#mytokens

Posts and pages on Ape Apps tagged with #mytokens
Today I have released a big update to Barrel River 2, the WebXR enabled 3D barrel racing game!


Barrel River 2 now allows you to spend all of those coins you found on the river in the new river shop. Purchase upgrades and customizations to your barrel to help you achieve top distance. And speaking of top distance, there is now a global distance leaderboard for users who are signed in with their Ape Apps Account. Also if you are signed in, you can now customize your character by using one of your My Tokens characters as your barrel "passenger!"

Barrel River 2 is available for free as a progressive web app (PWA) by going to this address:

https://br2.ape-apps.com/

It can be played with a keyboard, gamepad, motion/tilt controls, or in VR by using a Google Cardboard headset or opening up the above link in your browser on your Oculus Quest! Check it out today, and good luck on the river!

#barrelriver2 #mytokens
8d ago
Way back in 2012, I released a game called Level Up RPG, which was my first cross-platform game based on Web App Core. Level Up became my first game to gain any sort of popularity, and spawned a handful of spin-off games, including Ninja Level Up and the Deimos Trilogy (which in turn spawned the My Colony Universe of games). Around 2015, I started planning out the story and concepts for a sequel called Level Up 2 - The Tower of Jupiter, but never really got too far beyond the planning stages. Then last fall, I started doing actual work towards bringing the concept to life, built on a new Raycasting engine I started building in my spare time (you can follow the early development of the Raycast engine with this playlist on my YouTube channel). And now finally after about seven years of on-again off-again planning and development, Level Up 2 is ready for it's "official" announcement!


In terms of story, scope and scale, Level Up 2 is easily going to be the biggest game I have created to date. The story takes place after the events of the original Level Up. Pete, the potion merchant from the original game, has discovered a mysterious artifact called Jupiter's Rock which has given him immense unholy powers. Drunk on power, Pete lays waste to the Epic Tree and in it's place constructs a massive tower of evil (the Tower of Jupiter) from which he unleashes a reign of terror over the realms of Level Up.

Gameplay in Level Up 2 will feel familiar to players of the original game. I am designing it to be as easy to play as the original (particularly for mobile quick pick-up and play) while at the same time expanding the concept with pretty much all of the long requested features I received from the original game.

In the original Level Up (and all games based on it's engine), each "world" was just a static background image that different enemies and items would be drawn on top of as you progressed. In Level Up 2, the worlds are rendered using the aforementioned Raycasting engine. You still move on a "track" in a linear fashion, but you actually now move forward in a 2.5D world (think original Doom/Doom2).

Unlike the original game, Level Up 2 now has towns, waypoints, and the ability to revisit areas you have previously visited. These new abilities lead to another new feature, Quests. Different NPC's will be able to give you both main and side-quests which you can accomplish for gear, glory and profit, many of which may require you to do back and revisit areas which you have already been through.

Another big new feature of Level Up 2 is online multiplayer! Friends will be able to join your game and help you along your current path. Your character is saved online, and items/loot/experience you gain while playing in a friends world will carry over to your own game. This allows you to trade items with other players, or if you have a friend, you can help rush them through the earlier parts of the game, or fight a particularly hard boss.

In the original Level Up, all fights were 1v1. In Level Up 2, not only can you have a party of your own (your friends, or NPC's/pets which may join your team), but the enemies may also bring their friends along for the fight. Some boss fights might see you taking on a whole horde of enemies at once.

The new rendering engine allows for some cool special effects that were just not possible in the original game. Magic spells and enchanted weapons are now accompanied by their own special effects. You will also now see your weapon/shield in your hand while you play the game, one of the most requested featured from the original. Other players will also be able to see your items equipped on your character. You can also completely customize your in-game character by selecting a Token created using the My Tokens app.

Another new concept in Level Up 2 is that the game comes in three different "editions" or "flavors." When you first launch the game, you are automatically randomly assigned one of the three editions. The game will then be slightly different, depending on which edition you are assigned. Some spells, items, enemies, areas will only be available on certain editions. This gives an added benefit to joining and exploring a friends world on multiplayer.

