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  Treasure Tomb Development Diary  (Read 28432 times)
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Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #120 - Posted 2007-10-03 19:42:55 »

Of course of women voice.  Wink This is what men want!  Grin

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #121 - Posted 2007-10-03 23:31:49 »

Apparently men listen to womens voices far more earnestly than men's voices - they use a woman's voice to articulate warnings to F16 pilots ("Pull up!") for this reason. But I think we'll stick to the abstract and find some other way around it. We'll defintely increase the delay on the text bubbles and popup messages.

Cannon noises - all sound FX are temporary, just pinched from other games.

Sorry about the crash when you die - will fix in the morning when I get home. Currently pissed as a fart and dizzy with man-flu round a mates house in Newcastle. Hurrah!

Cas Smiley

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
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« Reply #122 - Posted 2007-10-04 23:47:20 »

3 October 2007

Did a lot of difficulty tuning last night. I've slowed down the gidrahs to half speed. Also I've had to unadjust the player's tile coordinates because it broke too many things - bugger.

I've now put in a player freeze too so when a switch effect occurs elsewhere the player cannot move or shoot while the screen is zoomed off looking at it. This is in addition to freezing all the gidrahs as well. Unfortunately bullets and platforms don't freeze but hey ho it'll do.


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Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #123 - Posted 2007-10-04 23:51:01 »

4 October 2007

Fixed the crash bug when you die on some machines (I hope) - which was caused by OpenAL.

Added the "Level Completed" screen which gives you a tally of the number of dots you've eaten ("munchies"), number of treasures you found versus the number actually on the level, and the number of gidrahs you zapped. It needs the Touch of Chaz but you get the general picture. I think it's important to know that you've missed some treasures in particular - that means there's secret areas you've not yet found! (There are quite a few - you need sharp eyes to spot things out of the ordinary)

Unfortunately Chaz has gotten caught up in some project for one of his mates and hasn't been able to do much recently. I suppose that means I'll just get on with the moonbase levels in the meantime. Did the third moonbase level tonight. Five more to go.

There's a new build to test.

[size=0]Music: Mr Bungle - California, Cardiacs - a little man and a house and the whole world window, Willy Mason - Where the Humans eat[/size]



Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #124 - Posted 2007-10-11 21:48:01 »

5 October 2007

Must do something about Message Actions overwriting their messages on the display. Maybe just be careful about where I put them. Or Chaz had a really good idea about having a scientist rez in as if by crackly commlink in the bottom right corner of the HUD and speak to you. I really like that idea so I think that's what we're going to do. I'll probably get around to it next week when I've done another couple of moonbase levels.


Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #125 - Posted 2007-10-11 21:49:00 »

10 October 2007

Lost a few days there looking for somewhere to live back down in Taunton. It would appear I'm almost completely and utterly flat broke so I've sorted out a contract doing the usual tedious J2EE stuff for six months starting in November. Obviously this means the game will take a bit longer to do now Sad Fortunately I'm barely doing any coding any more - mostly it's just designing levels and other content, which is a fun way to spend evenings instead of having drivel beamed into the back of my mind by a television.

Need to sort out the gidrahs a bit more still. They do intentionally start off very easy but they're not really getting properly hard by the final difficulty level. So to that end I've added a couple more gidrahs and a couple more weapons for them. Muahahahaha Cheesy

Stuff Done
  • Made it so that you have to actively hold the movement keys down to walk onto toxic tiles for 20 ticks (i.e. lava and toxic waste) so you can't just accidentally walk over them while ambling about. This is a great improvement; should have done it ages ago.
  • Fixed a few bugs with sprite layers. I need to make it so that item tiles are properly layered with entity sprites too; I noticed that platforms move over the top of items, which looks wrong. Also it looks a bit strange when you're standing on a scientist's head. I suppose the scientists don't like it either.
  • The game now executes a "global script" every time you return to the hub level; what's more it sets a global variable for each world completed. So we can progress the hub automatically on return.
  • Chaz has redone all the switches and a few other graphics. The new switches look much more obvious when they've been toggled. Still can't tell the difference between one-shot switches and toggleable ones though, so will hassle him in the morning
  • Started work on the fourth moonbase map
  • Made it so that you can tap T in the map editor and the game will begin and spawn the player at the bottom left corner of the current selection rectangle. Very handy!

