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1  Game Development / Newbie & Debugging Questions / Re: looking for good way to make colisions with slopes and gravity on: 2017-08-19 08:39:41
there's no need to check all tiles every time Smiley

maybe this example helps you get there:

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public final static void example()
{
   int tilex;
   int tileY;

   // sprite horizontal position+speed+width
   int x=24;
   int xSpeed=2;
   int width=16;   // can be any size
   
   // sprite vertical position+speed+height
   int y=64;
   int ySpeed=2;
   int height=16; // can be any size
   
   x+=xSpeed;
   
   // for horizontal movement I usually take the waste-height of my character
   // and check on that..  99% of the time that works, in some case you might want to test at the feet or head height
   // remember, this is for horizontal movement, we aren't testing vertical collisions yet!
   tileY = (y + (height / 2) / 16);
   
   // which direction are we moving in?
   if (xSpeed>0)
   {
      // moving to the right, so check if our right edge hits a wall
      tileX = (x+w) / 16;  // we divide our sprite's right-edge by 16 since our tiles are 16x16 pixels wide
     
      if (tilemap[tileX + (tileY * tilemapwidth)] == solidtile)
      {
         // we hit a solid tile!
         // so correct our position, obviously we couldn't move this far to the right
         // we reset the player on the left edge of the tile we just hit, minus the player's width
         x = (tileX * 16) - width;
      }
   }
   else if (xSpeed<0)
   {
      // moving to the left, so check if our left edge hits a wall
      tileX = (x / 16);  // we divide our sprite's left-edge by 16 since our tiles are 16x16 pixels wide
     
      if (tilemap[tileX + (tileY * tilemapwidth)] == solidtile)
      {
         // we hit a solid tile!
         // so correct our position, obviously we couldn't move this far to the left
         // we reset the player on the right edge of the tile we just hit
         x = (tileX * 16)+16;
      }      
   }
}




Now write a function to do vertical testing, almost the same way, except for the Y-axis Smiley

If you have that up and running, you might want to improve your checking by making the vertical function check not on the sprite's-xAxis-center, but on both the left and right foot.. but don't worry about that too much for now, just try get this up and running!


oh and in case you need some live example, here's one of my opensource projects:
https://bitbucket.org/orangepixel/planet-busters
2  Game Development / Newbie & Debugging Questions / Re: looking for good way to make colisions with slopes and gravity on: 2017-08-15 07:33:39
yeah no need to do this with Box2D Smiley  it's terrifying to me to see how many people just use box2d for all the simple stuff, that's overkill on math!

this article has good info on any collision detection in platforms:
https://www.gamedev.net/articles/programming/general-and-gameplay-programming/the-guide-to-implementing-2d-platformers-r2936

one extra tip I would give: The order is important, so make sure to do one-direction at a time. 
in code that means:

1. move X to new location
2. detect horizontal walls  (if moved into a wall, revert to correct location in front of wall)
3. move Y to new location
4. detect vertical walls (and correct if needed)

a problem often seen with new devs is doing this:

1. move X,Y to new location
2. detect horizontal walls
3. detect vertical walls

which makes a lot of little bugs happen like suddenly jumping a few pixels, or moving half into tiles, etc.

but most is explained in that article Smiley
3  Game Development / Newbie & Debugging Questions / Re: using music of a band on a free game on: 2017-08-10 17:23:47
copyright has nothing to do with if you plan on profiting from it or not.

doesn't matter if you use it in a free or paid product, unless the original author/owner specifies the music as "free" or opensource or something in that area,  you will have to either pay for it, or beg them to use it.

4  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-27 17:15:24
@orangepascal
@orangepixel (mostly my official game release blabla)
5  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-20 18:14:22
yeah the robotality guys actually told me how they did it, so I came up with this code which is basically the same Smiley
6  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2017-07-16 11:33:49
thanks! Smiley
7  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-16 11:33:06
good to see the tutorial helped Smiley

some results I have with it in my games:








test some things with the right ARGB values of a light, the size, and often I use a smaller light that's brigther in the center, and then a bigger light a little less bright around it for great effects
8  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-14 08:01:15
it's far simpler what they do (notice how it doesn't cast any shadows).

it's really blending alpha-transparent images on top of the rendered scene.

much like what I did with some of my games, and explained here (example uses libgdx, but it's really a few simple opengl blend+render calls):
http://techblog.orangepixel.net/2015/07/shine-a-light-on-it/

to get that "rough" look they have, make your alpha-blended images very rough like this:


9  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-12 08:32:10
Woohoo!  Ashworld is now available in Early Access / In development state through Itch.io
Game will be available in full-release version on Steam later this year (aiming for September).

