This is my retro inspired game for touch screens that I love for the app inovation contest.
It is written in agk basic by the gamecreators and I have plans to make it open source when its finished because it means I can play more games if I help others.
Sorry for any bad spelling as iam extremly bad at spelling even in my native tounge LMAO.
Game engine released as royalty free open source!
Create your own ultrabook games the fast way in agk basic.
Something is not working with embedding movies anymore so here is a link instead.
Latest version before i made final changes.
When iam not coding
Booting up my old amiga cd32 and playing some of my games in my collection.
Flink,enemy unknown,bump and burn and marvin etc.
I have managed to collect 26 games so far for it and hunts for the nice big box versions.
Mostly I play alien breed 3D, gloom and fears as I am so amazed that they managed to do these games on that hardware.
I also boot up my ps3 and play the latest xcom game i love and some doom classics from there collection.
I have a thing for fake 3d effects that i think is amazing on how they did it in the days when i where young and didt understand at all how they made it possible.
Now have i started to get a thing with opengl es 2.0 and how it works with shaders cross platform.
Never thought shaders could be so fun.
AGK basic tier 1 Beta 108/3
Paintshop pro 7
As3sfxr (by flash bros for sfx) (Free tool)
Audacity (Editing sounds) (Free tool)
Payed 25$ to get royalty free music from playonloop ( italian composer ).
Everything started as an experiment with box 2d as i never used it before.
And i whas told that it whas impossible to do proper 2d platformer controls and movement with it.
So it pretty much feelt like an challenge to prove them wrong and show that it can be done.
And on the way as i fooled around with getting something to work so did a fellow tgc forum user point me in the direction of the codeprojects ultrabook competition.
And i thought a while as i already hade a base code that worked on androids touch screens!
Why not make it an ultrabook touch screen game where i have a larger screen and better performance?
And wait a minute ?
Do they give away a free computer if they like your project ( I got large eyes like an deer that stairs in to the headlights of an car)
Entered the competition and got my brand new cool ultrabook.
Now did i get the feeling of chaos!
Crapp! now do i actually have to finish this project and i only have a few hours after work to do it .
But how are i going to test if it works on the ultrabook?
I dont have the power to rewrite agk basic that dont support the ultrabook sensors or anything .
Lee at tgc steps in to the rescue and writes the first beta with windows sensor and touch controls for agk only 2 weeks before the deadline for submission the 21.
After finding a whole bunch of bugs that i can understand with an beta release that makes my game unplayable with alot of weird touch screen errors.
Scrapped the gyro support as i whas forced to run the game at atleast 120 fps for them to register properly,made a few workarounds to get rid of the touch screen bug where it clicked once at the old location before the new.
Quickly sent in my game to appup for validation and forgot to tick in any other computers or os then ultrabook win 8 64 bit.
Ok! this is actually something really new to me !
Got it validated on the first try. (after a week)
Waited and waited for it to show up on the store ZZZzzzzzzz
And finally after almost another week are i at the goal of qualifying among the first 50 and get to the end of the competition.
Now is it only to sitback and wait.
And thanks to comodo for the fast and simpel certificate process.
It where actually the first thing i did when entering the competition to apply for an certificate!
And i dont have to hear from my girlfriend that iam married to the computer anymore.
She get a bit more time from me now as the competition is over.
Jump, run, collect and avoid traps to reach the end.
My simple idea is Rick Dangerous meets Mario and I have already done about 50 % of the game. It uses touch screen or keyboard for controls. I use box 2D physics for all physical stuff thats fun. I also use overdraw so there is no black borders wathever the device resolution, but widescreen devices get an advantage of seeing more of the map.
The game will have 12 levels in its first release but i have plans to double it later on.
I haven't added the shooting aspect but have plans for it when the other stuff is a bit more polished.
Latest movie off the beta with brand new title screen and ingame music.
I invested some of my hard earned money on some retro tunes from playonloop.
Iam pretty much waiting on the gamecreators to implement the sensors and touch screen api for windows in to agk(app game kit).
A Quick View of the Very Simple On-The-Fly Map Editing for This Engine
It's made with the thought of fast map creation and simplicity.
Old Updates to My Entry.
Old video files.
My touch screen tests on android device. (This whas before i got my ultrabook.)
Early APK Test File for Android That Is Now Outdated
(It's buggy but shows the early touch screen controls.)
When the game is done so should anyone find the complete media and project files at the gamecreators agk thread hopefully.
Points of Interest
I pretty much more love the fun of coding than actually making any programs.
- I entered the article 12-10-12
- Updated 12-10-17
- Updated with an movie of the tile mapper 12-10-19
- Updated with an new video of new title screen and ingame music 12-10-28
- Noticed that i havent updated this in a while 12-11-27
- The embedded videos stopped working so i replaced them with video links 12-12-03
- Released the source code as royalty free open source engine