[size=0]Music: Gorillaz - Demon Days, 2 Many DJs - As Heard on Radio Soulwax Part 2, David Bowie - The Man Who Sold The World[/size]

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #126 - Posted 2007-10-11 21:52:10 »

11 October 2007

We've added a few different coloured jewels now to make the treasure a bit more interesting. Also, each level will contain a Big Jewel. The Big Jewel will always be the hardest and most difficult to find or obtain jewel in the level. However, it's worth 2,500 points and any subsequent treasure you pick up is worth 1,000 points (until you get hurt and it drops back down to 100).

I've been experimenting with the difficulty again and I've made the game get a bit harder sooner. A few of the gidrahs are slightly faster, and I've removed the bit of code that gives you an extra health dit if you pick up a jewel (now you get a dit every 1,000 points only). This should help focus the mind on not getting hurt as it's very tricky to build up those health dits. I wonder if it's now a bit too difficult. But then again, we do want this game to be a challenge to proper gamers - the kind of gamers that play console games.

Stuff Done
  • Tweaked platform radius to 22 pixels so that the player boards a platform sooner. This now works in conjuction with the slight delay that occurs before you are allowed to step on a toxic tile and it's absolutely peachy - feels really "right" when you jump on and off platforms over lava etc.
  • Put the pushing delay in for crates as well, so you don't accidentally clip the edges of crates you don't really want to push but instead shimmy past them
  • More work on the fourth moonbase map - nearly done now
  • Made the text in scripty tiles speech bubbles tick in one character at a time with optional different sound effects for consonants and vowels. Also they fade out nicely now when you activate another one. Monkeyed with the SPGL GLTextArea class so that I could get it to display only a certain number of characters (yay for owning your own framework!). I couldn't just add characters one by one because the words wrapped as it was animating which looked a bit funny. I didn't mind it but Chaz moaned.
  • Had to make the fonts and speechbubbles GL_LINEAR magnification mode textures because they all looked totally awful fullscreen on my rig. The penalty is slightly blurry fonts Sad Never mind.

[size=0]Music: David Bowie - The Rise and Fall of Ziggy Stardust and the Spiders From Mars, Blur - Leisure, Roots Manuva - Run Come Save Me[/size]

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #127 - Posted 2007-10-14 22:04:41 »

12 October 2007

Stuff Done
  • Fixed a whole bunch of bugs to do with player death, like if you were dead and running around as a ghost and jumped down a ladder, your death clock got reset.
  • Finished moonbase3.map. 60 more maps to go, bah.
  • Slowed down turret fire rate somewhat, as they're a bit too nasty really.
  • Extended map rendering to a tile offscreen so that emitters have a chance to prime before they're brought into view. Did this mainly to support "decals" on tiles which Chaz is going to use to do lights. A tile can now have an arbitrary number of "decals" which are simply sprites with an associated animation drawn on any sprite layer. We can conceivably do overhangs and stuff with them too.

[size=0]Music: The Flaming Lips - Yoshimi Battles the Pink Robots, Jane's Addiction - Strays, Led Zeppelin - III & Houses of the Holy[/size]


Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #128 - Posted 2007-10-14 22:05:01 »

13/14 October 2007

Chaz has been working on doing lights. They look really nice, add a whole new dimension to our rather flat looking maps.

Stuff Done
  • Tweaked bravery adjustment
  • Tweaked gidrah fire rates a bit more
  • Lots more done on Moonbase 4 - will have it finished on Monday. Moonbase4 sees the first use of the bouncing bullets that I put in the other day. There's a little teeny bit of crate pushing too.

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #129 - Posted 2007-10-15 19:46:32 »


15 October 2007

Finished moonbase4.map - quite a nice one this. Adjusted the way gidrahs spawned as it just never seems to produce the right number of gidrahs at the right time in the right place. Also, gidrahs now spawn a little more trigger happy than before.

While playtesting Chaz mentioned a bit on that map where you go through a teleporter to quickly get back to a room with a key in it. Unfortunately he'd forgotten to use the key he was already carrying and so he couldn't pick it up and had to find his way all the way back just to use it up first. It didn't take much convincing for me to realise that this old hangover from the design of Time Bandit just wasn't really necessary, so now you can pick up up to eight keys at a time, which stack up in the HUD on the right. We'll never use more than eight keys on a level so that should do the trick.

Spent half the afternoon doing pointless code. Discovered random arrows didn't work any more somehow, in fact, couldn't really figure out how they had ever worked. Spent a fruitless hour trying to fix them and then I decided random arrows were shite anyway and removed them from the game.

