

I had some LineOfSight Code lying around.

I guess you can ignore the layer dimension of the tiles array
Cliff Mellangard 3DEGS
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Posted: 27th Jan 2018 00:09
So far does it run extremely well on mobiles and i havent started to do the heavy optimizations so far.
I simply instance a bunch of cubes
Iam working on the ingame blackmarket and is probably the most boring part
The thing i learned iwith eat drink slay is that you can sometimes overoptimize so the code slows down more then the simple things to draw a chunk of 3d objects.
janbo
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Posted: 27th Jan 2018 00:17 Edited at: 27th Jan 2018 00:32
Quote: "you can sometimes overoptimize so the code slows"

Yes, your game could be such a case, but I recommend you trying it anyway, it might be worth it
It pays back if you have a lot of stuff going on in your game.
Or you never need to load new maps
I'll follow this tread...
Cliff Mellangard 3DEGS
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Posted: 27th Jan 2018 07:04
I will actually take a look at your line of sight code
I had something similar Before but i have lost alot of my code and snippets
Let you know how it works later today.
Cliff Mellangard 3DEGS
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Posted: 27th Jan 2018 15:14 Edited at: 27th Jan 2018 15:15
Hav rushed thru the code now janbo and here is it as a sample to run in agk right away...
Going ti implement it in to the Engine so will we see wath happens

I made the code mark walls so i could see that it would be usefull for a level detail system.
Cliff Mellangard 3DEGS
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Posted: 29th Jan 2018 11:51
Its starting to look more like a game now
But time to Clean up the code as my tiny atom 1.44 GHz cpu starts to hogg down a bit now while recording
GarBenjamin
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Posted: 29th Jan 2018 16:17
This is looking fantastic. In fact one of the best retro style fps games I have seen. Release for Windows desktop with key controls as well please.
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)
Cliff Mellangard 3DEGS
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Posted: 30th Jan 2018 08:59
I will first focus on Android and later on other versions
Makes Everything alot easier for me as a one man team
Thanks gar it warms my heart after all hard work iam putting in to his
GaborD
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Posted: 30th Jan 2018 12:00
Looks fantastic. Captures the oldschool feel very well.

hoyoyo80
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Posted: 31st Jan 2018 09:04
Can it shows gun model?Look more fun that way maybe
Cliff Mellangard 3DEGS
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Posted: 31st Jan 2018 09:40
thanks everyone..

Yes it will have visible weapons but are currently working on ingame store such as the blackmarket etc where you buy ammo and extra bits....
the weapons will be textured planes to get the right retro feel...
Chris Tate
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Posted: 31st Jan 2018 23:13
This looks like a fun game. Brings back memories of me playing Wolf'3D from the DOS command prompt on Windows 3.1.
Cliff Mellangard 3DEGS
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Posted: 1st Feb 2018 10:47 Edited at: 1st Feb 2018 10:48
The initial store for the release is at least done now...
Can be accessed ingame from the black market hidden on each map or the menue from the titel screen.
I coded so the same store is used to save some code.....
The game uses permadeath and only thing saved if you die is unlocked levels and wath you have transferred to the ingame bank.
Everything else is resetted if you die...
To add a bit off twist to it and some thinking besides blasting Everything...

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Cliff Mellangard 3DEGS
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Posted: 2nd Feb 2018 00:33 Edited at: 2nd Feb 2018 00:35
Titel screen.
Thanks Chris
Missed that post Before....

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Cliff Mellangard 3DEGS
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Posted: 2nd Feb 2018 01:18
added some Music and ambience sounds..
But the crappy 2 in 1 atom computer started to mess up during the recording
Cliff Mellangard 3DEGS
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Posted: 3rd Feb 2018 16:17
Rewrote the mapping tool and is even under 150 lines of code now and better
I nead fast tools to produce good looking maps fast.
Magic of agk..