Moving on, Level Up 2 also introduces skills classes and specializations. You can now train and specialize in certain types of weapons (daggers, long swords, etc) and your power with each weapon will depend on your skill. Skills will improve as you use each weapon class. This means that, unlike the original Level Up, picking the best items for your character is not as simple and straight forward as just picking the item with the best overall stats.

Level Up 2 is being designed for Desktop, Mobile and TV with full touch/keyboard/gamepad support. A lot of the UI design, interface and core concepts I am borrowing from Morrowind/Oblivion, which were my two favorite games from the Xbox and Xbox 360 respectively, so a lot of inspiration is being taken from there.

I am pretty excited about Level Up 2, just because this is a game that I myself am really looking forward to playing, especially with a party online. My goal is to release this thing on or as close to November 11, 2022 as possible, since that would mark the 10 year anniversary of the original Level Up. I hope to have most of the core engine concepts wrapped up sometime next month, which leaves me several months after that to just pump out content for the game (which it is going to have a lot of). There should be a beta available for the game this summer. As I mentioned before, this is going to be the largest game I have ever released, and I really think that people are going to get many, many hours of fun out of it. So stay tuned for more, and I will let everyone know when the beta is available this summer!

#levelup2 #levelup #ninjalevelup #deimos #mytokens
2mo ago
The My Colony Universe website uses the same base code as the main Ape Apps site (the site you are on right now), but has been lingering for months on an older build of the code. As a result, a lot of things on the site were just broken, one of which being the entire Comics section of the site.

As of now, both this site and the My Colony Universe have been migrated to the latest code, and this brings improvements all around, but particularly to the aforementioned Comics functionality.

https://www.my-colony.com/viewpage.php?p=comics

The Comics section will now display each available comic book in "book cover" format. In addition though, there have been major upgrades to the Print layout for a comic book. I had originally envisioned that a reader, if he or she wanted, would be able to print a comic book out using their own printer. Now when you are inside a comic book (see the Deimos Comic for example) and choose to Print from your browser, all extraneous site information is hidden and you are given a clean comic header including title and page number (for best effect, you should turn off the browser provided headers and footers). The pages are formatted to come out right on either US Letter or A4 paper sizes in portrait mode.


Anyway, the Comics section is currently not very utilized, but I do plan to eventually have the entire Deimos trilogy story on there, as well as the Death 3D story, and probably some other My Colony related stores as well. The comics are built using characters from My Tokens, but can also be made using any custom artwork, as seen from @GeneralWadaling 's comic The Ancient Archives. In addition, anybody with an Ape Apps Account should be able to create their own My Colony Universe fan comic in the Comics section at My Colony Universe.

And coming to the My Colony website next week, something awesome for all My Colony 2 modders, but stay tuned for that.....

#deimos #mycolony #mycolonyuniverse #mytokens
7mo ago
Ok, so I know I just updated My Tokens a few days ago, but since I was already in "My Tokens Mode," I decided to keep at it and introduce an entire new class of Token character, the Minecraft-inspired Blockhead Token!


Available now in My Tokens v2.2.0 (which should be hitting all platforms soon), the new Blockhead Token is the second 3D modeled token class, and the first 3D modeled token to be textured. The texturing in the Blockhead Tokens is superior to that of the original two 2D token classes, as the textures are all stored as small .svg files that are downloaded from the server to the client's device and then compiled at runtime at any resolution, meaning the textures can be extremely sharp when compared to the existing My Token classes.

There are individual .svg files for each component, which the client device will layer on top of each other before creating the final scaled texture, when is then mapped onto the Token model. The token texture uses the following layout:


I am thinking of also making a way to export the final compiled layout of a Blockhead Token, or even letting people upload their own custom skins into My Tokens, although it wouldn't work with the existing Token classes. And since the Blockhead Tokens are ratio-equivalent to a Minecraft character, I was thinking I could even add an option to compile your created Token as a Minecraft skin that you could export and use in Minecraft. Of course, Minecraft skin textures are a lot lower resolution than a My Token character, so things might not look very good when scaled down like that, so we will see.