Itch.io purchases will receive a steam key when they become available, AND you have a few bucks discount if ordering it now on Itch

So grab it here: www.orangepixel.net/ashworld

Some info:

- Game build ontop of Libgdx (using own engine tho, just libgdx cross-platformness, and sprite-batcher)
- an open-world with car-driving, shooting, fist-fighting, platforming (indoors), survival, and crafting
- graphics+code+design all done by me, music by Gavin Harrison
- my first attempt at creating an open-world game (still not a fan of those games in general)
- my first attempt at doing car-driving (no physics libraries (ab)used)


Game will also get a release on Android + iOS later this year

10  Game Development / Game Play & Game Design / Re: 2D Combat System? on: 2017-07-10 18:50:05
well yeah, my melee weapons usually generate an invisible bullet of a smaller size and no movement.

Bullets are an array of a bulletEntity class, and I re-use the "died"  objects. So there's no memory garbage-collection going on. (I also do this for all other entity objects)
11  Game Development / Game Play & Game Design / Re: 2D Combat System? on: 2017-07-10 14:33:06
pretty vague and extremely open question..

for my latest game the player has an int called myWeaponID, which has the name of the weapon, and when player pushes the attack button, it checkes which bullets to spawn based on the myWeaponID.  So the shotgun spawns 3-4 shotgun-bullet types with a random pattern,  and the machinegun spawns 1 machinegun-bullet type but has a higher spawn frequency for faster shooting.

that's probably an answer to your question!
12  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-06 17:46:59
new update: I forgot about the whole July 4th celebration thing that the US is having, and with steam sale doing it's final hours, I'm pushing the release to next week !

so still soon, just little less soon :p
13  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-03 18:18:17
Any way to try it on itch.io ? I don't find any useful information about your game and testing

very soon now, it's going into early access this week (most likely tomorrow, unless I run into big problems during testing)
it can be wishlisted on Steam, or sign up to the newsletter to get an email when the early-access goes live: http://www.orangepixel.net/ashworld/

14  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-05-11 14:14:09
Few months later, still working on Ashworld.  It's coming along very nicely tho, there's a lot of content and mechanics added.
Here's a little video showing a recent "alpha" build:

<a href="http://www.youtube.com/v/uqNnc93OM80?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/uqNnc93OM80?version=3&amp;hl=en_US&amp;start=</a>

Working towards a public-beta / early-access sort of release on PC. While there are still things I want to add, the biggest and hardest gameplay parts are now working (missions, driving, fighting, platforming, etc).

15  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-04-20 13:22:38
Just wrote an extended post-mortem on this game, it goes into the sales stats and some more in-depth of what this game was and what my goals were with it.
If you are interested in such stuff, you can read it here:

Post mortem for Meganoid 2017.
16  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-04-04 17:36:35
enjoy!
version 1.4 is coming (fixing gamecenter and balancing the gameplay a bit more) Smiley
17  Games Center / WIP games, tools & toy projects / Re: Spaceship Roguelike on: 2017-03-10 13:24:52
there are some rogue-like loving communities on the internets,  stumbled into them when creating Space Grunts..  I'm pretty sure they love this game, since they love ascii Wink
18  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-03-10 13:23:48
hehe thanks, the trailer was pretty boring during the creation process, it really started working when I added a voice-over.
Luckily I found someone for a more professional voice-over than my own voice Cheesy
19  Games Center / Showcase / Re: Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-03-10 07:37:21
yeah as soon as this game is out the door (March 30rd)
I'll be full time back on Ashworld, wrapping up that one in the next few months  - because I've got a great idea for a next game! :p
20  Games Center / Showcase / Meganoid (2017) a challenging roguelike platformer (steam+mobile) on: 2017-03-09 18:54:10


Meganoid is about to launch, March 30rd!
build with LibGDX, will release on Steam (win,macos,linux), Android and iOS  (and humble + itch.io)

Click to Play



You can pre-order the PC version now and get 20% discount (offer lasts until March 16th)

website: http://www.orangepixel.net/meganoid/
Trailer: https://www.youtube.com/watch?v=643dHvxO4RY

About the game
Meganoid is a challenging platformer, generating new levels on every play session. Find many items to enhance your character and his abilities while you descend down into the Meganoid space ship. Do you rush for the exit, or do you take your time to collect everything there is, barely escaping the security drones that will hunt you down if you linger.

