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AppGameKit Showcase / Knight&demons

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Captain Ouais
14
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Joined: 12th Dec 2003
Location: I don\'t know where i am !!!
Posted: 1st May 2018 08:44 Edited at: 1st May 2018 08:46
Hello guys !!!
Two video about my project, a ghost in goblin like !!!

I use the skeleton command for hero and minotaurs, some depth problems that should disappear in the next patch.
The other monsters are sprites.



Show the minotaurs fight the zombies



Enjoys !!!!
I do what i do !!!
george++
11
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Joined: 13th May 2007
Location: Hellas
Posted: 1st May 2018 10:14
Well done! I like it very much
It seems that is has a very good gameplay
How many level are there?
Scene Commander
Support Manager
10
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Posted: 1st May 2018 10:56
Looks a lot of fun, well done.

SC
https://twitter.com/JimjamsGames?lang=en&lang=en
Captain Ouais
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Posted: 1st May 2018 13:19
@ George++
For the moment, there is no level, I program the engine of the game, I will try to make 5 or 6 according to what I can imagine
I already have the story in mind, ideas accumulate but we can not always realize them ...it's so much work !!!

@ SC

Thank you !!
The rest will be of the same blood !!!
I do what i do !!!
Richard_6
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Posted: 2nd May 2018 12:04
Well done, Capitain. I like how smooth your scrolling looks. Are you moving all sprites when reaching a given point or changing the viewoffset?
Captain Ouais
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Posted: 2nd May 2018 16:16
I use viewoffset, it's really super efficient !!!

I do what i do !!!
Globbits
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Joined: 30th Jan 2009
Location: Cambridge
Posted: 2nd May 2018 21:43
Looks great!
Captain Ouais
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Posted: 4th May 2018 18:44
THx Gloobits !
I do what i do !!!
PSY
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Location: Laniakea Supercluster
Posted: 10th May 2018 04:19
Looks very nice. I like the skull bats


PSY LABS Games
Coders don't die, they just gosub without return
DavidAGK
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Posted: 12th May 2018 08:40
This is looking very cool! Are you targeting steam?
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Captain Ouais
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Posted: 12th May 2018 17:51
@ Psy
thank you, I raise them for a long time: p..

@DavidAGK

I do not know how we do, but it will be necessary to make my work profitable
I do what i do !!!
Captain Ouais
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Posted: 4th Jun 2018 07:29
new little video
the character perfectly follows the curves of the ground !



I do what i do !!!
Richard_6
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Posted: 4th Jun 2018 12:06
Looks very nice! Are you using physics?
satyendra.singh
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Joined: 4th Jun 2018
Location: Maryland, USA
Posted: 4th Jun 2018 12:15
Seems very interesting. Well done!
Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 4th Jun 2018 13:21
I like it, used to love ghosts & goblins even though I wasn't very good at it. I like how your zombies come out of the ground. But, can your guy lose his armor and run around in his boxers?
Oh, and you need some background music!
Tiled TMX Importer V.2
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Base64 Encoder/Decoder
Purple Token - Free online hi-score database
Legend of Zelda

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Captain Ouais
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Location: I don\'t know where i am !!!
Posted: 4th Jun 2018 17:36
@ richard_6
Thank you, yes, i use the physic engine of the software for the effects of corpses, skeletons and earth ...

@satyendra.singh

Thank you too

@Phaelax

Thank you, yes, he can lose his armor and run in boxer: p
there is even a revival mode when he is skeleton to relive if he kills enough monsters.
I invite you to watch the other videos at the beginning of my post, they are a little longer than this one.
For the moment I continue to code the game engine and will do the levels and the music ...


I do what i do !!!
c0d3r9
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Joined: 2nd Oct 2017
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Posted: 10th Jun 2018 13:11
@Captain Ouais: how did you code the terrain collision?
Atm i make this tilesbased with a playercontroller depend on each tile.
But your ground is curvy.
Captain Ouais
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Posted: 11th Jun 2018 08:27
I use two sprite detectors to position the character.
The first detects each image on which tile is.
The second is positioned 20 pixels higher and down to each image until the collision of the tiles of the first detector.
I reposition the first detector at the height of the second it is higher or lower.
Watch the video, I've posted the detectors and done image by image to see the routine !

Enjoy !!!!

I do what i do !!!
ApkGames.Guru
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Location: England, UK
Posted: 13th Jun 2018 21:17
I love it! This is superb. The animations are great, game play looks real good, as does the overall look n feel to this game. Well done, nice job buddy
george++
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Joined: 13th May 2007
Location: Hellas
Posted: 14th Jun 2018 10:37
Great job!
The video helps a lot of us to get an idea of what's happening behind the scenes
I wish you to finish this project, since it looks very nice.
Captain Ouais
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Posted: 14th Jun 2018 17:11
Thank you guys, it's nice to have good reviews, it's motivating, I have so much to do, I started in September 2017 and I hope to finish a level end of December 2018 !!

Thank you again, thank you very much !!

I do what i do !!!
c0d3r9
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Posted: 14th Jun 2018 18:07
I´m sure its a very good motivation.
Did you add the the shapes yourself or auto generated from agk?

In a early state of my platformer i handle the playermovement in a similar way.
But not with collisionsensor like you.
I tried raycasting and i stoped with that because i don´t want to draw all shapes myself.
Captain Ouais
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Posted: 14th Jun 2018 19:28
I use the forms generated by agk. I use sprites for graphics, others for collisions with the ground and still for collisions with the physics engine

if I use the same sprite for collisions and for physics, the game crash, I do not know why.
I do what i do !!!
c0d3r9
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Posted: 14th Jun 2018 20:41 Edited at: 14th Jun 2018 21:01
In past i had a full tilemap and depending on the kind of tile i create a custom shape because there is sometimes a gap beetween two tileshapes.
Then i use raycasting from playersprite to bottom and add a simple gravitation.

The only reason why i don´t use it final is that the movement with the point of raycast-end was stuttering depends on the kind of shape.
It was not really smooth.
Okay i think there is anywhere a solution to handle this....and maybe i take anytime a look inside this handling.
I don´t use physic for the playermovement.

btw. if you use a sprite for physic and you want to use it with colli(reaction outside from physic moves) then you should deactivate it for this time for physics...but thats of course not that ideal way.
And there are sooo many ways
Captain Ouais
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Posted: 14th Jun 2018 21:01
I use the physics engine only for effects like the Earth coming out at the same time as the zombies or corpses of monsters.

I do what i do !!!
c0d3r9
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Posted: 14th Jun 2018 21:16
ah ok....
Captain Ouais
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Posted: 18th Jun 2018 19:42
Hello, new little video !
Enjoy !!

I do what i do !!!

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