Java-Gaming.org    
Featured games (91)
games approved by the League of Dukes
Games in Showcase (577)
games submitted by our members
Games in WIP (498)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 [2] 3
  ignore  |  Print  
  Albion  (Read 16388 times)
0 Members and 1 Guest are viewing this topic.
Offline teletubo
« League of Dukes »

JGO Ninja


Medals: 48
Projects: 6
Exp: 8 years



« Reply #30 - Posted 2010-04-08 14:15:09 »

I have played it a while and it's well polished and fun. I like the genre so it's easy for me to like it .

Anyway, I have some complains . Some of them the same as what people told before :
It feels too slow to end a character's turn . Why not just auto-defending after the moves are over ? What is the purpose of "look" anyway ?
I couldn't click party mode, so it felt terribly slow to advance the whole party when there was no enemy in sight.
It kind of sucks not having the damage displayed where you're looking . It bugs me to have to switch my eye between the attacked character and the text box to see the damage . Come on, it's really easy to implement some jumping numbers on the head of the characters .
The enemies sometimes "hide" behind the text box and I can't use ranged attacks on them.  Is there a way to hide the text box or scroll the screen so I can see the enemy and attack it ?
The range of the attacks is not clear to me . Maybe a range grid ?


Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #31 - Posted 2010-04-08 14:51:06 »

I have played it a while and it's well polished and fun. I like the genre so it's easy for me to like it .
Great. Smiley

Quote
It feels too slow to end a character's turn . Why not just auto-defending after the moves are over ? What is the purpose of "look" anyway ?

I can't have it auto-defend at the end of a move since you've still to spend your 'action', which could be something like drinking a potion or similar, so it can't happen automatically. I think you're right that it still feels a little too slow though.

Quote
I couldn't click party mode, so it felt terribly slow to advance the whole party when there was no enemy in sight.

Your party needs to be quite close to enter group mode (otherwise you could cheat and constantly group and ungroup to move quicker) but I think it's perhaps too restrictive at the moment.

Quote
It kind of sucks not having the damage displayed where you're looking . It bugs me to have to switch my eye between the attacked character and the text box to see the damage . Come on, it's really easy to implement some jumping numbers on the head of the characters .

You're right, and it's on my todo list, it's just that my todo list is rather long at the moment. Wink

Quote
The enemies sometimes "hide" behind the text box and I can't use ranged attacks on them.  Is there a way to hide the text box or scroll the screen so I can see the enemy and attack it ?

Not at the moment, I'm afraid. It's also on the todo list.

Quote
The range of the attacks is not clear to me . Maybe a range grid ?

Ranged attacks only need line-of-sight (infinite range), but that'll change when I've fixed the above problem. Also on the todo list. Smiley

Thanks for playing.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #32 - Posted 2010-04-12 00:46:22 »

I've got a new version up, with added feedback-driven shenanigans. Smiley



The biggest change is that I've added a 'run' to the movement, where you spend your end-of-turn action to move further than you would normally be able. This should remove the need to pointlessly defend or look to end your turn as well. I hope it addresses the problems people had with movement.

I've also added a draggable mini-map so you can look around, and floating text over characters heads to show how much damage they've taken.

I've also ditched the status bar and replaced it with tooltips. This is nice because 1. I get back valuable real estate, and 2. tooltips can also appear on buttons so you can find out what they do when the icons aren't immediately obvious.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline markus.borbely

Junior Member





« Reply #33 - Posted 2010-04-14 22:11:31 »

It's a nice engine, it's easy to grasp and it looks good, but... Smiley
I think you don't do enough to drag me (the player) into the game. Its my three guys, some sparse enemies, then what? Where does it end? What should I aim for? (these are not questions, it is what I think when playing the game).

I want to know what to expect. Is this game going to be over in 20 minutes, 20 hours or 20 days? Make one level, but make it hard. Give some hints about this. Make it short but challenging.

I played another roguelike found here, one I like very much. You start in the town and you can browse the shop. You see how much gold you have and you see the overall prices. Instantly you can see how much gold you need to buy the best weapon in the shop, so you know what to expect in terms of game length. Also, it makes you eager to go out and kill things so you can come back and shop.

Show something nice, that you can't get, yet. How about a locked door and a prize behind it. Go find the key. Or a room opposite some impassable terrain, with some guy you need to rescue. You have to find a way around.

The combat in your came doesn't strike me as very tactical.
Some suggestions:
* Lots of weak enemies that gather around you fast and try to separate your party. You have to kill them faster than they come in then find a good spot. It you let each of your party members be crowded, you are wiped out. This also calls for a more interesting map.