Cliff Mellangard 3DEGS
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Posted: 7th Feb 2018 18:59
The pain of going thru all ingame assets and putting them in to a atlas image
Trying to speed things up so i can put up a early beta this weekend if anyone is intrested on testing it on a Android device.
More or less intrested in how it runs on older phones and versions of Android..
hoyoyo80
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Posted: 8th Feb 2018 04:33
Neat project!!!!
Cliff Mellangard 3DEGS
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Posted: 8th Feb 2018 14:50
Thanks its alot of hardwork even if it looks a bit simple
I really want to work on the maps but have so many small bits to do Before it and its extremely boring right now
Things that have bin added is among many things that you now can search the bodies of your enemys like an rpg for some small loot and such.
Some basic weapons displayed ..
Iam thinking about putting a rough game together that i can then update and improve some parts under the time its uploaded on the store..
Iam also thinking about releasing the pixelmapper as open source when the game have bin released...
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PHeMoX
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Posted: 11th Feb 2018 01:19
Looking great man! Can you give some general tips on how to do 2D animated sprites in 3D?

I know I need to set transparency of a 3D plane to the correct mode, but unlike 2D sprites animations I don't see any commands that divide the sprite sheet and cycle them for 3D?
Cliff Mellangard 3DEGS
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Posted: 11th Feb 2018 20:25
Thanks.....
I use atlas image and use an Array to store the subimage ids in.
The do i simply use Another Array to have a timer for each enemy to know when a new frame is supposed to be swapped on to the plane.
Its hard to explain but very simple.
I could see when i have the time to do a small code sample?
But dont want to promise anything

Its simply a timer and set a new image to the object.
PHeMoX
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Posted: 12th Feb 2018 02:07
Thanks for answering , okey so I need to write my own function to do the actual animation. I will try that. I was mostly curious to see whether I was overlooking an existing AppGameKit command.
Cliff Mellangard 3DEGS
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Posted: 13th Feb 2018 12:22
How many is intrested in testing a alfa version with 5 maps ?
Waiting for approval on goggle play and to get the activation link...
The version is very early but shows much of the game already...
PHeMoX
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Posted: 14th Feb 2018 00:12
I wouldn´t mind doing some playtesting for you!
Cliff Mellangard 3DEGS
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Posted: 14th Feb 2018 10:19
Link to public alfa is at the top post
Thanks in advance....
PHeMoX
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Posted: 14th Feb 2018 13:53
It forces portrait mode (where it probably should check for orientation first and then perhaps force to landscape?) and has an ad that loads that I can not 'skip' in terms of starting the game?? I'm on a Note 8.
Cliff Mellangard 3DEGS
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Posted: 14th Feb 2018 23:24
Just got home from work
The unresponsiv main screen is mainly occuring on samsung devices?
I have uploaded a fix for it.
And as you mention where there a mixup in the manifest file that wanted to set it to portrait when its a landscape app..
Must have managed to change that on this build and thats weird ?
Look for v 0.2 its the updated one.
None of my other android devices have this problem but my samsung ones and thats even weirder?
Cliff Mellangard 3DEGS
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Posted: 15th Feb 2018 07:41
So awake again and recorded to show that it now works
Richard_6
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Posted: 15th Feb 2018 13:51
Looks really nice, Cliff! Myabe add some simple icons on the right side buttons?
PHeMoX
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Posted: 15th Feb 2018 15:24
Awesome, yes I can confirm it now works, although only after it downloaded the first update to the app.

Anyway, the game itself is quite fun to play! I would like a better sense of where my bullets shoot to, as currently there is no visual indication of that. However, it does feel very old school and I like that.

Last but not least, the Field of View seems quite zoomed in. I would maybe consider changing that just a little bit, although again the old school feel is definitely there.

Cliff Mellangard 3DEGS
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Posted: 16th Feb 2018 09:09
Richard....
Do you mean the on screen Control buttons?
The reason they are large and simple is to make them clear on very small screens also

PHeMox...
I have to get users to actually Watch a add so i get anything so i made a decision to make the red dot sight cost 200 gold so the user can either grind to get them or Watch a reward add to get the funds for it.
A middle thing to not upset all the various types of gamers.

Yes the field of view is edited to give a raycast look but not hammered in stone

This weekend will also some bullet hole decals and such be added to make things easier without sights also.

I can only say that iam pretty satisfied so long with the alfa release and feedback gained for it.

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