Click to Play


Key features
  • Levels randomly generated on every game session, based on a set of templates, making the levels unique but familiar at the same time.
  • A platformer with “roguelike” elements. Consumables, alternate routes, procedural generation, and many devices and gadgets add depth to the challenging gameplay of the original Meganoid
  • A lot of collectible items that will change the main character’s abilities to navigate the world. Find a jetpack to start flying around, find anti-gravity-boots to perform double jumps, and much more.
  • Hidden bonus area’s to find and unlock. Often providing you with a short-cut or very rare and powerful items.
  • A hackable game world. Finding green key-cards allows you to modify how certain elements of the game act and respond to you. Stop rocket-launchers from working, make rockets fly less far, make destroyed robots drop extra lives.
  • Unlock the database with info on all the items and enemies you encounter to be better prepared on your next try.
  • In true Meganoid tradition, you’ll die a lot in many different ways, but you’ll learn to overcome the difficulties, learn how the Meganoid world operates, and eventually get to the bottom of it!


<a href="http://www.youtube.com/v/643dHvxO4RY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/643dHvxO4RY?version=3&amp;hl=en_US&amp;start=</a>

21  Games Center / Featured Games / Re: Heroes of Loot 2 - Steam + Android + iOS (libgdx) on: 2017-02-08 18:32:16
Heroes of Loot 2 is now on sale on Steam!  35% discounted
grab it here:

http://store.steampowered.com/app/439880/
22  Discussions / Miscellaneous Topics / Re: Space Grunts on: 2017-02-08 18:30:47
Space Grunts now on sale!  50% discounted, so grab it if you still haven't tried it Wink

http://store.steampowered.com/app/371430/
23  Discussions / Miscellaneous Topics / Re: What's in your gamedev software rig ? on: 2017-01-25 08:19:56
1 overpriced MacBook Pro (Retina, 15-inch, Mid 2015)
1 xbox-controller
1 Nexus5x (for android testing)
1 iPad pro 2 (for iOS testing)
1 radio/spotify/chromecast playing

software:
- IntelliJ
- Gimp
- Audacity
- Trello
- Libgdx as base for my game engine

and for distraction: gmail, twitter,slack and sometimes facebook Wink

24  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-01-18 09:14:09
<a href="http://www.youtube.com/v/JttwxO1RStY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/JttwxO1RStY?version=3&amp;hl=en_US&amp;start=</a>

just a little teaser!

I'm now at about 98% done with the game, but there's still a bunch of weeks before it launches to iron out bugs and tweak stuff.

things left to do:
- add achievements + leaderboards
- add the final few story-missions
- test, test, test, test!
25  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-01-07 09:34:14
 Grin

fixed url for convenience :p
26  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-01-06 19:23:08
Added a chainsaw this week:
Click to Play


and worked on a unlockable Codex:


and tweaked all the effects and graphics a bit


got a rough version of a trailer/teaser coming hopefully next week, showing a lot more of the game.
for a bit more technical stuff there's a new : developer blog

Also tested and improved the touch-controls and got MFI controller support up and running nicely!

still hopeful on the Q1 2017 release window! Smiley
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: How to upgrade lwjgl within IntelliJ + LibGDX on: 2016-12-18 20:21:23
my bad!  Grin
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: How to upgrade lwjgl within IntelliJ + LibGDX on: 2016-12-18 10:50:48
you can't.. because libgdx comes with lwjgl in it..
so just use the latest libgdx and it will come with the latest compatible lwjgl
29  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2016-12-16 18:45:50
thanks guys! been working for a lot of months on this one, huge pain getting the game to where it is now
mostly because I don't play or fully understand the fun in open world games  Grin

but I got it all coming together, now it's just the last 10% left Wink
30  Games Center / WIP games, tools & toy projects / Ashworld on: 2016-12-16 09:45:11


Hey guys, I like to introduce my new game: Ashworld.
It's an open-world game, mixing driving, shooting, and platforming into one big action adventure type thingie!

I hope to release the game Q1 2017.. possibly Q2.. we'll see! :p

Here are some screenies to look at:







Click to Play


Click to Play


Click to Play


You can read up on development in more detail here: http://techblog.orangepixel.net/2016/12/its-called-ashworld/

but I'll also be sure to update this thread with more screens, info and videos when I get them Wink
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