* Few very strong but stupid enemies. If you meet them head to head, you will die. You have to select a good spot to face them. Someplace where the terrain works in your favour. Lure them to walk over lava or into holes.

* Make it harded to use the ranged attacks. The wizard could be more frail, have shorter range, and do more damage. You have to get in close, be protected by the meat shield and then unleas your blast. The ranger should do more damage, but after an attack he will stand still and reload the next turn.

* Play the game, with some more interesting enemies, try to find an optimal strategy. Invent an enemy that counters that strategy.

In my own roguelike I had the following more advanced enemies:
* Shooter. It looked onto your current position and started to count down. After a certain amount of time it blasted that tile to oblivion. Kind of like a timed grenade. It made you want to move, fast! And moving wasn't always practical, you had to choose.
* Engineer. This unit carried a sentrygun. Once it saw you, it took a turn setting up the sentrygun. The sentrygun started firing while the engineer retreated to it's hiding place for another sentrygun. You hade to choose whether to blast the sentrygun or chase the engineer before he came back with the next sentrygun.
* Ninja. Invisible and with very high movement until it attacked. There is no place to hide and rest. The ninja will catch up and finish you off.
* General. A unit that only tried to get away. If it did get away, it disapeared. If you managed to stop him you got a big reward.
etc....

Just some ideas...
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #34 - Posted 2010-06-01 03:18:58 »

markus: All good points, thank! I'll write up a proper response when I've a bit more time, but I've plans to address pretty much all of those issues, it just depends on how long it takes me. Smiley

Meanwhile, I've been working on character creation:



Not in the uploaded game yet, but soon...

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #35 - Posted 2010-06-14 02:38:48 »

Progress continues, and as always it's never quite at a point where I feel that I could put up another version - there's always one more little feature or addition to do first. persecutioncomplex



Character creation has gone through several iterations and now feels pretty good. Equipable weapons and the related stats, damage and ui implications are up next.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #36 - Posted 2010-06-23 23:27:00 »

And there's a new version of Albion up! With lots of changes this time:

 - Added party and character creation - choose names, classes, appearence and stats and take them in game
 - Multiple room types with different graphics
 - Weapons can now be equipped, and better weapons found in the dungeon
 - New monsters - green imp and dark werewolf.
 - Rebalanced stats
 - Added combat and door sounds
 - Added proper loading and main menu screens

And the  new character creation screen:



As usual feedback and comments greatly appreciated. Thanks.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #37 - Posted 2010-06-24 00:48:51 »

Ps: The framerate is capped at 60fps, if you're getting much below this then you can try this Albion game url which tries to use the j2d OpenGL backend.

It's too unstable on windows machines for me to enable it for everyone, but if you're on linux it seems to be pretty robust and quite a bit faster.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline fruitmaze
« Reply #38 - Posted 2010-06-24 01:38:09 »

It's starting to look very good. The animation of the character is smooth and the character creation works really well and is easy to understand. I'm not sure if this is only a test level, but I would like to see much more enemies, and less walking (or faster walking).  Hope to see an update soon!
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #39 - Posted 2010-06-24 10:51:02 »

It's starting to look very good. The animation of the character is smooth and the character creation works really well and is easy to understand. I'm not sure if this is only a test level, but I would like to see much more enemies, and less walking (or faster walking).  Hope to see an update soon!
Thanks. Smiley

The levels are procedurally generated, so they're different each time. However the actual generator is still quite crude so it's possible you just got a bad level. Lips Sealed Certainly the room size is a bit placeholder at the moment as I try and figure out the scale of the whole world.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ruben01

Senior Member


Medals: 4
Projects: 3



« Reply #40 - Posted 2010-06-25 02:13:11 »

Hi, the game works great in linux using the j2d OpenGL backend at 60fps but it crawls between 25 and 32 using the default url

I think you are using google app engine to deliver the game, am I right? If not, ignore the following questions.

How are you delivering the game resources, jar, and other files. Are they static resources (which means that everytime they change you have to redeploy the application) or do you upload them to the application and store them in the datastore?

How does the 30 second limit per request work? does it counts the whole time of the request or only the time it takes to process, ignoring the network transfer time.

What is your experience with the time to start of the application? Do you have enough traffic to keep at least one VM always on, or sometimes the first user to make a request receives an error if there are no VM on, and it takes more than 30 seconds to start?

sorry if these questions are offtopic, but I have been unable to find the answers online, and would like to start serving games using the app engine, and using them for storing highscores, savegames, and configuration.

thanks in advance.