Also tried to make it so that the player approached toxic tiles more slowly - at movement rate 1 pixel/frame - instead of just stopping dead for a few frames like it does currently. Wasted half an hour on that before I gave up because it didn't work right. In the end I added a check to see if there's a platform 8 pixels in front of the player or so that might collide with him and immediately allow movement if that's the case. Seems to have made it somewhat better.

Did a bunch of work on moonbase5.map. Not sure what new gimmick to introduce in this map now. Hm. We've had more or less everything in the game so far. Except ice. So there will be some ice in this one.

Added the "PERFECT! Bonus" to the end of level screen - you get 1000 points per level if you eat all the dots and collect all the treasures (so, moonbase0.map is 1000 points, moonbase4.map is 5000 points, etc).

Fixed the gobbler powerup so all the gidrahs on the level are turned into ghosts, rather than just the ones you can see in your near vicinity. Also gidrahs spawning at the time of a gobbler powerup activation will turn into ghosts immediately.

Discussed with Chaz about scope of the game again. I'm a bit worried about the amount of work we've still to do - 59 maps to go and my brain already hurts. Not to mention all the effort Chaz puts in on just a single tileset. So I suggested we went for 7 worlds of 7 maps each instead of 8 worlds of 8 maps - it doesn't sound much smaller, but it's 49 maps versus 64, quite a difference - and with the hub world technically it's 50 maps. Also I'm of a mind to think that if someone's going to buy the game having gotten through, say, 14 demo levels, there's no real need to give them another 50 maps to play on because it probably didn't influence their decision to buy that greatly by then. And of course, it saves Chaz doing an entire tileset. And gives us some scope maybe for an expansion pack of some sort Smiley Business is business!

Time for a new build for you to play with. If you monkey around with the map editor ('M' key on the title screen) be aware that it currently for no good reason saves files to C:\WINDOWS (or wherever Webstart decides is your current working directory - deary me that is awful) unless you put a directory prefix in the filename. Also the last map edited is the one that you start on, so if you want to play the game properly again, you need to load hub.map first. Also note that because of the way it's deployed under Webstart, you can't actually load or save these maps but it'll still remember the filename you typed in. So if you go into the editor and attempt to load moonbase0.map it'll fail but the next time you try to play the game you'll spawn there for testing. So attempt to load hub.map to get it back to normal.

Maybe it's best you leave the editor alone Roll Eyes

[size=0]Music: Blur - Blur, Boards of Canada - Music Has The Right To Children; Twoism, Led Zeppelin 2[/size]

Games published by our own members! Check 'em out!
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Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #130 - Posted 2007-10-17 20:01:44 »

16 October 2007

Finished moonbase5.map. So if there's only 7 maps per world... this is the last moonbase map coming up, which means it needs a treasure at the end of it, and a big badass boss!

Going to have to tune the difficulty quite severely now... I have a feeling the game is too hard too quickly now, mainly because the nasty robots that appear in the later levels really are nasty. I think I'll have to make them a bit less nasty, or less frequent, or both.

[size=0]Music: Quake (yes, the music from the game)[/size]

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #131 - Posted 2007-10-17 20:02:02 »

17 October 2007

Started work on the ingame menu now. Seeing as this game is rather more complicated in scope than our other two "minigame" format games, we're putting in load/save slots and quicksave/quickload. Quicksave/quickload were dead quick to implement - just serialize the TombGameState object to quicksave.dat and vice-versa - and the load/save slots were hot on their heels; just had to implement some sort of GUI to help you distinguish one slot from another. There are hotkeys for quicksave/quickload - F5 and F9 respectively, like in countless games before it. Chaz has to beautify all this lot at some point.

Fixed various little bugs and a whoopsie on moonbase0.map whereby you didn't actually get the powerup at the end. Chaz has been tweaking maps to make them look nicer.

Going to start on the last moonbase level tonight. These are the levels that are going to be in the demo of the game.

Check out the new stuff here as usual.

[size=0]Music: Cardiacs - Songs for Ships and Irons, Dandy Warhols - Welcome to the Monkey House; Odditorium, Cool Keith - Mr Nogatco[/size]

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #132 - Posted 2007-10-18 20:03:46 »

18 October 2007

Inexplicably got up a 8am and went to the gym this morning. I am completely shagged. Apparently I am going again on Monday morning. Alan says I am anyway. Alan is very big. Even walked the dog in the afternoon for an hour too. Exercised my Soldat muscles too (beware Spas-Tard!, for he shall kick your arse).

