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Newcomers AppGameKit Corner / [AGK2] Tween BattleGround

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nonom
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Posted: 18th Dec 2017 21:13
Hello mates! Time ago I did a little prototype in C2, and now I want to port the prototype to AppGameKit polishing the game and why not publishing it later.

An initial idea is a Fruit Dojo -Ninja Fruits everywhere-, a casual game but a good touch playability.

Click if you want to play [href=the prototype that I did time ago]http://game.nonomartinez.com/construct2/BattleGround/[/href]

It has some interesting points like checking sprite collisions and firing bullets, some different AI for rangers/melee attackers, and of course a lot of tween functions, so there I go..

Of course, any suggestion from the community is always welcome!



Well at the moment it seems much similar
nonom
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Posted: 18th Dec 2017 21:14
I'm having serious problems with the links : ) http://game.nonomartinez.com/construct2/BattleGround/
puzzler2018
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Posted: 18th Dec 2017 21:20
What are your steps that you like to start with and finish goal?

We can all try and help fit all the bits inbetween

All we see is a box that if press it heads to the pointer position

Do you wish to make your Construct2 version fully into AppGameKit?

This can be achievable?


D
puzzler2018
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Posted: 18th Dec 2017 21:22
That link works fine in Firefox, Internet explorer is crap

nonom
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Posted: 18th Dec 2017 21:34
Of course this is achievable, and any suggestion is welcome mate.

I'm going to prepare a basic public template so opened this thread to post my own progress and maybe can help anyone.

Tween fundamentals are pretty useful in 2D games and the prototype is not much complicated.

Quote: "That link works fine in Firefox, Internet explorer is crap"


I meant I'm missing to close the href tags lol.
nonom
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Posted: 18th Dec 2017 21:37
If anyone is interested in the C2 code of the prototype , I can send it to him by pm.
puzzler2018
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Posted: 18th Dec 2017 21:44 Edited at: 18th Dec 2017 21:45
I particular work and able to reconstruct games from what I see on the screen but others might like to see the C2 code

C2 code I would feel would be no use cause i think Construct 2 is a click and play style engine?

I might be wrong though

Im sure we can guide you with AppGameKit as and where necessary if have teething programming logic issues etc

Good luck with your Project

D
nonom
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Posted: 18th Dec 2017 21:52
I meant if anyone is interested in the code template itself to play with it in C2, I don't need to see that code

Thanks for your comments
nonom
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Posted: 18th Dec 2017 22:02
Adding an enemies spawner.. The spawner is not critical really, we don't need atm so much enemies

nonom
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Posted: 18th Dec 2017 22:24
Woaw Sprite functions are pretty flexible

The next is a tail simulting the player movement in the touch direction, it's using SetSpriteScale and I'm doing some experiments with this until get the desired effect.



Now I added a few images, place them in the /media/ folder

player.png https://i.imgur.com/kfLTcgN.png
tail.png https://i.imgur.com/HrXyqv5.png
enemy.png https://i.imgur.com/taSTLZH.png
nonom
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Posted: 18th Dec 2017 22:28
I don't lke much using else's but if you have another approach would nice to know
puzzler2018
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Posted: 19th Dec 2017 00:02
Maybe a timer() interval. and the sprites appear from 1 pixel to its full size - spritescale usage
puzzler2018
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Posted: 19th Dec 2017 00:04
Its your development...

nonom
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Posted: 19th Dec 2017 09:19
It's just code Feel free to improve it , would nice to make it together.
puzzler2018
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Posted: 19th Dec 2017 09:50 Edited at: 19th Dec 2017 09:57
A really good effect that you got so far - well done.

