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1  Games Center / WIP games, tools & toy projects / Re: Harvest Online on: 2013-10-01 23:33:20
There was a game i saw that this reminds me of, can't remember the title but ill try to find the link to it and you can see if you like any of the ideas in it.


EDIT: Found it

http://www.freelangames.net/2012/09/farm-hands.html

spent like 8 hours playing that game with my little brothers when i had to watch them

2  Game Development / Newbie & Debugging Questions / Re: Hi to everyone on: 2013-09-24 22:48:39
Thanx for your reply.

Maybe the best practice it's to start with Java2D, I will learn the base of game programming.
So in the future it should be simpler to learn the right way to use other libraries. Cool

Exactly. Once you learn the basics the libraries are infinitely more useful.
3  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-24 21:48:37
Been pretty busy, but did a little work with NPC's and changed text a little bit, NPC's have their own ID's and variables and such, but i haven't implemented them walking/wandering yet.

I tried using a checkerboard pattern for the text background at first but after messing with different color combinations for 20 mins, plain blue really did just look the best





4  Games Center / WIP games, tools & toy projects / Re: Oh My Goat on: 2013-09-24 21:43:30
Love the art! Looks very professional
5  Game Development / Newbie & Debugging Questions / Re: LibGDX - Window contents overstrech upon resizing on: 2013-09-15 20:14:02
Quote
I'm new to libgdx and to this great forum so please don't hurt me if I do something stupid..

Muhahahaha
6  Game Development / Newbie & Debugging Questions / Re: Need advice regarding java libriaries on: 2013-09-15 00:33:54
I would recommend LWJGL if you want to design basically ground-up everything as a learning experience

Slick2d and libgdx do a lot of the basic stuff for you, but I am glad i started on LWJGL and learned what they were actually doing for me.
7  Game Development / Newbie & Debugging Questions / Re: Tycoon type system on: 2013-09-15 00:30:32
I haven't used libgdx before, but for pretty much any game with a separate screens, you should make an enum of states, and use a switch statement to use the correct code for the menu that your currently on ex:

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public class TycoonGameWoo(){
   private static enum State {
   TITLE, STORE, STATSCREEN, OPTIONS, GAME;
   }
   //initialization stuffs
  private State state = State.TITLE
   while(!Display.isCloseRequested){
      switch(state){
         case TITLE:
         //do title stuff
        break;
         case STORE:
         //do store stuff
        break;
         case STATSCREEN:
         //show stats
        break;
         case OPTIONS;
         //do options stuff
        break;
         case GAME:
        //do main game stuff
       break;
   }
}


Then if i wanted to change menus I would just do something like this
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If(Keyboard.isKeyDown(Keyboard.KEY_RETURN)){
   state = state.GAME;
}


I programmed this in chat, so don't take it word for word but thats the general idea
8  Games Center / WIP games, tools & toy projects / Re: LodeScape RPG on: 2013-09-10 23:45:55
I came up with my basic storyline after reading this

http://www.paladinstudios.com/2012/08/06/how-to-write-a-good-game-story-and-get-filthy-rich/

Basically, start with the world in which things happen, decide what kind of issues would arise from how the countries are positioned and how their beliefs/ cultures differ.

Then, create the characters that live in the world.

By now, you should have a basic idea of where events could lead, what i did from here was design the grand overarching storyline.

My next step is to do the main events, smaller dialogue, non-main character side stories, and the such, but i'm currently working on my engine still so im putting it off.

Hope it helps.
9  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-05 21:39:03
Mine all say remove from build path, suggesting they are already there...
10  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-05 10:27:54
I do that, then if i double click nothing happens, and when i go to the prompt and do

java -jar Lightless.jar

It says Unsatisfied link error, no lwjgl in java.library.path

Im guessing that has something to do with the classpath file that eclipse makes but i've no idea what it should look like
11  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-05 01:16:46
I don't think that works because i use multiple jars, but i'll try it tomorrow after classes, if i can ill try to keep an up to date demo of it on the OP
12  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-05 01:05:33
Honestly, there's no immediate concern with my current system, the only time framerate drops is when i record, which i believe is cause by the camera taking up the same resources or some such thing,

If it becomes a problem i can try capping at 30 fps, which for a simple 2d game should be slow enough for any non extinct computer. If somehow that doesn't cover it, i will find a better way to implement delta, or i will just seperate my animation and walking and rendering code into different portions.

One thing id like to know is how you guys export, because i haven't ever successfully moved anything out of eclipse before, i use jarsplice and try to get everything right but it just doesn't work for me
13  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-04 20:14:21
Yeah i see what you mean, i just hope the snapping back isn't noticeable.

P.S. my code keeps movement going even when the key isn't held down as well haha
14  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-04 19:15:22
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if(movingDown && !movementDone ){
         successiveRight = false;
         successiveUp = false;
         successiveLeft = false;
         translate_y += movementSpeed;
         player.setY((float) (player.getY() + (movementSpeed)));
         movementCounter += movementSpeed;
         if(movementCounter < 4){
            frame = 2;
          } else if( movementCounter > 4 && movementCounter < 16 && !successiveDown){
            frame = 3;
         } else if (movementCounter > 4 && movementCounter < 16 && successiveDown){
            frame = 1;
         } else if(movementCounter >= 16){
            movementDone= true;
            movingDown = false;
            movementCounter = 0;
            frame = 2;
            player.setGrid_Y(grid_y + 1);
            if (successiveDown){
               successiveDown = false;
            } else if (!successiveDown){
               successiveDown = true;
            }
         }
      }



