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 91 
 on: 2014-11-27 22:29:55 
Started by Ed_RockStarGuy - Last post by LiquidNitrogen
Quote
Is there a way of doing this but with a seed generation?

That's what perlin/simplex noise allow you to do. Set a seed at the beginning, and then get persistent noise values at any x,y position when ever you need them.

 92 
 on: 2014-11-27 22:24:26 
Started by rwatson462 - Last post by rwatson462
Awesome, I created an Animation class which sets up animations to play then I attach the animations to the Entity and "play" them from the View.  The problems I have now are how to attach the animations from the View each frame but I'm sure I'll crack it soon enough.

I made a little screen capture of the animations at work!
Click to Play

* These images are not made by me, I lifted them from OpenGameArt.org

The frame rate is a bit low, but I'm working on that lol

 93 
 on: 2014-11-27 22:19:20 
Started by Ed_RockStarGuy - Last post by Ed_RockStarGuy
Is there a way of doing this but with a seed generation? so as the player progresses they can continue to expand the map rather then it being generated once

 94 
 on: 2014-11-27 22:09:44 
Started by kevglass - Last post by ClaasJG
The german auto translation is kinda creativ Wink

But nice job so far.

ClaasJ

 95 
 on: 2014-11-27 22:06:11 
Started by DarkCart - Last post by DarkCart
Just letting you know, the pills spawn outside of the little area.




Dang it. I must have overlooked something when I set the spawn point to inside the bottle/test tube.

 96 
 on: 2014-11-27 22:04:13 
Started by kevglass - Last post by BurningCore
For the Spanish the "Huh?" should be "Qué?"

 97 
 on: 2014-11-27 22:03:50 
Started by DarkCart - Last post by Dragon
Just letting you know, the pills spawn outside of the little area.



 98 
 on: 2014-11-27 21:54:59 
Started by DarkCart - Last post by DarkCart
Alright. The moment you've all been waiting for....

It's time for the first 'real' game made with SJGL, Dr. Mike!

Dr. Mike is a simplified clone of Dr. Mario, a NES game some of you may remember. If you don't, you play as a doctor trying to get rid of unwanted viruses with brightly colored pills. If you kill all the viruses in one stage, more spawn. In Dr. Mike, there are 2 stages: easy and hard. Once you complete the easy stage, you go onto a harder one. The easy stage is normal: drop the pills onto the corresponding viruses to make them go *poof*. In the hard stage, they sort of dance around the screen until you kill one, which kills the party vibe and makes them stationary. Then, you kill them and the game ends. A screenshot is below:



You can download Dr. Mike here: here

 99 
 on: 2014-11-27 21:50:43 
Started by kevglass - Last post by kevglass
Wow, thanks for the feedback Smiley

I'll get that crash fixed asap, looks like a stack overflow from the reports. I'll try and get a fix out tomorrow.

Rest of the feedback, yes yes and yes. I'll work on it in the next bigger release.

In other news, I've started getting the translation generator in - it's automatic service based atm, but I'll put it out for help once the complete text for the game is done. The number of strings is insane though, so it'd be a big job to take on.

Screenshots below - I need some more characters in my font so I've matched as best I can for the extended characters at the moment. I WILL be fixing this!

Russian:

Spanish:

English:

German:

French:


Be good to know if it's even readable as automatically generated text?

All other feedback always appreciated. I'll be putting out a bigger release later with settings that allow you to choose language in game.

Cheers,

Kev

 100 
 on: 2014-11-27 21:31:04 
Started by Jacob Pickens - Last post by philfrei
Dang. I can think of several possibilities using Swing and/or Java2D. I have no idea how that would work with Slick2D though.

OK, here is an idea. I do not know if it will work with Slick2D.

If you can set up the graphic as ARGB, make the alpha track 0% on the background and 100% on the letters. Then, draw the background color first and add the letter graphic on top.

Slick2D doesn't have a way to "draw" characters? No equivalent to g2.drawString?

Pages: 1 ... 8 9 [10]
 

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