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  Phantasy Blade  (Read 10354 times)
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Offline CyanPrime
« Posted 2009-11-26 03:10:21 »

THIS IS ONLY A ENGINE DEMO, NOT THE FULL GAME

Brief description:
Phantasy Blade is a zelda clone. The final version of the game will have puzzles, dungeons, items to use, and lots of secrets to uncover.

(Graphics are temp.)





-click to play-
http://cypri.phppoll.org/java/phantasyblade.jnlp
Offline zammbi

JGO Coder


Medals: 4



« Reply #1 - Posted 2009-11-26 03:25:28 »

Works fine here.
Those clouds get a little annoying. Maybe less clouds?

Current project - Rename and Sort
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #2 - Posted 2009-11-26 06:40:42 »

the comp I am on doesnt work with lwjgl Sad.

I will try again on another computer
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej
« Reply #3 - Posted 2009-11-26 14:06:42 »

Hi!

Hey boys and girls, check out my latest game, Phantasy Blade!



You can play it here!
It works fine here. It is a good start. I would like to see the clouds moving in the same direction because it is strange to see them going back sometimes  Huh It reminds me Zelda on Super NES.

the comp I am on doesnt work with lwjgl Sad.

I will try again on another computer
Please can you tell me which symptoms you have. Do you have an error log? any exception? Which graphics card does this computer have? Maybe we could report this bug if any.

Offline h3ckboy

JGO Coder


Medals: 5



« Reply #4 - Posted 2009-11-26 15:29:56 »

umm, it is jsut that the graphics card doesnt support opengl....
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 77
Projects: 15


★★★★★


« Reply #5 - Posted 2009-11-26 15:37:55 »

ah thats a pretty nice improvement cyanprime, much better then the version I saw last time.

from a graphics point of view its very nice, the small sprites look pretty good. Two things stand out though which sort of break consistency, first is the border on the tree sprites, that could be improved a little to make them fit in better. Second is the triangles used to represent the health bar, they don't look that good, maybe the colour used on those needs to be darker or they need a colour gradient.

Sounds is pretty good, very nice.

Atmosphere is nice of the game is nice and the fog gives it a nice feel.

keep up the good work, looking forward to it becoming more of a game.
Offline Meraxupypr

Senior Newbie





« Reply #6 - Posted 2009-11-29 18:32:35 »

nice game
when will be more levels? Smiley
Offline CyanPrime
« Reply #7 - Posted 2009-12-02 22:20:34 »

updated the screenshot. WIP of alpha 3.
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #8 - Posted 2009-12-03 06:31:17 »

updated the screenshot. WIP of alpha 3.
once again, I am not on an opengl enabled computer, so I am goinng ot hav eot try it later.
Offline CyanPrime
« Reply #9 - Posted 2009-12-03 07:32:14 »

Phantasy Blade Alpha 3 released!
*new hud
*new boss (temp)
*new dash attack (press X)



play it here!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Hansdampf

Senior Member


Projects: 3


too offending?


« Reply #10 - Posted 2009-12-03 08:01:39 »

I will try your game if you remove that utterly annoying banner from your sig.

lots of sillystupid games: http://www.emaggame.com
Offline zammbi

JGO Coder


Medals: 4



« Reply #11 - Posted 2009-12-03 08:38:41 »

No longer works for me
Get this at startup:
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java.lang.reflect.InvocationTargetException
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.sun.javaws.Launcher.executeApplication(Unknown Source)
   at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
   at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
   at com.sun.javaws.Launcher.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.UnsatisfiedLinkError: C:\Users\Daniel\AppData\LocalLow\Sun\Java\Deployment\cache\6.0\56\4bc5f5b8-6b049df7-n\lwjgl.dll: Can't load IA 32-bit .dll on a AMD 64-bit platform
   at java.lang.ClassLoader$NativeLibrary.load(Native Method)
   at java.lang.ClassLoader.loadLibrary0(Unknown Source)
   at java.lang.ClassLoader.loadLibrary(Unknown Source)
   at java.lang.Runtime.loadLibrary0(Unknown Source)
   at java.lang.System.loadLibrary(Unknown Source)
   at org.lwjgl.Sys$1.run(Sys.java:75)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.doLoadLibrary(Sys.java:68)
   at org.lwjgl.Sys.loadLibrary(Sys.java:84)
   at org.lwjgl.Sys.<clinit>(Sys.java:101)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:128)
   at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
   at Game1.main(Game1.java:516)
   ... 9 more


