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1  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-03 21:16:44
and I write everything in two languages.
The same here... Wink

Quote
I'd love to have a look at your game btw.
It's almost feature and content complete now. I'm currently working on a simple endgame sequence and such stuff. After that, I have to play that sucker multiple times from start to end to see if it actually works as intended...
2  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-09-03 18:46:25
Very ambitious. Do have a plan when this game will actually be "finished"? I'm just asking out of interest, because it took me almost a full year to complete all the npcs, dialog and quests for my game. Then again, I didn't work on it every day.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-02 21:10:53
Added a little record and playback option for player movement to allow for some very simple cutscenes. Actually I made this to record a short end sequence, but I used it for a quick fly through that shows some parts of the wilderness and towns. For obvious reasons, this has been recorded using the desktop version, not the Android one. Anyway...

<a href="http://www.youtube.com/v/jBkFNGUHMjU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/jBkFNGUHMjU?version=3&amp;hl=en_US&amp;start=</a>

https://www.youtube.com/watch?v=jBkFNGUHMjU
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-22 16:51:57
Today, I added the character creation part to my RPG. There won't be a free character creation but the stats will be defined by five questions that you have to answer when starting a new game.
These questions work as a kind of exposition dump as well. They introduce the player to the character's back story and his/her motivation.
Answering them will add some points to one (or more) of the char's attributes (or even decrease some slightly in some cases) depending on your answer. Here's a screen shot of the german language version:

5  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Now with video! on: 2015-08-08 21:24:53
-Added the option to backup/restore your saved games to an external archive. You can now move your games between different devices.
That's really neat!
6  Games Center / WIP games, tools & toy projects / Re: Dungeon crawler game (untitled atm) on: 2015-07-17 21:49:35
I see the point and it's better than before, where it seemed to be complete black. I'm just not sure if this blue/dark violet tint is the best choice... Huh
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-12 20:50:37
Quote
By using GET, people could do unintended things with your program, because the data is editable and in the browser history.

POST isn't any safer then GET. You can send your hacking attempts via POST as well as via GET. Google uses GET as well. It has the benefit of being able to share searches with others.
8  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-07-12 20:31:13
I found it. I've never been there, I think.

Edit: Making the NPCs that you have to protect a little bit tougher or at least less hasty would help IMHO. The stupid guy constantly ran into the enemies as if I would he able to fight them but died instantly... Angry I had to reload several times to get him back home in one piece.
9  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-07-12 15:58:31
I can't find this orc lair. The quest giver says 'other side of the river', but all I can find there is the orc camp...no lair. I searched all the whole map several times, but I just can't find it. I find lots orcs and that camp...but no lair!?
10  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-07-06 20:55:35
Found the time to play the new version a little. All the little improvements really add up to an even better game experience. I still don't know what to do next (can't reach the wyvern mountains, no idea where to find minotaur horns and can't find the location where the orcs captured some guy)...but I eventually made it to level 8 anyway. I noticed just one small flaw: My companion started with -1 available skill points, which increased back to 0 after leveling up).
11  Game Development / Game Play & Game Design / Re: RPG game skeleton design on: 2015-07-06 17:41:31
If you have never tackled a larger project, let alone a large game project and haven't much experience in Java either, picking a RPG as your first project is asking for failure. If you don't want to finish it and take it as a learning experience, then go for it. But if you want to finish something, choose something else for your first Java based game. For reference, I'm coding for 30+ years now, 16 years in Java (at work and in my spare time), I have a degree in computer science, a lot of experience in graphics programming and have done several non-commercial games on various platforms. I'm working on my RPG for almost 4 years now in my spare time and it's just now that I'm seeing some light at the end of the tunnel. And that's not caused by the coding itself, at least not entirely. Nothing that I coded felt very challenging to me, but it's still a lot of work. Then comes content creation and/or the search for pre-made content that's free or cheap and has a fitting license. Then comes dialog- and quest design and writing etc. etc. And I've already cut some corners by leaving out some features like magic spells and such.
What I'm trying to say: It takes a lot of time to finish a RPG.
About the actual question: I started with the visuals and a basic feature list. I then started to implement one feature after the other into the game. Pretty straightforward. If a design didn't work well, I refactored that part. But that didn't happen very often.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-05 21:11:18
After all the dungeons (29 in total, if I've counted correctly...) have been filled with enemies and loot, I went back to the surface to work on the wilderness. I was actually browsing some 3d sites for some additional decorational stuff to put there, but I found an animated (and even free) low-poly monster instead. That offer was too good to let it pass, so I added it to the game as a kind of dog-like enemy. It's similar to a warg somehow, so I called it..worg...

