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1  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-22 21:06:46
I've started making town (per floor hub for all players). Today:
-shop- shopkeeper filling empty item slots in his shop according to actual item pool
-junkyard- where you can sell your items and donate for better items in the shopkeeper's pool

(check video in presentation)

What do you think? Smiley
2  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-22 00:24:52
Hi. For now it's not released. Waiting for more content. I think that it will be good enough in 3 weeks for early demo Smiley
3  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-19 14:36:06
Thank you! That means a lot Smiley

I am working on networking all the time as backend developer in my job. Few years ago I was making some simple games in libgdx so I knew this lib a little Cheesy


I've just added in-game tutorial along with NPC scripting. It will be launched at start for new players. (see video Smiley)
4  Discussions / Miscellaneous Topics / Re: What I drew today on: 2018-04-18 22:03:29
Today I've created first version of my game logo in vector graphic Smiley



Game WIP:
http://www.java-gaming.org/topics/libgdx-akka-tanima-mmo-rogue-like/38654/msg/369057/view/topicseen.html#msg369057

Making of video:
<a href="http://www.youtube.com/v/DWus-03xi4c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/DWus-03xi4c?version=3&amp;hl=en_US&amp;start=</a>
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-18 18:12:11
Today I was thinking about dungeon instances in my game. To avoid players overflow- my first solution was to scale dungeon size along with number of players starting it. But I've found it hard to implement in my game case without causing game experience drop.

So I've decided to create dungeon per team instances. Now main question was: how to do it?

I was thinking about tickets (items that teleports player to the specific instance on use) distributed by some NPC. But for now I've dropped this solution.

What I did is: special room with few fields where player can stand and if there are any players on these fields, they will be teleported to the dedicated, newly generated dungeon instance. Teleportation is cyclic based (npc is telling when is the next departure), so players has to form a queue to play in their own teams.

I didn't want to disallow player joining the dungeon if he doesn't have enough party members, so I'll need to scale difficulty level along with number of players.

It was a little tricky one, but I am fully satisfied with the result Smiley

Video:
<a href="http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=</a>
6  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-17 18:58:55
Added local objectives (video Smiley)
7  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-15 15:09:59
Game has been splitted into server and client. It's possible now to run multiple players Smiley
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-13 19:29:40
Today I've added jump mechanics to my game. I wanted to make it more interesting with the abyss floors where you can just die by falling down when you lose your focus. I think that it went well but it was occupied with a lot of pain with box2d collision detection. I am glad that it works now Smiley Later I will think about better "falling down" animation. It was an exhausting day.

<a href="http://www.youtube.com/v/d4xHcWSGkHE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/d4xHcWSGkHE?version=3&amp;hl=en_US&amp;start=</a>
9  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-13 18:12:30
Added multiple things (see devlog):
-shop, equipment, torch, health potion, secondary item
-npc and text messages
-jumping, abyss (instadeath floor which you can jump over)

What do you think? Smiley
10  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-12 21:15:04
Thank you guys Smiley

Skillful dirty coding is helping with avoiding stucking in hard problems. Next morning, these problems seems to be trivial and it's easy to fix/refactor it.

Working on game takes me around 4 hours daily. Exception are lazy weekend days (without any distractions like life or something) where it looks like 8hour (1 md). I take breaks often to regen. These breaks cannot be like watching tv because it is making me lazy. There are many little things that are helping in long working (like looking through the window from time to time to avoid headache). The most important for me is to always achieve my daily goals. It helps a lot with motivation problem.

Thanks and let me know if it was helpful Smiley

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-12 17:45:08
Today I've added first NPC to my game along with talking with him. I am not alone in this world anymore Cheesy

<a href="http://www.youtube.com/v/j_567iE_eNg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/j_567iE_eNg?version=3&amp;hl=en_US&amp;start=</a>

12  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-12 07:11:21
Thank you Cheesy At start, the progress was rather slow. I didn't know how to find motivation. That was the main problem. In my job I've found out agile patterns really effective. I wanted to use something like this but dedicated for one person team.

So I do following sequence every day:
1 (BEFORE SLEEP). create short backlog with few features to add (if exists, add few more). Features has to fit one day long work and can't overwhelm you. So they should be easy. Never let your backlog be empty. Don't waste to much time on thinking about design. It's always changing and you will get better idea later,
2. at the end of the day, get something from your backlog and decide to do it tomorrow. It's important to not do this at the day start. At the end of the day you are tired enough to make quick decisions and in the morning you already know what you have to do.
3. go sleep,
4. wake up, work on game for few hours (feature selected yesterday from backlog)- you are very effective in first hours after waking up, don't waste it,
5. go to job/life,
6. meet friends/free time,
7. work on game (you have to finish your task before end of the day),
8. document and publish your work. Videos are fast and easy.
9. watch a video with a result of your work (and comments if there are any). Game is not satisfying for you, but you see it going better everyday. That gives you motivation.
10. Back to 1