Rubén


Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #41 - Posted 2010-06-25 11:15:44 »

Hi, the game works great in linux using the j2d OpenGL backend at 60fps but it crawls between 25 and 32 using the default url

Yeah, it's the usual j2d quirky performance issues. One of these days they might actually write a backend that works reliably, but until then the dual-url solution is the best I can do (the OpenGL backend doesn't even work on this machine!).

Quote
I think you are using google app engine to deliver the game, am I right? If not, ignore the following questions.

How are you delivering the game resources, jar, and other files. Are they static resources (which means that everytime they change you have to redeploy the application) or do you upload them to the application and store them in the datastore?

Yup, it's GAE. The applet is built into a single jar and then copied into the web project, then uploaded to GAE as a static resource. I had hoped to just have the applet hosted on my regular web server (www.triangularpixels.com) and have the applet html reference it (from albion.triangularpixels.com). However it seems that the applet sandbox only allows you to communicate with the *exact* server you downloaded from, so the applet has to be served from the albion subdomain.

Obviously that could all be avoided if you signed your applet.

Quote
How does the 30 second limit per request work? does it counts the whole time of the request or only the time it takes to process, ignoring the network transfer time.

It only counts the processing time, not the transfer time.

Quote
What is your experience with the time to start of the application? Do you have enough traffic to keep at least one VM always on, or sometimes the first user to make a request receives an error if there are no VM on, and it takes more than 30 seconds to start?

Users are really, really low now so most people will end up starting a new VM (which is why the applet page usually takes a while to load). VM startup time seems to add somewhere between 1s and 4s.

GAE is... different. It's very easy to get started and set things up but I'm still having difficulty mentally adjusting to the way it wants you to organise and store data. I suspect I'm writing my servlets in a very naive way right now, so my logs are full of 'request took a long time' warnings (anything over 1s it seems). I'm also not using any of the fancy stuff (like the memory cache) which would probably help matters. I'd certainly recommend giving it a try, as the barrier to entry is so low.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline fruitmaze
« Reply #42 - Posted 2010-06-25 11:20:31 »

I see. Now I got a level with a bit more enemies. Nice! But something that I miss is to be able to right click on an enemy to see what kind of attack and defense values it has, and also how much energy it has left. Is that something you are planning to add?
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #43 - Posted 2010-06-25 12:51:05 »

I see. Now I got a level with a bit more enemies. Nice! But something that I miss is to be able to right click on an enemy to see what kind of attack and defense values it has, and also how much energy it has left. Is that something you are planning to add?

Oo, interesting question - I've not figured out how that will work yet.

On the one hand, I'm trying to keep the amount of stats and numbers the player sees down to a minimum. And I'm not sure how knowledgable I actually want the player to be - I don't like the idea of turning a corner and seeing a brand-new enemy for the first time and instantly knowing that they've got 40 HP, a strength of 8 etc. etc. I would quite like to do some kind of learning system, where you gain knowledge about a type of creature after encontering them a few times. Similarly I don't want tell people "dark imps are vunerable to cold", I'd rather have the player figure that out themselves to encorage experimentation (but once they've figured it out, then it should probably be displayed on the monster's info page).

It also raises a whole bunch of interface issues (I'm not sure if I want to make people use right-click yet).

I'll put it on the todo list - at the very least you're right in that the HP of a monster should be displayed somewhere. Smiley

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline fruitmaze
« Reply #44 - Posted 2010-06-25 19:51:23 »

Oo, interesting question - I've not figured out how that will work yet.

On the one hand, I'm trying to keep the amount of stats and numbers the player sees down to a minimum. And I'm not sure how knowledgable I actually want the player to be - I don't like the idea of turning a corner and seeing a brand-new enemy for the first time and instantly knowing that they've got 40 HP, a strength of 8 etc. etc. I would quite like to do some kind of learning system, where you gain knowledge about a type of creature after encontering them a few times. Similarly I don't want tell people "dark imps are vunerable to cold", I'd rather have the player figure that out themselves to encorage experimentation (but once they've figured it out, then it should probably be displayed on the monster's info page).

It also raises a whole bunch of interface issues (I'm not sure if I want to make people use right-click yet).

I'll put it on the todo list - at the very least you're right in that the HP of a monster should be displayed somewhere. Smiley

I see what you mean. But I still think some kind of info about an enemy is nice to have, perhaps not much, but at least how much energy they have left so that you can plan some before you go to attack. Otherwise I can imagine there will be alot of trial and error the first games, which I think is a bad thing. But just my opinion.
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #45 - Posted 2010-07-09 01:17:23 »

Yet another Albion applet update playable here.

This time we've got chests and corpses which can be searched and their items retrieved.



Chests may have secret compartments too, so now you've got an additional incentive to keep a rogue in your party to spot the more cleverly hidden goodies. And as a side bonus now dropped items can stack so they won't be inadvertently destroyed now, which also means monsters may drop multiple items when killed.