Current project - Rename and Sort
Offline gouessej
« Reply #12 - Posted 2009-12-03 08:56:26 »

I will try your game if you remove that utterly annoying banner from your sig.
Why do you find his banner annoying? Personally I find it pretty.

@CyanPrime
I have seen your locked topic... I don't hate you, I try the games (including yours) as often as I can even though I'm very busy with plenty of things. When I learn another game has been open sourced, I smile because I think it is a fair decision.

The new attack is fine but please update the list of controls otherwise people won't guess pressing X allows to use another attack. It would be fine if you could add a twirling attack.

Offline Hansdampf

Senior Member


Projects: 3


too offending?


« Reply #13 - Posted 2009-12-03 09:56:55 »

Why do you find his banner annoying? Personally I find it pretty.
My opinion is that each banner is annoying and disturbing, no matter how pretty it is.
I think that images in sigs should not be allowed on this forum. Sorry for being off topic.

lots of sillystupid games: http://www.emaggame.com
Offline nlmueng

Junior Member





« Reply #14 - Posted 2009-12-03 13:32:40 »

any chance the slick.jnlp can have solaris natives added to it?
Offline Bonbon-Chan

JGO Coder


Medals: 12



« Reply #15 - Posted 2009-12-04 15:49:23 »

I have a difference in graphics from your screen : trees are outline by a bright green color.

Windows XP
Java 1.6.0_13
Intel G43 graphics card
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #16 - Posted 2009-12-04 16:02:30 »

Pretty fun. Definitely a good start.

One thing that I think needs to be improved a lot is the enemy AI and the variety with them. It was often pretty boring because everything was just the same, more or less. I imagine you're still in the process of doing more, anyway. But yeah, more enemy types and more weapons. I want to be able to do different things in different situations. And the attacking doesn't feel quite fluid at this point - it would be nice to do different things with my sword than just a poke that freezes me in place.

I couldn't beat the boss, given that he was completely random and therefore had no pattern to get "good" at. He would just stomp me no matter what. Not to forget that he was annoying in general, because I had to go after him to even fight him, then he would randomly go another way. He definitely needs some sort of AI and pattern.

See my work:
OTC Software
Offline CyanPrime
« Reply #17 - Posted 2009-12-08 01:06:48 »

I've been told that Phantasy Blade's screen shows too much and things are too small, so I zoomed it in. Please tell me if it's better or worse? http://imgur.com/rmM7E.png
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 77
Projects: 15


★★★★★


« Reply #18 - Posted 2009-12-08 01:12:21 »

nice, looks better.

although the interface looks a bit too smooth now to go with the retro look of the game.
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #19 - Posted 2009-12-16 17:56:49 »

I've been told that Phantasy Blade's screen shows too much and things are too small, so I zoomed it in. Please tell me if it's better or worse? http://imgur.com/rmM7E.png

that looks like a really cool hud.
Offline JL235

JGO Coder


Medals: 10



« Reply #20 - Posted 2009-12-17 00:31:47 »

Your last screenshot looks a lot better zoomed in, but I preferred the graphics looking more sharp.

Offline CommanderKeith
« Reply #21 - Posted 2009-12-17 00:49:25 »

There was a cool utility written by Kev Glass that scaled sprites 2x or 3x while still preserving sharpness.... but I can't find it   Undecided

It's referred to here, but there's no links to the source:
http://www.java-gaming.org/topics/jemu2/10583/msg/83581/view/topicseen.html#msg83581

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #22 - Posted 2009-12-17 02:28:13 »

There was a cool utility written by Kev Glass that scaled sprites 2x or 3x while still preserving sharpness.... but I can't find it   Undecided

It's referred to here, but there's no links to the source:
http://www.java-gaming.org/topics/jemu2/10583/msg/83581/view/topicseen.html#msg83581
Can't you just use nearest neighbor instead of a linear filter?