Programming:
- User some version control (I use git). Do commits often. Always after finishing atomic change. Your game has to compile and run on each revision. Sometimes you need to just drop for example 1 hour of your progress to go other way
- If clean coding takes too much time somewhere, do it dirty. You will refactor it later (when you need it or when you can't look at your ugly code anymore)
- Make use of TODO comments in code. It's easier to find what you need to do. Usually your IDE is supporting searching of todo comments
- Don't waste to much time on graphics/view but don't forget to work on it over time. At start I was working with just rectangles with text describing what it is. It's not that good because you are losing motivation if you watch only the placeholders for a long time.
- Always have fun. I've spent 15 minutes yesterday to set animation speed of main character to fit shopkeeper from crypt of the necrodancer. Why? To watch them dancing together xD

Maybe it will be helpful for someone. Finding motivation is a hard thing Smiley

Maybe some of you got more tips and would like to share it? Cheesy
13  Games Center / WIP games, tools & toy projects / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-11 23:19:52
Thank you Smiley It is about a month of development after my working hours.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-09 23:25:47
Thank you! It means a lot for me Smiley
15  Game Development / Newbie & Debugging Questions / Re: Could someone explain to me the update method? on: 2018-04-09 21:31:45
The best is having game logic in another thread. Separated from game view as far as possible.

Making game logic dependent from rendering will cause for example: slowdown of logic if rendering got slowdown.

Bad implementation can cause bugs like: bad collision detection on frame drop (long time ago there were bugs in old FPS games for example), slowing rendering if logic is "hardly thinking" (freezing). Usually, you don't want something like this.

Separation of concern in this case could make your game "thinking" not dependent from "showing" which is helping in readability a lot (as said in previous comments) and will help you with critical situations of unsuspected client behaviors (frame drop/frame kick) or game logic braindeading.

Ofc you can workaround it various ways (for example: get rid of state update -> make it as a function) with some more or less great result but it's much better to separate your model from view.

16  Game Development / Game Mechanics / Re: Thinking about data formats - would appreciate opinions. on: 2018-04-09 20:01:18
Well... It all depends on your intention. Tell me more about what you want to do with it.

How often do you want to get data from your filesystem? For what? Do you want to do high freq queries on your storage? Do you want to modify your storage data at runtime?

For simple configuration files I prefer json or yaml (simplicity)
For sending data over the wire in human-friendly format I prefer JSON (ofc not if we want good performance Smiley)
For configuration/data in interop with external software it's possible that xml would be better (it has advantage for transforms and sticking to scheme)
For querying, I would use relational database
No-sql would be also good idea, but it's tricky (depends what you need)
Maybe CSV?

About JSON vs XML -> I've found working with JSON much faster and simplier than XML, but sometimes you just can't do this or it's better to use xml. JSON is a popular serialization format for sending messages over the wire and I think that we know why Cheesy

17  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-09 18:47:56
It was easy Cheesy
<a href="http://www.youtube.com/v/qiGblDDQXD4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qiGblDDQXD4?version=3&amp;hl=en_US&amp;start=</a>
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-09 11:45:55
Today I've posted my first WIP Cheesy
http://www.java-gaming.org/topics/libgdx-akka-tanima-mmo-rogue-like/38654/view.html

Just after adding first boss to my game
<a href="http://www.youtube.com/v/SNdl7ngevng?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/SNdl7ngevng?version=3&amp;hl=en_US&amp;start=</a>

For now I have to refactor ai-tree tasks because are not modular enough which causes a lot of duplication. Next thing that I want to do is taking a look at some lighting system.
19  Games Center / WIP games, tools & toy projects / [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-04-09 11:27:41
TAnima

Goal
S-F MMO rogue-like with dynamic action, unforgettable experience, satisfying cooperation and big dose of humor

Gameplay
  • Player is starting the game in Hub (town) at the first floor of tower (TAnima)
  • Hubs are safe places where player can meet other players, NPCs, refill backpack, party up with others before going for the adventure. PVP/PVE is prohibited here.
  • Player's goal is to move through all floors of the tower, collecting items, getting experience, fighting monsters along with other players divided into parties
  • Dungeon party size is limited (or dungeon is scaling along with party size- to decide)
  • Player collects titles and glory points along with major achievements (killing boss, clearing dungeon)
  • If player dies, his character is reseted and spawned again in the starting hub
  • Titles and glory points are not lost after death
  • If player (alone or with team) finishes dungeon, he is able to go to the hub of the next floor
  • Glory points can be exchanged for vip content (skins for example)
  • Player can buy glory points
  • Game is preety hard and fast. It's easy to die and play again. Player skills and knowledge are important for being the best in this game

Technology
Client - Libgdx/Java/Scala
Server - Akka/Scala/Java/Libgdx-AI

Newest look
<a href="http://www.youtube.com/v/m1ayZuCdfOs?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/m1ayZuCdfOs?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/k0ua5YeQ5WU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/k0ua5YeQ5WU?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/9W-AM5aGnvQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/9W-AM5aGnvQ?version=3&amp;hl=en_US&amp;start=</a>

