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AppGameKit/AppGameKit Studio Showcase / Attack of the Crows at GameJolt

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GarBenjamin
AGK Developer
7
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Joined: 30th Nov 2016
Location: USA
Posted: 15th Dec 2016 01:19 Edited at: 15th Dec 2016 01:22
Hello.

I recently got AppGameKit and am really liking it so far.

Every time I try out a new game dev language, engine or API I make a simple little game to put it to the test to see how easy it is for development. That mainly means how well it supports my preferred dev style.

AGK passed the test with flying colors (so to speak)! Although I know C I used the BASIC language for this test. What a RGD (Rapid Game Development) language.

Alright enough of me singing the praises of AGK.

The game is very simple. I greatly appreciate and enjoy retro games. The kind I was playing on my ole TI-99/4a and C64 decades ago.

So I made a game Attack of the Crows that other than the number of sprites on screen is very retro in nature.



Basically, it is sort of a combination of something like Space Invaders and Demon Attack. You play as a farmer and crows are attacking.
Your weapon of choice... pitch forks. In retro style. So this means you throw (well actually basically shoot) a pitch fork and when it hits a crow or leaves the visible playfield it respawns back on the ground where it can be collected and thrown again.

Play Attack of the Crows WIP at GameJolt

Like I said, it is a very simple game but if you enjoy classic style games you may enjoy 10 minutes of Attack of the Crows.

Feel free to let me know what you think good or bad.
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)
SpecTre
Developer
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Joined: 24th Feb 2003
Location: UK
Posted: 15th Dec 2016 16:34
I love all things in Retro Gaming so am really interested in this game.
Just had a try and it works really well on the Mac in Safari browser.

This is a great concept/take on space invaders, you should really continue with this as it is quite addictive and a good game.
I like the idea of the farmer and the pitch forks being re-spawned so you can't fire unless you pick them up again.

A high score table would suite this game very well

Well done!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
GarBenjamin
AGK Developer
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Joined: 30th Nov 2016
Location: USA
Posted: 16th Dec 2016 19:02
Hey @SpecTre thanks for trying it out and taking the time to leave a comment.

That is good news that it works on MAC (I am on Windows).

Glad you liked the twist on the ole tried-and-true approach. I always think there is a lot that can be done with the classic game concepts.
A new setting/theme, a new mechanic or two. These things make a difference in how a game plays and feels IMO.

Not sure if I will do any more with it. I might make it so you get a static YOU WON screen after clearing all 9 waves of crows just for completeness sake.
Really I just threw this together to test BASIC development in AppGameKit and am very happy with how straightforward it is to work with.

I've also been somewhat burnout on game dev the past few months and am just dabbling a bit here and there now. lol

Anyway, thanks again for checking it out!
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)
MikeHart
AGK Bronze Backer
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Joined: 9th Jun 2003
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Posted: 17th Dec 2016 09:55
Great looking retro game. Does the game accept touch input so you could play it on an ipad?
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
GarBenjamin
AGK Developer
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Joined: 30th Nov 2016
Location: USA
Posted: 17th Dec 2016 18:20
@MikeHart no it is keyboard only at this point. I will probably add controller support but honestly I have never made a mobile game yet not in Unity or anything.

I basically never play mobile games because I think the lack of real controls just ruins most games.

Since I first thought about making this game my intention was to release the source code here for others who may be interested in building onto it or just in seeing how I develop.

Once I do that you or anyone are more than welcome to improve it, port to mobile, etc. Like I said this was just a very simple game I threw together to test AGK. I have no plans for it other than that.
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
AGK Developer
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Joined: 30th Nov 2016
Location: USA
Posted: 18th Dec 2016 04:04 Edited at: 18th Dec 2016 04:09
Hmm... I don't know how to delete a post.

Can a mod delete this one. I thought I was editing this post and apparently was making a new one.
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
AGK Developer
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Joined: 30th Nov 2016
Location: USA
Posted: 18th Dec 2016 04:09 Edited at: 29th Dec 2016 19:15
Okay folks.

The final version of the game is now live on GameJolt.



You can play it here.

and...

you can download the AppGameKit source here. (278 KB)

Keep in mind I just threw this together to test out AGK. By no means have I tried to perfect the code.
That being said, it should be quite logical to follow. I basically use the same pattern no matter what I am using Unity, Monkey X or now AGK.

Feel free to expand the game, rename it, redo the graphics and port to mobile, use parts of the code or whatever you want.
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)
smallg
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Location: steam
Posted: 18th Dec 2016 18:17 Edited at: 18th Dec 2016 18:18
it's very easy to add mobile play with just a few virtual buttons
(edited files below to do just that)
life\'s one big game
spec= 2.6ghz, 1gb ram, 512mb gpu, directx 9.0c, dbpro and classic

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GarBenjamin
AGK Developer
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Posted: 18th Dec 2016 18:39
@smallg that's pretty cool. The only thing that would need to be added is a delay for the firing.

The desktop version only fires when a key is first pressed and the virtual buttons seem to work differently in that they always return true at least in the code you added.

Still that is very nice to be able to make it mobile ready so easily.

I have no way to test it on mobile. I never play mobile games at all since Google made it so I had to sign in / set up an account.
A lot of people do love mobile games & dev though so hopefully this will be very helpful to them! Thanks again.
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)
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 23rd Dec 2016 17:14
Nice little game on Gamejolt. Love the retro look and feel.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
GarBenjamin
AGK Developer
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Joined: 30th Nov 2016
Location: USA
Posted: 23rd Dec 2016 19:30
@BatVink thanks I'm glad you liked it.

I started work on my Christmas game finally as of yesterday.

Just came here to post a WIP for it. If you want to check it out it is over here.

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)

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