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Update on game progress and some other stuff...

AftPeakTank Blog

Now that the game has its own engine, I can focus on polishing and creating effects and other special stuff freely.

Therefore I have some news here:

Some stuff with percentage of completion for individual aspects of the game ==================================================================

- I think the INTRO will stay as is from now on. So Consider it done (90%)

- The MENU should change, though I am not sure I will, therefore consider it as work in progress (50%).

- The Level selection screen is going to change but the overview is more or less there (30%)

- In level game engine needs some polishing with some interesting extra functionality I have in mind like, changing number of Dynamites you drop, showing text info in a box and maybe some effects (70%).

- Level creation is still to be done and I have 3 levels almost ready. This file has the game engine level (consider it a template and test level for the game engine code). The game will have around 10 levels so still in progress (30%).

- A Level Editor is something I am considering but haven't worked on it at all (0%). This is wip - aka work in progress - this means it is only to have an idea of how the game is progressing.

Now the Player cannot see behind obstacles and there is a field of view. I have also added a torch...Don't know if I'll keep it though.


The power of Fusion 2.5++ is finally in Miner Maniakos

AftPeakTank Blog

I recently got the Fusion 2.5 ++ version so I was wondering, very strongly, if I should implement its power in my project or not. Finally I decided to implement 2 of the most important things available for me.

Qualifiers are now available in behaviors and this, combined with the global events, allow me to really create an engine based game.

I am presenting you hereafter the way I do it in case you are interested.

Solving problem No 1 : Using behaviors on a group, in order to define roles on several objects easily

Behaviors are my thing...My favorite, my love...My.. prrrecious... But I had this major problem. I couldn't use it for qualifiers. Now a similar way of doing it would be to put it in the main events. No, I want my main events clean. I want an enginelike structure. Close to an object oriented environment. Behaviors allowed this but I had to copy paste them for each same type of object. I.e. enemies...With one code that is based on qualifier bad I could do it but not in behaviors. Now finally I can. So what I did is:

1. created an active to put the behavior for the enemies using the qualifier tagged Bad
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2. all my enemies have some alterable values that control their AI efficiency and their characteristics
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3. assigned qualifier Bad to the enemies
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The Behavior code looks like bellow
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Really, all I have to do now to put a new enemy is just put it in the game and step 2 and 3.

Solving problem No 2 : Create events that give an enginelike structure to the game.

Creating different code for each level or copy pasting the same code was always something it didn't feel right. Now I combine the global objects with the global events and I get a made once use everywhere code for all my game.
This gives a feeling like I am creating my world. I put my rules and then I just put objects, assign them qualifiers to identify what they are representing in my game(combines with problem 1) and everything else is automatic.

I only have to touch my code in one place, don't have to bother for updating code or fixing bugs in all of my frames etc.

So, thank you Clickteam!

Hope this inspires some people.

Now ManMin is going to be closer to an engine and I am thinking of providing it in the Clickstore if all goes well.

Maniakos Mineras - WIP - Level Selection Map

AftPeakTank Blog

So, I have been thinking how I am supposed to give a more polish look to the game.

My hands are tight since I can't use more polished graphics. If you'd follow the development and read the first BLOG entry, you would have read, that this game is made using only material from the very own library of Fusion 2.5.

My intesion is to prove that very nice looking and playable games can be made straight from the box. The same concept with my other game Move and Destroy. Both games are Android games for the moment.

To find some ideas and inspiration I thought of the existing Android games. Well a Level Selection Map seemed as a good idea.

I used the ingame graphics, did some scaling, added some effects with resizing and alpha blending effect and for the moment the result looks decent.

The mechanics behind, for saving the state of the unlocked levels, is there (this is the reason you only see 3 unlocked levels) and I have used the INI object to achieve this. Easy to hack, but ok, I don't mind much. If someone wants to hack it let it be.

The following video is showing the result.

I have to polish it even more though and I don't have a lot of ideas yet. For the moment I also decided to keep the flashing light effect. I think it adds a little to the atmosphere.

Maniakos Mineras - Work In Progress

AftPeakTank Blog

Maniakos Mineras

I always liked the idea of making a game using only the material provided by Clickteam's Fusion 2.5. It is the software I use to make games since I was in high school (using The Games Factory at the time).

Miner Maniakos has began as a project without having in my mind the exact concept and purpose of the game.

For the moment I will create an escape room game. You are supposed to try to escape from the deep to the surface.

Only the default graphics of the clickteam library are used or I have tried to use them as base graphics for any new graphics I may need, doing any modifications may be needed to achieve my desired result.

The latest video of the under development project is here:

I am open in ideas if anyone cares to propose.

Implementation history

  1. Fog of War
  2. Explosion and debris bouncing
  3. Intro with music and some effects
  4. Main menu with music and some effects
  5. Basic gameplay

Also there are APKs available for testing below.

8/3/2019

This is wip - aka work in progress - this means it is only to have an idea of how the game is progressing.

For a history of the progress check here: Community.clickteam.com

Clickteam Fusion 2.5 gives enough power to make games easily and effectively. The libraries included are excellent and I am trying to show this with this game and my previous game, Move and Destroy. You can try it in google play: Play.google.com

Check our community and the clickteam site: Community.clickteam.com