Maybe

- The graphics look cool

- pop some AI in for enemies to follow or move away from you depending on their characteristics

- spinning fancy objects (pickups) to pick up

- Add a little Android code in, so when touch the screen, the player moves where the finger in currently "touched" on the screen (Tap/Space) will fire a bullet


On the message rules AUP - I have once read and states that we cannot collaborate to make a full game together not via the forums at least.

forums are for help with code if struggling or indeed showing best efforts in progress of projects (WIP - Showcase) and it seems your doing so well with this little project anyway after 1 day of starting it
your progress is good

Keep up the good work


D
nonom
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Posted: 20th Dec 2017 05:18
Cool fade effect

nonom
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Posted: 20th Dec 2017 22:35 Edited at: 1st Jan 2018 03:22
Added a simple AI for enemies using the AppGameKit Tween functions
nonom
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Posted: 20th Dec 2017 22:36
Simple AI for enemies :_)

nonom
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Posted: 20th Dec 2017 22:38
Amend last commit

nonom
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Posted: 20th Dec 2017 23:00
WTB "edit" button
puzzler2018
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Posted: 21st Dec 2017 09:50
Looks good - keep going..
nonom
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Posted: 22nd Dec 2017 20:28
Playing with the Tween commands was really funny..

Added a simple Machine State to restart the game, Collisions and enemies respawn, plus a few minor changes.

The case study is done for me, normally can't do more than 14 kills, so it's enough rippy

Enjoy it!

puzzler2018
User Banned
Posted: 22nd Dec 2017 21:56 Edited at: 22nd Dec 2017 22:01
Looking good.

May I recommend

- not to have so many enemies running after you for the first level- remove the message that pops up - but rather a "bad luck!... Re-morphing" words scrolling across the screen

- clicking / playing in playfield moves the player (this can get a bit tideous) , perhaps move the player where the player is touching screen or moving mouse) may feel better

- no fire at yet (tap of the screen/mouse button)

- if going for tablet - then perhaps use the getaccelx, getaccely, getaccelz to move the player in accordance to the positioning of the phone in the air - (just an idea that im implementing) maybe good funky feel for customers

Keep going
nonom
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Posted: 6th Mar 2018 21:18
In fact it was just an example using the Tweens functions but would nice to add different AI variants.
nonom
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Posted: 13th May 2018 17:20
I would like to finish this little game
http://www.nyan.cat/pirate
Rick Nasher
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Posted: 27th May 2018 14:03
@nonom:

This reminds me of AGAR.IO.
More than a decade ago I made something like that(non-multiplayer though).
If only I would have published - but: cudda-woulda-shoulda's )
nonom
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Posted: 28th May 2018 15:12
Quote: "@nonom:

This reminds me of AGAR.IO.
More than a decade ago I made something like that(non-multiplayer though).
If only I would have published - but: cudda-woulda-shoulda's ) "


The AI should be easy, and sadly I have some backlog but I would finish something playable. An AgarIO game like is not a bad Idea playing with sprite sizes is funny. I'm my experience for this game the tween effects are cool for the last frames, but the "tween chaining" is a bit rude for something like this. A lerp will be enough in the most cases.

What do you think about doing a multiplayer version? It's much like the @MikeMax https://forum.thegamecreators.com/thread/219676 example

http://www.nyan.cat/pirate
Rick Nasher
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Posted: 1st Jun 2018 18:32
Should be great fun. I'm still stuck with the network side of things though, as my burn-out symptoms returned, giving me headaches and dizziness, so can't really concentrate for too long.
(actually, I shouldn't even be here )

Currently able to setup a (W)LAN host and client using the interface and should also work fine over WAN(internet) when ports are open.
Now need to cater for network monitoring on client side.

Hate this burn-out stuff slowing me down..


nonom
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Posted: 1st Jun 2018 18:39 Edited at: 1st Jun 2018 18:40
I understand perfectly, It was one of the first script I did , and It could to be improved a lot before porting to MP

I meant trying to do it myself @MikeMax did the hard work
http://www.nyan.cat/pirate
nonom
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Posted: 1st Jun 2018 18:46
Maybe the tween effects isn't the perfect way to do the AI part because we need Prediction/Reconciliation/Interpolation, but I could give a try anyways

Also the AI needs to be more peaceful
http://www.nyan.cat/pirate
Rick Nasher
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Posted: 1st Jun 2018 19:22
Quote: "Prediction/Reconciliation/Interpolation"


That indeed will be the real challenge.

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