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1  Games Center / WIP games, tools & toy projects / Re: Tower of the Deathmaster on: 2012-12-27 01:17:36
I just had a go at this, went to floor 4 but I didn't understand why I couldn't attack some monsters. I run into them but nothing happened.

One thing that annoyed me is that when I changed floors I had to scan through the screen looking for my character. You should add something indicating where you just spawned.

Otherwise seems good, keep up!

If you looked at the top of the screen (which is the verbose), you should be able to see some messages. Such as 'XXX Monster is too strong!' etc. That tells you why you can't perform certain actions.
2  Games Center / WIP games, tools & toy projects / Tower of the Deathmaster on: 2012-12-26 09:11:24

A while ago I decided to learn how to load game dynamics from XML files. And pretty much this is what I managed to bang up with. First of all: I did NOT create the graphics nor the music. I only did the coding part.

The game isn't finished and I haven't implemented a title menu of some sort YET. The goal is to rescue the princess which isn't implemented into the game. So the temporary goal is to reach floor 10 without getting stuck (trust me, you will get stuck ALOT).

And also, the co-ordinates on the top left corner and the 'X' you see when you move the mouse is there for debugging and level designing. So don't stress about it.

You'll engage in automatic combat with monsters if you walk into it (you'll need to have sufficient HP and your attack must be higher than their defence). Alot of the controls is explained on the game page.

Please submit any bugs or issues. Play it here: http://jaypixstudios.tk/?page_id=61
3  Games Center / Showcase / Re: New Project (So early in development I have no name for it) on: 2012-12-14 04:18:00
You should pay more attention to some graphics, like the terrain textures for example. I'd change the background gradient to more sky-like texture if I could. Try avoiding programmer's graphics. Its... not attractive.

This was done by me in 2 minutes, and it looks a whole lot better. Good work on gameplay though.

4  Games Center / WIP games, tools & toy projects / Re: Zombie Effects on: 2012-11-18 09:33:32
Oh and a suggestion while I'm still thinking of LoY.
DO NOT. I REPEAT DO NOT MAKE A HUGE GAP IN THE GAMEPLAY (like LoY between lvl20 and whatever level gets more exciting (I obviously ragequit from boredom))

Haha, I sure won't Cheesy
5  Games Center / WIP games, tools & toy projects / Re: Zombie Effects on: 2012-11-18 09:24:48
Oh, and the source looks nice, and was easy to understand what everything does.

No suggestions for now as it is an early WIP.

(I would be leaning more towards 'Uni-Eyes' being called slimes or blobs etc. 'Unieye' sound a bit strange)

Tongue Yeah, I was aiming for something unexpected and strange because that green thing really weird to me.
6  Games Center / WIP games, tools & toy projects / Re: Zombie Effects on: 2012-11-18 09:12:15
Technically that is not LoY's artwork, it is found here: http://www.oryxdesignlab.com/sprites/ called the LOFI sprite set.Tongue
7  Games Center / WIP games, tools & toy projects / Zombie Effects on: 2012-11-18 08:53:08

I have not much previous experience in making a 2D top down game, I decided to make this game to learn how to make a good dungeon crawler. So far it is very early in development and you can see the source code here (updated as I go along): https://github.com/DeathJockey/Zombie-Effects

And I'll update the downloadable game at: http://deathjockey.tk/?page_id=95
This is very early in development and I'll update stuff as I go along! Please make any suggestions ,comments and things like that, as it might help me on the game.
8  Discussions / General Discussions / Slick2D - Jar Resource Problem on: 2012-10-05 04:35:11
Well how should I start...

I am working on a game called DigiLife, shown in this thread: http://www.java-gaming.org/topics/re-innovated-wip-digilife/27470/view.html

However, I want to test out the distribution by packing it into a jar. I've used JarSplice and successfully managed to pack the fat jar, however, when I run it, problems arise with the use of the 'res' folder.

Now I understand that, before I used slick, when I set my 'res' folder as 'class folder', I ca n load images by using

'BufferedImage img = ImageIO.read(ImageLoader.class.getResourceAsStream());'

where ImageLoader is the class I use to load Images. However, Slick Images does seem to get a bit weird, since it DOES accept an InputStream in its constructor but also require a String of 'ref' which is the NAME of the image (Why do you even need a name?) and a boolean of flipped in the y axis.

I decided to bypass all that since I tried it and it doesn't work, so my current distribution method is to remove res as class folder and manually inject the res folder into the exported fat jar. This worked fine under Windows but the strange thing is when I run it on a mac.

When I double click the fat jar (with the res inserted), it creates a frame, flickers for 1 second and the program terminates. I then tried running it in the terminal, however, it works fine...

Any suggestions?

P.S. In my image loader class, I use:

Image image = new Image("res/whatever_image.png");

since I manually inject the res folder and it is not a class folder.
9  Games Center / WIP games, tools & toy projects / [Re-innovated] DigiLife on: 2012-10-05 04:12:41
Hello all,

Couple of months ago I posted a thread called '[WIP] DigiLife', that thread has been moved to this one because there's a whole lot more going on at the moment. I've decided to re-innovate the game about a week ago and I've made some stunning progress. Both DigiLife and it's map editor DigiKit has been going great, and to show it, I've got some screenshots.

That's the Title Menu for DigiLife

What is DigiLife?

To quote from the DigiLife website:

"The game is a large sandbox. You can explore the world, the water and everything in between. The game is a simulation, but with a special twist, it is not all books and routines, this game has a twist of mystic! Mystic and surreal creatures, buildings, houses, landscapes, beings. All you can imagine, and all you can't!"

Currently, I'm working on world loading, parsing and eventually rendering. These worlds are made from DigiKit. Unfortunetly it is quite far away from a stable release YET, but I'll post some updates as soon as one is out.

DigiKit is the map creator for DigiLife, it features an in-depth editing for DigiLife Maps. It is able to create a fully featured map pack for DigiLife to load etc. Without me saying too much, here are some screenshots (I've worked on DigiKit more than DigiLife because this is more important than DigiLife at this point of time)

Main Screen for DigiKit

Creating a new World

Default editing screen showing Tiles being edited

Map Pack creator

Please note that they are not the final version of the editor. And I'm still working hard to resolve alot of underlying issues lurking within the program.

Thank you for your time, if you're interested in following the development progress of the game, you can visit the following websites:

DigiLife Game Website: http://digilifegame.tk
DigiLife Forums: http://digilifeforums.tk

Or you can follow me on Twitter since I post alot of screenshots there:

My Twitter: @DeathJockey


Last Updated on 5th Oct 2012
10  Games Center / Archived Projects / Re: DigiLife on: 2012-07-29 03:31:38
Updated many things, new website and new engine. New website: http://digilifegame.com more information please see the official website Cheesy
11  Games Center / Archived Projects / Removed on: 2012-05-05 01:22:05
This thread has moved to: http://www.java-gaming.org/topics/re-innovated-wip-digilife/27470/view.html
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