See my work:
OTC Software
Offline CommanderKeith
« Reply #23 - Posted 2009-12-17 02:49:29 »

Yeah good idea bilinear filtering would look much better.

But that scale2x program has some weird algorithm that just looks much better for some reason, can't remember what it does exactly

Offline h3ckboy

JGO Coder


Medals: 5



« Reply #24 - Posted 2009-12-17 06:31:49 »

I have a feeling you are talking about this:

http://slick.cokeandcode.com/demos/scalar.jnlp
Offline CommanderKeith
« Reply #25 - Posted 2009-12-17 13:16:28 »

That's it! ta. Let it loose on your sprites CyanPrime, it could make them look a lot better when zoomed in. You could also touch up the scaled versions by hand in paint.NET too.

Offline Roquen
« Reply #26 - Posted 2009-12-17 15:11:21 »

This wikipedia article has various methods.
Offline Cero
« Reply #27 - Posted 2009-12-17 23:20:51 »

Quote
My opinion is that each banner is annoying and disturbing, no matter how pretty it is.
I think that images in sigs should not be allowed on this forum. Sorry for being off topic.

I personally would disagree, in this case and also in general.

OnTopic:

Its very good!
Everything is working perfectly

However

- I see red hitboxes ? maybe this was mentioned before...
- Walking is so DAMN slow that I just dash attack in the direction
- collision detection with the sword and he enemy @ dash attack is a little to precise, making it harder to hit than it would have to be
- one thing you should really change is: usage of Z button. Other Keyboard Layouts have some buttons elsewhere, Z and Y are swapped for some keyboard layouts (like the german)
which makes it awkward to play obviously

I will play it more later

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #28 - Posted 2009-12-18 15:47:53 »

Still needs a lot of tweaking, but it's getting there.

- The enemies' sight boxes make them seem incredibly retarded. The fact that I can stand directly next to one and cut him over and over without him noticing is silly.
- In the beginning, you can do a sword charge even though you have no sword.
- The eraser gun seems like crap. It uses 3 bullets every time, so your ammo runs out incredibly quickly, and it does practically no damage. I'd rather have a very high damage, low ammo weapon, or a very high ammo low damage weapon.
- The enemies and the characters' total allowed actions still are not lively enough. Being able to do different key combinations to spin attack and like would be nice. It would also be nice to be able to fight enemies without them literally walking on top of me to kill me (the player/enemies should be knocked back when they take damage, for starters).
- The enemies really need to move in a pattern instead of randomly. It's important for the player to be able to predict what they will do, dodge attacks, etc. Think Zelda. Some will see you, run in place for a moment as they "build up speed," then come charging in a straight line at you. This gives the player a chance to time when he should move aside. Others shoot arrows at where you're standing, and others just move in crazy circles or weird patterns. Either way, they all have absolutely no randomness whatsoever. And this really is an important feature of games like this. The player can't feel like they're on for a wild ride where they hope they can get lucky in order to win. It needs to be all skill.
- The last two enemies (I have no idea what they are) are just stupid. The fact that the moment I enter their site box I become insta-dead and have to redo a bunch of crap is just dumb. Perhaps they should do one damage like everything else? I really don't understand the reason for making them so stupidly powerful. I would do a charge attack that would hit them in the back, travel through them, and then end up within their site box. And then I would die instantly. Hip hip hooray.

Smiley

See my work:
OTC Software
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #29 - Posted 2009-12-18 16:19:03 »

looking very good Wink.

very polished.

I also think you should be able to push back the enemies.

Also, I think that the enemies should have a attack animation so you can roll away and dodge it.

I like the graphics though, and the music is nice.

EDIT: also, what do I do after killing the boss?
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