The two new 3D style of Tokens are significantly easier to maintain and create new parts for than the two original 2D versions. Of course, the Mini Voxel token is by far the easiest to create new content for, as it's just a few blocks in Voxel Paint at extremely low resolution, but the new Blockhead model is pretty easy as well. Just to show the complexity of the different types, let's look at the spacesuit overshirt model for the different Token types. Here it is for the mini-Voxel token:


Pretty basic. Here is the same Token part for the new Blockhead token:


A little more complicated, but still not bad. Now here is the sheet for the two original Token types (they are both combined into the same file):


You probably can't even see anything without downloading the file and zooming way in, but I have to draw different animation frames for each direction a Token can be facing. It takes forever.

Sadly when adding new Token parts, I still have to maintain the two original Token types. Going forward though, new games are going to be using the new 3D token models instead of the old 2D models. The first game to use a 3D token will be Token Kart, which I have been working on off-and-on over the months and will be using the Mini Voxel Tokens. I might also allow Voxel tokens to appear as colonists in some My Colony 2 maps, such as the Water World, which theoretically has an atmosphere they can breathe. As for the new Blockhead tokens, I want to create the next generation of the Death 3D engine with better performance and more capabilities, and the ability to use Blockhead tokens as characters. I am going to use the engine to create a 3D adaptation of the Deimos trilogy. I am also going to make a Gone Rogue 2, which will either use the Voxel or Blockhead tokens as characters, I haven't decided which yet.

Anyway, the new My Tokens update should be available soon on all platforms (available now on the Web or the Launcher), so check it out and let me know what you think!

#mytokens #mycolony2 #voxelpaint
9mo ago
Today, I am updating My Tokens to v2.1.0, and this is a major update in preparation for some new capabilities that will be arriving to the Tokens platform with the to-be-released game of Token Kart and some other things. But the big new feature in this update to My Tokens is the brand new Token Lobby!


The old token selection screen has been replaced by the new Scroll3D powered Token Lobby, where you will see all of your tokens walking around doing stuff. You can toggle between the three current token styles (mini, big, and voxel), and customize the colors of your lobby.

In addition to the Lobby, you can now send your token to your customizable Photo Booth where you can take and save pictures of your token creations.


With the lobby in place, I plan to add more features to My Tokens over the coming updates. Obviously, a plain empty lobby isn't going to do, so we are going to need a way to add and place objects in your lobby. Also, why not let other tokens visit your lobby? Roaming tokens from other users on your Ape Apps friends list will eventually be able to visit your lobby and interact with your tokens. I am also working on a way for Token characters to earn items/accessories/achievements in different Token enabled games, which you will be able to use or display in your lobby.

Finally, in addition to the three current Token variations, I would like to add a fully 3D modeled and animated My Token variant, although by 3D skills are not there enough yet to make it happen, but it will be coming eventually, as I will need a fairly easy way to create characters for my next generation of 3D games, and My Tokens can be a great engine for that (for example, all of the Death 3D and Dungeon Infinity characters were created using My Tokens).

So anyway, that is it for this My Tokens update. It is currently live on the Web and will be heading to all platforms soon. Make sure you are signed in to your Ape Apps account in order to access the lobby, try it out, let me know what you think, and tell me what you would like to see added to My Tokens in the future!

https://www.apewebapps.com/my-tokens/

#mytokens #death3d #dungeoninfinity
10mo ago
Voxel Paint has just been updated to v1.8.0 with a few shiny new features for your enjoyment. For starters, My Tokens have now invaded Voxel Paint!


If you are signed into Voxel Paint with your Ape Apps Account and you have some My Tokens characters saved to your account as well, they will now be available to import into your paintings from the Insert menu. The latest version of My Tokens also lets you just export .vpp files directly, but this is a shortcut method.

Next up, your projects can now be exported as .obj files. This is cool for several reasons, one of which is that the .obj format is common in 3D printing, meaning you could probably print your Voxel Paint creations to a 3D printer. I don't personally have one to test this out with, but I was able to open an exported .obj in an alternate application, so I know that the files I am generating are standard.