13  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-22 20:00:25
IMHO, such a log is a technical solution. That's basically information that I print on the console but not on the game screen. Because I think that it breaks the immersion. What was a living fantasy world before now clearly becomes a game, simply by logging it's internals out onto the main screen. I know that some people actually like it that way, because they see a game mainly as a collection of different mechanics. I don't see it that way, I'm not a min-maxer. I play a RPG for the world, the lore and the story and not for the numbers that it spits out. So to me, such a log should at least be optional. And I wouldn't make it touch aware either. Because I know that I'll incidently hit it every now and then and that would suck... Wink
14  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-22 05:24:57
I'd like to know your opinion on the combat log.
To be honest, I find it distracting. I don't read it anyway in most cases, so for me it's just some text that clutters the upper part of the screen. I would prefer to be able to disable it in the settings.
15  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-21 21:12:48
It's much better now. I finally managed to finish that quest...Grin
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-20 19:31:56
Tried to add some variety to enemies by adding "evil" versions of four enemy types. The image shows the "evil" goblin (the brown one) and the normal goblin (the green one). The evil variants do a little more damage and take a little less.

17  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-20 19:27:15
Thanks, I really appreciate it!  Grin
18  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-20 14:31:24
Maybe... :p

I advise a potion of death ward for ghosts. Plus some gear, of course.
I don't know...this part of the game just doesn't fit the rest. All of a sudden, the difficulty ramps up from challenging to impossible. How many skeletons are there? A dozen? Without some creative use of door ways, you won't stand a chance to survive even the first of these rooms. And even when using such tricks and with spending all my money for health potions, I can't beat that necromancer at the end. I tried it several times now, but it's too frustrating for me to fight my way through the same waves of enemies over and over again just to fail at the end. Are you planning on making this section at least a little more in line with the difficulty of the rest of the game?
19  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-20 10:50:54
Will toy around for a bit and find a medium.
Just limit the perspective correction to every x pixels (like 16) and map the pixels in between with an affine mapper. That will give you better performance at the cost of only a slight visual impact on polygons of a steep angle.
20  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-19 20:01:16
Perspective, affine would use too much memory (I'd have to make two more float arrays :/).
Huh Affine texture mapping is without perspective correction (Playstation 1-style), perspective correct requires a divide per pixel, which is expensive, and the mix of both relies on sub-dividing the scanling into chunks of 8 or 16 pixels, which are perspective correct at the start and end and affine mapped between. I don't see why any of these approaches should require any additional memory!?
21  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-19 07:40:20
I prefer writing my own software renderer right now for learning purposes, I'm 16 and I want to put this on my college resume. I'm running it on the Macbook retina display, i7, 16g RAM. The engine is as optimized as I could get it without making the code either extremely long or unreadable.
Sorry, I didn't mean to make you use something else. I just wanted to point out that there might be room for improvement left if you aren't statisfied with the current performance. I always appreciate it when people are writing software renderers...the more the merrier... Grin

Edit: How are you doing the texture mapping? Affine, perspective correct or the common mix between both?
22  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-19 06:30:57
I was considering increasing the size of the window to 1024x768 rather than 800x600. The software renderer full screen runs at around 20 fps and is definitely not suitable for a game.
I actually think that 20 fps is sufficient for a RPG...but anyway...maybe there's room to improve the performance!? On which machine are you running it? Have you considered to use multiple cores for rendering? jPCT's software renderer can render a simple Quake3 level with full texturing, shading, zbuffering and (per polygon) mip-mapping in 800*600 at 150-200 fps on an i7-2600 using 4 threads. At 1280*1024, it's at 40 fps, which is still very playable IMHO.
23  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-18 16:33:54
Why frame it? Old games mostly did this to decrease the actual view window's size for performance reasons. But with current CPUs, even a software renderer written in Java can do fullscreen. I would make use of that power instead of introducing an artifical limitation in the form of a frame.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-16 20:24:06
Filled the final dungeon of the first story branch with stuff, so this shows the fight against the final boss of that branch. There will be two branches with different endings and bosses.

25  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-10 13:40:32
I see... honestly, you totally overdid it with the skeletons and ghosts in that area... Angry
26  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-10 07:19:21
I guess I'll have to look again then...but I actually did and haven't found anything... Huh
27  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-10 04:48:03
It crashes for me in some dungeon near New Garand. I killed some cultists and when I'm trying to loot them, it tries to cast NPC into Loot and fails. You should have received an error log via the internal error reporting function.

Edit: I've found the second loreseeker, now I'm stuck on the third. "Tunnels near New Garand"...no idea where that's supposed to be. Obviously not in that tomb to the east but that's the only dungeon like thing that I could find near New Garand. Or my definition of "near" isn't compatible with the journal's one... Wink Drinking in the inn doesn't help either.
28  Game Development / Newbie & Debugging Questions / Re: Best way to save game for a Dungeon Crawler? on: 2015-06-09 13:34:57
Serializing and deserializing actually isn't the problem, there are plenty of solutions out there or you invent your own stuff. The more interesting problem is how to deal with updates. If you add stuff to your game or are changing things to fix bugs or improve the game play, you have to make sure that loading an old state doesn't interfere with your changes and break the game. That's why a simple saving/loading of lists of objects alone doesn't cut it.
Or you simply don't support this and render the players' save games useless in that case... Angry
29  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 14:07:24
Not if each zombie will be rendered as a single object. If you dynamically batch them into a VBO, then maybe yes. But that might cause other problems with alpha and such...
30  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 13:32:09
Here is a questions lets say I have over 500 zombies on the map how would i smoothly render these on the screen as
on my android it is lagging still which is still very hard to even do anything.
All visible at the same time?
Pages: [1] 2 3 ... 36
 
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