Its the exact same for the other directions, when you press wasd, the movingDown/ whatever direction it is goes to true, movementDone is set to false when you press wasd, or if you are interacting with something else, it checks which direction is blocked before input is taken, then sets rightIsBlocked/ whatever direction, and makes it so it changes the frame so theyre facing the right way, but doesnt set the movingDown or movementDone from the corresponding key
15  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-04 19:11:11
I have a movement timer, the thing is that if i need to move exactly 16 pixels, and have it change animation at every 4 pixels, and im multiplying my movement speed by a delta, it ends up either cutting off animations short, or i dont end up right in the center of the next grid point.
Mabye i could round the output from multiplying my speed by delta to the nearest whole number so it would hopefully go into 16, but then its possible that it could get 17, then when i set it back to 16 it would be a little jump, ill post my movement code, and you guys can criticise it for me
16  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-04 10:36:09
Sorry for not replying school is starting and im a lot busier, yes i do have the framerate capped at 60

The problem is that i made my own animation system that depends on how many pixels youve moved so far in the walk cycle.
If i pass delta into their and it doesnt divide evenly into the amount of pixels (16) then you end up a pixel or three off of the grid, and that screws up basically everything.

I'm more than happy to take suggestions on how to fix that, its just something i made up myself so its probably not super-efficient.
17  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-01 20:19:24
Just spent about an hour on this

18  Games Center / WIP games, tools & toy projects / Re: Lightless (Updated with New Video)[9.1.2013] on: 2013-09-01 18:14:08
Alright new video up, got openAL, it's easy stuff, took 2 minutes to implement, however it does pause for about 1/4 second before looping but it looks more like a problem with openAL than something on my end.

Also the new video encoder thing doesn't output at full quality, but i'm thinking its because i didn't pay 200$ for the full version.
19  Games Center / WIP games, tools & toy projects / Re: Lightless RPG (Updated with video) on: 2013-09-01 02:25:00
Last time i checked it wasn't, but just now i looked and you can!  Grin so ill maybe retake the video tomorrow after i write another one of my essays

EDIT: It's basically the same as Fraps except i dont think theres a 30 second time limit, it still slows my game down to 30 fps, even when i switched the capture rate to 60, but ill definitely be using it.
20  Games Center / WIP games, tools & toy projects / Re: Lightless RPG (Updated with video) on: 2013-08-31 23:49:27
Unfortunately I am on Windows 8, thanks for the tip though  Smiley
21  Games Center / WIP games, tools & toy projects / Re: Lightless RPG on: 2013-08-31 22:19:01
Alright finished with basic map tile interactions, will put a video up soon, unfortunately i only have the free version of fraps so it'll probably be very short.

P.S. Ill probably make the text boxes prettier, but right now, i don't really care
22  Games Center / WIP games, tools & toy projects / Re: Lightless RPG on: 2013-08-31 20:19:50
Thanks haha, the main reason it's as decent as it is, is the few hours i spent going through tutorials, im just not sure how good ill be able to make the more detailed stuff such as houses, or monster and character battle sprites
23  Games Center / WIP games, tools & toy projects / Re: Lightless RPG on: 2013-08-31 18:34:53
I am using LWJGL and slick_util Smiley
24  Games Center / WIP games, tools & toy projects / Lightless (Updated)[9.24.2013] on: 2013-08-31 01:45:59
Lightless (working title) is my first full-length game attempt.

I intend for it to be a top-down 2D RPG, with 8 bit music and graphics. I am creating all the resources (Music, art, code, story) by myself. I am completely comfortable with the music and story, I'm decently comfortable on programming, and im honestly kind of crap at art, one of the reasons that i decided to make it more retro.

List of Features so Far:

Map Editor
Player Movement and Animation
Collision
Tileset (Some)
Rendering Text (Finished but not pretty)
Interacting with Map tiles
Map Scrolling
Original Music (Current Progress: 1 Track finished)
Very basic NPCs

List of Planned/Unfinished Features:

Final Fantasy style battles
Menus
Class system similar to Fire Emblem, will reveal more when i start on it.
No overworld (Final fantasy) walk everywhere (zelda / pokemon) with ports opening up for faster travel as you reach them.
Story ( Branching?) (Have a basic idea, will reveal more when i start on it)
Shops
Magic / Skill system
Equipment
Map
Dungeons (Most handmade, at least 1 infinite randomly generated)
Colosseum Mode (Use your single player team to fight waves of monsters, would like to make it so you can face friends here via internet but have no idea how so we'll see)


Screenshots:











Current build Video:
<a href="http://www.youtube.com/v/RznNy4nnte8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/RznNy4nnte8?version=3&amp;hl=en_US&amp;start=</a>


When recording, the game slows down to 30 fps, and since framerate independent movement doesn't work well with my system, I move slower, in the future when i record i will just change to movement speed to match what it should look like. It is not a problem outside of recording.
The recording is also lower quality, im seeing if i can fix that.


As you can see i dont have many tiles yet, just some dirt and grass variants, flowers, and a crappy sign and stump. If anyone has any tips for these i would appreciate them, ive looked at a lot of pixel art tuts, but they don't seem to help too much on such a small scale. Oh, forgot im using Dawnbringers 16 color palette, and im using Famitracker for my music

Ok, next up for me is making my second track which will be the title screen music, then add NPC behavior, more than one box of text per interaction, from there probably i'll move on to menus and shops.

Until then Id love to hear pretty much anything from you guys!

Development Steps (X means finished, O means in progress):
Map Editor X
Basic Engine 0
Menus
Battle Engine
Content
Make Website and figure out how to put it up for sale
Attempt Marketing
If any success try to put on Steam
If rich: Pay someone to port to XNA for release on Xbox indie games
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