Finally, the default camera mode has switched from Rotate to Pan. I have also made it so that using the right-mouse button will trigger the camera mode opposite to the primary selected mode (like in My Colony 2). What this means, is that you can click/drag using the left mouse button to pan, and using the right mouse button to rotate. You can also toggle the mode from the toolbar and the opposite will be true. If that sounds confusing, just try it out yourself and you will see that it is not confusing at all.

Anyway, that is all for today's Voxel Paint update. If any of you happen to have a 3D printer and end up printing out a Voxel Paint creation, post it in the forum because I'd love to see how it comes out (or if it just fails)!

#voxelpaint #mytokens
1y ago
As I hinted in my previous post, I have been working on a fun new game to utilize the new Mini Voxel Token characters from My Tokens, and today I am revealing that Token Kart will be available in late July or early August for all (or at least most) platforms!


The main purpose for Token Kart is that I always wanted to make an engine that was sort of like the old SNES Mode 7 from Super Mario Kart, and also Super Mario Kart was just an all around epic game. Just because the engine style is retro though, doesn't mean the game itself will be. Token Kart will feature a Grand Prix racing mode for both single and online multiplayer, a single player Time Trial mode, and an online multiplayer Battle Mode as well, all inspired from Super Mario Kart. The game will also include a built-in map editor, and support for both 3d VR Goggles and the Red/Blue 3D glasses, for players who want a little extra 3D in their game.


I've pretty much wanted to make Token Kart since I first came out with My Tokens, but I never really got around to it. Last week though, I was on "vacation" and I took my laptop and started working on the game, and the video above demonstrates what I have so far. I still need to add powerups, but those are going to be epic once they arrive!

Over the next few weeks, I will be going back and forth between working on Token Kart and My Colony 2, as I plan to release both onto Android late next month, so July will be an exciting month for Ape Apps releases.

As I said, Token Kart will be coming in late July (or early August if I'm late) to Android, iOS, and pretty much all other platforms via the Web. The game supports keyboard, gamepad, and tilt/motion controls on all devices, and Multiplayer will be cross-platform. I'll post more info and videos as the game progresses!

#mytokens #tokenkart
1y ago
Recently, a new class of token was added to the My Tokens app - the Mini Voxel Token, which renders your My Tokens characters as .vpp voxel files. You can try the feature out in the current release of My Tokens, but wouldn't it be great if there was an actual in-game use for the voxel tokens? I am working on a fun online-multiplayer use for them that will be coming to all platforms this summer, and I think it will be a blast. Stay tuned!


#mytokens
1y ago
Prepare for the idle adventure of a lifetime, because Idle Token Quest is now complete and available for download for free on Android, iOS, and Windows 10!

Idle Token Quest is an idle role playing adventure game where you will fight your way through different worlds, going up against powerful enemies, collecting valuable loot, and purchasing awesome weapons and power-ups! You can use the two default characters, or create your own using the free My Tokens app. Tokens you create using your Ape Apps Account are linked to the game, and will adventure while you are away. The more Tokens you create, the more money you make!

Idle Token Quest is the ultimate companion game for My Tokens. Your virtual token avatars will become powerful heroes as they battle through the entire lineup of worlds and enemies from the game Level Up. You are also able to increase their power by equipping them with powerful Weapons, super fast Boots, and magical lucky Amulets!

In addition, all of your game progress is automatically synced to your Ape Apps Account, so you can take your token adventure with you on the go, or keep it open in a window hidden under your e-mail client while you are at work! The boss will never know that you just slayed an evil t-rex, which is way more important than filing another TPS report!

Idle Token Quest is a title that you definately do not want to miss. You can download it right now for free on Android, iOS, and Windows 10. It is also available on the Ape Apps Launcher, and even in your browser at Ape Web Apps. So what are you waiting for? Your poor My Tokens characters are just sitting there waiting for you to let them go outside and play! You don't want to make them cry, do you? Of course not, so download Idle Token Quest today!

https://apps.ape-apps.com/idle-token-quest/

#idletokenquest #levelup #mytokens
2y ago

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Welcome
Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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