Stuff Done
  • Chaz has continued beautifying and tweaking levels. We've got some lovely lights in there now. Makes the moonbase all that much more atmospheric. I will be adding ambient sound to things soon enough too.
  • Automatic moving platforms now delay for 16 ticks before changing direction, and 8 ticks when boarded by the player. This stops a lot of those annoying moments where you step in lava or goo accidentally when there really wasn't any reason that you should have.
  • Fixed a bug whereby if you simply closed the new menu screen, the game appeared to hang.
  • Added the "Light Follows Player" animation command from Ultratron so we can have some Ultraton-style lights tracking the player in some rooms
  • Put in a sprite Y sort offset into the SPGL sprite renderer so that sprites with identical layers and Y coordinates can be sorted better. The player now stands in front of terminals when using them instead of appearing behind them.
  • Started work on moonbase6.

Kind of a quiet sort of day today on the development front really. Look at our nice new lights in the new build.

Is anybody still reading and trying things out? Is the game too hard? Has anyone got a PERFECT for all 6 levels so far?

[size=0]Music: Elastica, Mr Bungle - California[/size]

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #133 - Posted 2007-10-18 21:12:56 »

Evidently not or you'd have noticed you can get stuck in the basement on the fourth moonbase level Smiley Fixing & uploading a cure...

Cas Smiley

Offline ChrisM

JGO Coder


Medals: 3
Projects: 1
Exp: 14 years


Luke...END OF LINE


« Reply #134 - Posted 2007-10-19 00:08:47 »

I'm going after a PERFECT, so I'll let you know Smiley

Offline cylab

JGO Ninja


Medals: 55



« Reply #135 - Posted 2007-10-19 06:55:19 »

Nice game! I like the look. Will windowed mode be supported? The fullscreen completely screwed my multimonitor setup at work Smiley

Mathias - I Know What [you] Did Last Summer!
Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #136 - Posted 2007-10-19 10:07:06 »

Hm, be interesting to know how it screwed your multimon setup! (Specs, symptoms, etc). Fullscreen mode can be toggled in the Options menu.

Cas Smiley

Offline cylab

JGO Ninja


Medals: 55



« Reply #137 - Posted 2007-10-19 12:18:25 »

It's an Acer Pentium M notebook with Windows XP and ATI X700m. The fullscreen mode causes minor size changes in my taskbar and screws windows maximization. After quitting the game, application windows maximize to a invisible desktop border in the middle of the the second monitor. This is with all fullscreen apps, on my setup, so it's not your fault.

Mathias - I Know What [you] Did Last Summer!
Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #138 - Posted 2007-10-19 12:45:55 »

Ah ok, thanks for clearing that up!

Cas Smiley

Offline tafty

Senior Newbie





« Reply #139 - Posted 2007-10-21 10:14:54 »

Dies after the web start install.  I'd attach the log file but it's 1040KB!  Is it worth emailing it?  Is it just gonna be my rubbish graphics card/drivers...?

Sys: JRE 1.6.0_03, Win2K, AMD2400XP, GeForce4MX

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #140 - Posted 2007-10-21 11:40:43 »

Sorry, was just me forgetting to upload a jar. Clear your cache and try again Smiley

Cas Smiley

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #141 - Posted 2007-10-21 11:53:35 »

21 October 2007

Realised that the points value for collecting a key or opening a lock is rather stingy so I've upped both to 500 points apiece. So opening a lock is now worth a total of 1,000 points (and therefore, an extra shield).

I discovered something strange today which warrants some investigation. It might be a driver glitch because I've never noticed this before so it'd be nice if y'all who are reading could follow these steps and post your results here:

1. Start the game in windowed mode. Observe how scrolling is ever-so-slightly glitchy because updates are not vsynced (yes? no?). Note CPU is mostly idle (yes? no?)

2. Go to options screen and switch to fullscreen. Observe now that scrolling is smooth as a baby's bum and vsynced. Also note 100% CPU usage. (Yes? No?)

3. Now switch back to windowed mode. Observe how scrolling is still silky smooth, and CPU usage is still at 100%, because somehow the windows is vsynced! (Yes? No?)

This is really quite peculiar behaviour and I'd like to get to the bottom of it!

Chaz's birthday today! I will send him a crappy graffiti cake on Facecrack.

Next build will have final moonbase level in it and everything all done up nicely, so it'll be a week or two.

Offline CaptainJester

JGO Knight


Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #142 - Posted 2007-10-21 19:54:38 »

Windows XP Pro
Asus Radeon 9600PRO 128MB
512MB Ram
AMD64 3000+

What you are describing does not happen to me.  I get smooth scrolling whether I start in Windowed or Fullscreen.  I also get low CPU usage even after switching.  Can't see the CPU usage in full screen.