Dev Vlog
I am documenting progress on youtube. For now i am trying to fit daily basis Cheesy
If you are interested in watching TAnima development progress, please check devvlog below and/or share/subscribe my YT channel! Smiley
VIDEO: First runnable dev-version
VIDEO: Weapon effects added
VIDEO: Basic AI (state machine) added
VIDEO: Basic game-feel hacks
VIDEO: Shield for defending aganst attacks
VIDEO: Level decorators and walls contour added
VIDEO: Attacks stamina usage
VIDEO: Pathfinding, room patterns
VIDEO: AI Behavioral Tree
VIDEO: First boss added
VIDEO: Lighting
VIDEO: Shop and EQ
VIDEO: NPC and texting
VIDEO: Jumping and falling
VIDEO: Client-Server
VIDEO: Action puzzle
VIDEO: Local objectives
VIDEO: Dungeon instances
VIDEO: Making of TAnima logo
VIDEO: In-game tutorial (scripting)
VIDEO: Shop and crowdfunding
I'll be really thankful for your comments and support in development. It will be really helpful! Cheesy
20  Games Center / Android Showcase / Re: [LibGDX] Mc Pedro's Tower on: 2016-04-03 17:58:39
Thanks xD With my lack of time, short term games are the only possibility to keep gamedev passion alive for one person.
21  Games Center / Android Showcase / Re: [LibGDX] Mc Pedro's Tower on: 2016-04-03 17:30:39
Three. It's my dev progress from 2-3 weeks but I hadn't time to post it here (work, home). Now I've found some time to do it. Sorry if I did something wrong (did I?).
22  Games Center / Android Showcase / [LibGDX] Mc Pedro's Tower on: 2016-04-03 17:15:07

Hello guys Cheesy

Mc Pedro's Tower is a simple casual game. Second from the Mc Pedro series. Player is controlling a little funny character (pedro) which is climbing up the tower built with platforms. On the platforms are growing up spikes which player has to avoid and diamonds which player has to collect. Tapping the screen is making pedro jump. Character is moving in one direction (left or right) and it's changing when pedro walk into a wall.

Player is solving simple quests and collecting three different types of diamonds. Both are used to unlock new characters (in game shop). It's planned to provide new pedros to all Pedro series games in next releases.


<a href="http://www.youtube.com/v/pcOvD4WQJlY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/pcOvD4WQJlY?version=3&amp;hl=en_US&amp;start=</a>

Google Play: click here!

If you like it: share it! It really helps. Same as comments. Thank you. Smiley
Made with libGDX
23  Games Center / Android Showcase / [LibGDX] Mc Pedro's Circle on: 2016-04-03 17:10:44

Hello guys Cheesy

Mc Pedro's Circle is a simple casual game. First from the Mc Pedro series. Player is controlling a little, funny character (pedro) which is running on the big circle. On the both sides of circle grows up traps (number of traps is increasing with player's score) and collectible diamonds. Tapping the screen is making pedro go to the other side of circle and avoid traps or grab diamonds.
Player is solving simple quests and collecting three different types of diamonds. Both are used to unlock new characters (in game shop). It's planned to provide new pedros to all Pedro series games in next releases.

<a href="http://www.youtube.com/v/nxcJrZzx1uY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/nxcJrZzx1uY?version=3&amp;hl=en_US&amp;start=</a>

Google Play: click here!

If you like it: share it! It really helps. Same as comments. Thank you. Smiley
Made with libGDX
24  Games Center / Android Showcase / [LibGDX] DyeOrDie on: 2016-04-03 17:04:58

Hello guys Cheesy

DyeOrDie is a simple casual, runner game. As simple as game rules. Player has to change the background color to merge with the color of incoming trap. There are tree colors: red, green, blue. User changes color by tapping the screen. Single tap changes the background color in order mentioned above. Speed is increasing with gained score per one play.

The trap pattern is half-random. It's generating once per day and stays the same until midnight. Game is relatively hard, so making a posibility to remember pattern looks like fair solution for player.

I think that's all about this one.

<a href="http://www.youtube.com/v/Zhp5K5xIMuw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Zhp5K5xIMuw?version=3&amp;hl=en_US&amp;start=</a>



Google Play: click here!

If you like it: share it! It really helps. Same as comments. Thank you. Smiley
Made with libGDX
25  Games Center / Showcase / Re: GameDoser - The Magic of Tales on: 2013-02-13 20:50:11
Thanks very much, I will try to make it less aggressive . Tongue
26  Games Center / Showcase / GameDoser - The Magic of Tales on: 2013-02-13 20:05:35
Hello guys!

This game is an RPG/Action/Hack'n'Slash project made in Java. There is still much work to do, but I wanted to share my progress with you. Cheesy

Some screen's:







and some concept arts:







Screen of editor that will be attached to the game:



Video of the alpha test:

<a href="http://www.youtube.com/v/a3POdluClO8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/a3POdluClO8?version=3&amp;hl=en_US&amp;start=</a>

At least, but not the worse, little demo with 1 location:

http://javabyern.cba.pl/GameDoserDemoEnglishWebStart.jnlp

Enjoy!!! Grin
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