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Games Center / WIP games, tools & toy projects / Re: [WIP] Heroes of Umbra (2D Sidescrolling RPG)
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on: 2012-11-09 19:17:28
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I have implemented parallax scrolling, but the effect is quite subtle. I'll have to add more panning.  Really cool! A few weeks? Seriously?! Would you mind letting me poke through the source? I'm new to libgdx, and even though I've read through several tutorials, I haven't found a consistently good model (GameObject, Player, Monster etc.) that I'd want to build something from. I'd really appreciate a look.
On another note; to fix the problem of the platforms not being very distinguishable from the background, may I recommend parallax-scrolling of the background? It's working wonders for me in my Java2D project. I have 3 layers of trees and things, plus the cloud-layer, and it really makes everything stand out. Please feel free to poke around in the source. I've included it in the last section of the first post. But also please be warned this is my first time making a game with libgdx, and due to me rushing to get in and program (this is 18 days in) I do a lot of stupid things that need to be refactored eventually. Namely, the menuing system is really ugly, I'm not passing in game instances to my object methods (there are some ugly constructors), and my Actor -> Player model is gross too. However, I believe everything is fairly well commented, and I'm always open to suggestions you may have for the code as well.
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Games Center / WIP games, tools & toy projects / Re: [WIP] Heroes of Umbra (2D Sidescrolling RPG)
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on: 2012-11-09 00:21:29
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Really slick looking. Finally we're beginning to see more decent stuff made in Java! It seems to be undergoing a bit of a revival of late. Cas  Thanks for the kind words, princec. I believe Android has something to do with this.  Nice visuals, sound and general concept. Also the menu fits the theme very good.
For the balancing:
I would favor being able to move in-air when jumping. This gives the player more control about the jumps.
Double-jump: a nice way to adjust jump-height is to use a double jump feature. (player has to press a second time while in jump upwards to gain an extra push) Then you can decrease the normal jump height and still reach high platform.
Intro level: make a simple introlevel explaining the mechanics and features (signposts when walking by) But this is only a prototype of course currently. Regarding in-air movement, that seems to be the consensus. I'll tweak the in-air resistance to be a bit more responsive. I'll have to take some pointers from Megaman, Contra, etc in this regard.  The double-jump idea is intriguing too. I'm also considering ladders or ropes. Once I get the menu fully finished and the save/load screens done, I can probably start on the networking component. I'm thinking of giving Kryonet a go -- does anyone have any experience with it or any other networking libraries that could chime in?
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Games Center / WIP games, tools & toy projects / Re: [WIP] Heroes of Umbra (2D Sidescrolling RPG)
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on: 2012-11-08 22:45:05
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That looks great! I think your pixel art is really good. I like it! I have a few notes on this. Don't get me wrong, I really like the game. This is feedback. - The controls are very fast, and it's hard to control
- The jump seems awfully high, for the speed you're carrying
- It's hard to dodge the bullets from the plants, because the platforms allow me to be hit from
a long distance - It's a little hard to distinguish platforms from the background. Especially hinge-bridges.
- Attacks are hard to use, because it's difficult to know when I can actually attack. There's delays
- The sheer amount of enemies, and partly their attack speed makes it really difficult to dodge attacks, and make it through the levels
Don't get me wrong though - this game looks amazing! I really like the particles, and animations and awww.  I appreciate the feedback and find it very helpful, so thank you! As far as game mechanics go, there are lots of points of adjustment: jump power, friction (on-ground and in-air), attack delays, etc and I'll constantly be tweaking those. The eye/plant enemies used to have an attack animation, but I think I broke something so it's difficult to see when they are about to attack.  Also the level design, particular spawn points of monsters, will be adjusted so you won't be getting knocked off platforms all the time. You are meant to get hit, but I'll try to keep the frustration to a minimum by not including high drops or lots of enemies on small platforms. And graphics! Yeah this is a tricky area because I wanted it to be dark but at the same time I'm using a 16-color palette so it's pretty tough. I hope I can fix this as my art skills get better over time.  Thanks again for taking the time to play. It means a lot to me. 
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Games Center / WIP games, tools & toy projects / [WIP] Heroes of Umbra (2D Sidescrolling RPG)
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on: 2012-11-08 22:15:43
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Hi all, Heroes of Umbra is a simple SNES-style platformer RPG I started a few weeks ago to practice programming with java (using libgdx) and pixel art. It's a work-in progress, but there are enough features to get a feel for what's to come. There isn't much to it yet other than a simple tech demo, but if you're interested I encourage you to give it a play.Planned Features:- Side-scrolling platformer/action RPG blend
- Maps created with Tiled
- 100% original graphics & sound (need to practice my pixel art)
- Original music by bxmmusic
- 4 dungeons, some randomly-generated
- Visual equipment
- Customizable stats/skills
- Plenty of NPCs, shops, menus, etc
- Multiplayer support
Screenshot Level up! Now find some clothes...Videohttp://www.youtube.com/v/cvA4C61ZU7A?version=3&hl=en_US&start=ControlsArrow keys = Move Player/cursors (in menus) Z = Jump X = Attack Shift = Spell (Currently only a fireball!) Space = Talk Esc = Menu
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Game Development / Networking & Multiplayer / Re: Kryonet - Local Connection works, External doesn't
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on: 2012-11-02 00:45:33
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I have another Kryonet question but I dont think it's worth opening another thread. I'm a little confused on how to design things. Right now, if a client joins the server, instead of sending the client all the Players (the objects) I just send the players' x and y coordinates and let the client create it's own Player objects based on this information. Partially to send less data and partially because sending the whole Player object didn't seem to work  Is this a good way of doing it? Because now I added the ability that the Players can carry objects, if now a client joins the server it doesn't get the information that one of the players is already carrying an object, since it's building its own Players based on the x and y coordinations I send to it. Now an obvious solution to that would be, that besides sending only the x and y coordinates I also send the information what object the player is carrying.... but I can see this growing to more and more information and giving me a major headache Feedback appreciated I would only send the positions out when they change (and the packet was sent successfully!). If the client is standing still, there's no reason to constantly send the player coordinates. You could try sending different types of packets with a small identifier at the start of the packet, so the server/clients know how to handle each identifier's data while also cutting down on packet size. PS, how are you liking kryonet?
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