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #143 - Posted 2007-10-21 20:50:59 »

(Start Task Manager before you run the game and then go look at the performance graph afterwards).

It seems to be Nvidia that are causing the 100% CPU thing - their vsync code does it.

Cas Smiley

Offline jojoh

JGO Knight


Medals: 5
Projects: 7


games4j.com


« Reply #144 - Posted 2007-10-22 10:00:56 »

1. Yes, Yes
2. Yes
3. Nope, goes back to "ever-so-slightly" and "mostly idle".

On laptop using external lcd as primary. Only thing I could think of as somewhat out of the ordinary. Java 1.6, winXP and ATI Mobil. Radeon 9600.

Shaping up nicely. Best of luck!

Offline CaptainJester

JGO Knight


Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #145 - Posted 2007-10-22 12:21:14 »

Ok.  In fullscreen it uses 100%, but when I switch to windowed from fullscreen, it drops to about 17% CPU.

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #146 - Posted 2007-10-22 13:29:18 »

Grr. Well, it looks like the drivers are doing that. I suspect a busy-wait on vsync in the driver code for accuracy and bedamned the environment or your laptop battery.

Cas Smiley

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #147 - Posted 2007-10-22 19:54:57 »

22 October 2007

The message effect has finally been revamped, code-wise: now instead of a daft label appearing in the middle of the screen you get a scientist in the bottom right corner of the HUD speaking to you with a little speech bubble. How cute Smiley I'm going to ask Chaz to do a "grainy transmission" animation of the scientist's face like he's a long way away or something.

I've put player pivoting back in, having had another think about "what's annoying me". What annoys me is two things. One is that I tend to run around with the fire button jammed on a lot and I end up targeting things that then run behind crates or walls, and something meaner and nastier gets closer and I walk into it. The other thing that annoys me is that I want to stand still and shoot in a diagonal direction which is more or less impossible to do in a frantic tight situation. So pivot is back in and it fixes the second problem and helps a lot with the first.

I spent today killing myself in the gym under Alan's somewhat fierce gaze and completely redoing moonbase0 as a tutorial level. Chaz spent today recovering from his birthday. I suppose I might upload the latest stuff with the tutorial to get a bit of feedback from you. Tutorial any good?

[size=0]Music: Pixies - Trompe Le Monde, Radiohead - OK Computer[/size]

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #148 - Posted 2007-10-25 22:00:35 »

23 October 2007

While playtesting the alpha last night I was on moonbase2 when I got told to hurry up, and the extra nasty gidrahs turned up and kicked seven bells of crap out of me. Trouble is, I was only halfway through the level, and I pretty much know what I was doing. So I need to find some way to correlate the size of the level with the time that the "Hurry Up" message occurs.

So I've come up with a quick and dirty heuristic which counts the number of floor tiles in the map and divides it by 12, and adds 20 per level.

Here are the map sizes so far:
1  
2  
3  
4  
5  
6  
Moonbase0    474
Moonbase1   1423
Moonbase2   1560
Moonbase3   2137
Moonbase4   1544
Moonbase5    885


Wonder if it'll work out universally or turn out to be a hack.

Discovered a band called Tomahawk thanks to a posting on TIGsource. Seems Mike Patton has been busy! It rocks, hard.

[size=0]Music : Tomahawk - Anonymous

Offline princec

« JGO Spiffy Duke »


Medals: 434
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #149 - Posted 2007-10-25 22:00:48 »

24 October 2007

Took a break from playtesting and twiddling to fix a few long-standing bugs in the game framework that have plagued all our titles since Ultratron, namely when you move the mouse too quickly over the GUI somehow the buttons sometimes remain visibly "armed" though they aren't, actually. Was quite a bugger to find but in the end it turned out to be that just setting an are to its "unarmed" image didn't actually stop the animation from when it becomes "armed" - doh. So that's fixed.

Also fixed a lot of little UI horrors in the save dialog now, and got it to remember the last slot saved.

Chaz is working on doing the proper UI graphics for the menus and load/save slots at the moment. I imagine the title screen and such will follow in due course and look fantastic.

We had another worry about the name "Treasure Tomb" again last night... hopefully the madness will pass and we'll stick with it.

[size=0]Music: Tomahawk - Mit Gas. Amon Tobin - Out from Out Where[/size]

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List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
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