Author Topic: "Karma Miwa" for iOS, Android, Ouya (released), homeage for Snokie.  (Read 34722 times)

Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #15 on: 2013-May-29 »
First at all, there is 16 levels in the game yet (im might design more of course), 6 easy, 5 medium as well 5 hard levels.

They are designed like that:
- All easy levels have only placed one check points and they is pretty short.
- All medium levels often uses either 2 or 3 check points, and require more platforming.
- All hard levels need also often need collect coins (not required, but for more points) and have comply checkpoits (which required, due your have shorter time).

howover im could turn those into worlds directly, or something different than shown them as difficulty, without changing the order. Howover im not go for a mario style game.

About Kid Mode/speed:
Kid mode should been more read as a "GameA" and "GameB" mode, just like those "Game & Watch" games. So the kid speed is actuelly 25% slower, one more live, some enemies  easier to avoid, and you have more time (you cant slow down time). the level maps its self have not been changed at all between Kid speed and Normal speed.

Howover the button placement about kid speed and normal speed require a change, its can been very confuction there. Im also dont like "Kid Speed" as name either. Im more prefer its as "Kid Mode" or "Rookie".

PS. Sorry for some edits.
« Last Edit: 2013-May-29 by spacefractal »
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Offline bigsofty

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Re: New Ongoing Project: "Karma Miwa"
« Reply #16 on: 2013-May-30 »
Lookin better and better, keep up the good work!  :good:
Cheers,

Ian.

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Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #17 on: 2013-May-30 »
Hi thanks.

I'm thinks I'm have a idea about the worlds idea using areas, even I'm only uses two scenes:

Simply split different as area and use 2 easy, 1/2 med and 1/2 hard levels into each area. You will start with 3 levels (one in each area), and they will unlock when completed a level.

So if a level is too hard, just go back to a another area and countinue from there.

I'm will try that and see its works....

______

EDIT:

The Area/World idea seen Works pretty well, so Difficulty will been changed to "Area" and a level difficulty would just been shown in the level selecetor instead (and you need to beat a level, before you can countinue to the next one, a feature not implemented yet).

Some levels do require some tweeks after the new order, but seen its a no problem doing that. Its more enemy placement and few landscape thning. Also im need to do a least 2 more levels, so each area contain 6 levels in variared difficulty (eventuely 5 new levels, so its contain 21 levels on those 3 areas).

The same system would been done in Rookie (Kid Mode) and Normal mode trought, but should been less confuction.
« Last Edit: 2013-May-30 by spacefractal »
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Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #18 on: 2013-Jun-02 »
Here is a 1980x1024 screenshot:
http://dl.dropboxusercontent.com/u/3236515/chicken/fullhd.png

Here im did the cheat antialasing work again, howover there is Retina graphics on the foreground clouds as well both mountians now. So they dont look annoying pixelazed when upscaled. Only sun as well foreground is upscaled now, here im do like the upscaled look. So not sure im will touch that. The figures its self using a cheat antialasing when upscaled (drawed 5 times, but only happens when upscaled), so its dont look to much pixels, but its only work on black silhouette figures like those (even those graphics is still placeholders, the style is final).

Also choice of Difficulty is diffirent changed to areas now, and its currectly contain 2 scenes (one outdoor, one indoor). Im not planning do more scenes, but there might do variants on the mountians and the background in the indoor scene instead.

Im will been vaccation in few days, so im might been idle a bit over a week from middle next week.
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #19 on: 2013-Jul-18 »
Kasper have finally drawn some backgrounds today, which looks so pretty nice, as im removed the front fog filter, which is no need anymore:



Its even works nice with the current foreground....

Howover scene 02 (indoor) still need to been redraw as well of course silhouette (which will remain silhouettes).

mightbeen more outdoor scenes like winter might been done, but as least those two scenes is more important, and then the menu.
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Offline erico

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Re: New Ongoing Project: "Karma Miwa"
« Reply #20 on: 2013-Jul-18 »
Looking good Space!

Those set of colors for the background are way better then the usual blue. They are warm and remind a pretty day´s morning.
It is also a set that strikes really hard and nice on the mobile screen´s technology.

Great!

Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #21 on: 2013-Aug-08 »
Kasper har redraw the outdoor scene again. no this project is not dead, but might been delayed, and if im miss the name at Apple, then im have a little tittle change idea (just swapping two letters):



Im really like that background and suit pretty nice to the originally vision im had.

This graphics should also use less bandwidth to draw, so 30fps on OUYA should been archived (the goal on OUYA with either full or medium graphics, both look very very nice), but still not have tested the new graphics on that (the original graphics only archived around 24fps outdoor, and 30fps indoor.
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #22 on: 2013-Aug-08 »
here is how its look with medium graphics:


as you see im removed some clouds and they are now stayed on thier position instead of moving, and one mountain removed.

Im do think its still look ass, even with less details.

PS. This was fullHD downscaled by x2 and did not pixel scaling it. Howover its more the graphics style of use.
« Last Edit: 2013-Aug-08 by spacefractal »
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Offline Ian Price

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Re: New Ongoing Project: "Karma Miwa"
« Reply #23 on: 2013-Aug-08 »
Simply lovely.  :-*
I came. I saw. I played.

Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #24 on: 2013-Aug-08 »
Thnaks Ian, yes im like that graphics too. So simple graphics can been done great as well.

just tested it again on OYUA:

- Full graphics: around 24-26 fps (and the game did not want to change the graphics details). Still fully playable.
- Medium graphics: 30fps (you can change graphics details by press the X button).

So the framerate goal on OUYA is done (And Greedy Mouse run nice too). The new graphics did use less bandwidth (even antialasing was disabled for Android for full graphics).

PS. If im use Gernot Assest Loading, the screen is rotated 90 degree wrong. So its so veru important to use that GetOrientation() java call, which come with AndroidExtras to fix that damn rotation issue.
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Offline erico

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Re: New Ongoing Project: "Karma Miwa"
« Reply #25 on: 2013-Aug-08 »
Looks great, are you going to animate stuff on the background? maybe the circles around the sun?
Awesome colors and style! :good:

Offline aroldo

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Re: New Ongoing Project: "Karma Miwa"
« Reply #26 on: 2013-Aug-10 »
Very nice!

Are you using sprite or polyvectors?
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Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #27 on: 2013-Aug-10 »
Its depend on content. Im uses both Sprites and Polyvectors. So they are not called once.

Tiles is of course Polyvectors and they can been flipped on both way.

Then im did face some issue with the pixel collosions on the landscape. Bince im only use one pixel collosion against a image, then im did just calculate the mirror before checking.

Also im could not animate the circle around the sun, its looked awfull when did that, but clouds does.
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Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #28 on: 2013-Aug-11 »
More thing testing on OUYA:
Look like there is some framerate drops, even in medium graphics on OUYA, which sometimes fall to around 22-25fps (even the game did still do playable, this is a platform game), and even more with full graphics.

Howover im do clearly think its a fillrate issue, which is not very good at 1080p at all. Howover after some searching im have found a way to trying to see what it happens if im setting the a fixed surface to 1280x720 in Java (instead of 1080p). Now the game was fully playable with a 30fps with no framedrops on any levels tried (except one fps, which never can been avoided)!

So im gonna think im need to get that road and use 720p in this game and do that trade of? In Greedy Mouse, the 4096x4096 texture was not even supported on Ouya, so could also go the extract same way, simply due that. But howover, im do got a accepted speed on that game anyway.

All im did was adding this line in SDLSurface(Context context) for testing (im should checking device as well, but its was a test, but its just one IF thing):

getHolder().setFixedSize(1280, 720);

« Last Edit: 2013-Aug-11 by spacefractal »
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Offline spacefractal

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Re: New Ongoing Project: "Karma Miwa"
« Reply #29 on: 2013-Aug-14 »
Im cannot force android sdl to use argb8888. If im try that, then its crash. Instead I'm now uses this plugin http://registry.gimp.org/taxonomy/term/1595 for gimp, so those gradients will look good with rgb565 format.

Now it's look nice in ouya and android too, playing with 30fps, and with 720p mode (even for 1080p output). Filtrate was too slow with 1080p mode, but found a way to force a 720 surface. This was need done in java, before the surface is created. Here no control from glbasic (yet).

There is a tip how to do that in the ouya ya thread.
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.