As per fruitmaze's suggestion, you can now see health bars for all characters (friendly and monsters) by pointing your mouse at them. They're also shown whenever you take damage.

And doors and chests will now be drawn in the fog of war in their last known state (rather than disappearing, which is what they did before).

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #46 - Posted 2010-09-04 14:42:37 »

Man, it's been over a month since I made any progress on this.  Shocked So this is a shameless attempt to give myself motivation to get something done: I'm going to try and add something over the weekend and have a new version up on Sunday/Monday. Not sure what yet, probably either something to increase the combat variety or something to increase the environment variety.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline princec

JGO Kernel


Medals: 282
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #47 - Posted 2010-09-04 18:49:40 »

You need a nicer font you do.

Cas Smiley

Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #48 - Posted 2010-09-04 19:05:19 »

Yeah, at the moment I'm still using default java2d 'serif' font, since as far as I know there's no easy way to embed a proper true-type font for use with java2d which doesn't come with a whole bunch of licensing issues. Undecided

Unless someone knows of a suitable alternative?

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Online Riven
« League of Dukes »

JGO Overlord


Medals: 605
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #49 - Posted 2010-09-04 23:30:04 »

Maybe these?

http://code.google.com/webfonts


You'll have to dig in the CSS files to find the font-files.

IIRC: with MSIE you get different font files than with FireFox.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 70
Projects: 15


★★★★★


« Reply #50 - Posted 2010-09-05 00:12:16 »

do you really need to use ttf fonts? its a fixed sized applet, you could just use bitmap fonts. There are plenty of nice tools out there to help you create bitmap fonts from ttf files.
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #51 - Posted 2010-09-05 11:48:46 »

do you really need to use ttf fonts? its a fixed sized applet, you could just use bitmap fonts. There are plenty of nice tools out there to help you create bitmap fonts from ttf files.
I could, but to be honest I don't want the effort right now. Graphically I'm already way above most roguelikes already, but I'm way behind on features and gameplay so it's pretty far down the priority list.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #52 - Posted 2010-10-05 12:33:20 »

I've been making some good progress towards making ranged combat more interesting - letting the user equip arrows and using them with an equipped bow. At the moment I'm pondering whether to allow the user to fire pretty much any item as ammunition or whether to restrict it to sane types (ie. only allowing arrows to be fired with a bow).

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 12


Game Engineer


« Reply #53 - Posted 2010-10-05 18:56:44 »

I've been making some good progress towards making ranged combat more interesting - letting the user equip arrows and using them with an equipped bow. At the moment I'm pondering whether to allow the user to fire pretty much any item as ammunition or whether to restrict it to sane types (ie. only allowing arrows to be fired with a bow).
You could go like Fallout 3 and allow certain weapons to fire certain ammo, with some weapons being able to fire anything.

See my work:
OTC Software
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #54 - Posted 2010-10-06 11:14:14 »

You could go like Fallout 3 and allow certain weapons to fire certain ammo, with some weapons being able to fire anything.

That would probably make the most sense. It's somewhat silly to be able to fire potions via a bow, but it's reasonably to be able to fire them via a slingshot.

(Although I thought the gimmick weapon in F3 that could shoot anything was pretty damn useless, mainly due to it's huge reload time and rubbish range).

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 12


Game Engineer


« Reply #55 - Posted 2010-10-06 18:45:03 »

(Although I thought the gimmick weapon in F3 that could shoot anything was pretty damn useless, mainly due to it's huge reload time and rubbish range).
Agreed, it really did suck. I was all excited to get it too.

See my work:
OTC Software
Offline Wingless

Senior Newbie





« Reply #56 - Posted 2010-10-07 14:37:48 »

I spent time making characters and everything and when it starts it says "Paused, click to start" and I've been clicking away and nothing!

At school using a mac.
Offline Orangy Tang

JGO Kernel


Medals: 51
Projects: 11


Monkey for a head


« Reply #57 - Posted 2010-10-07 15:13:45 »

I spent time making characters and everything and when it starts it says "Paused, click to start" and I've been clicking away and nothing!

At school using a mac.


That's disappointing. Cry The 'paused' shows up when it's not got mouse focus, so clicking on it should let you continue. What browser were you using? I'll see if I can reproduce it here.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Wingless

Senior Newbie





« Reply #58 - Posted 2010-10-07 15:58:05 »

Ok, it works on Safari but NOT google chrome for me.

Clicking on the ground takes a couple clicks sometimes but I like what you did and wish to have skills like you someday (:
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 70
Projects: 15


★★★★★


« Reply #59 - Posted 2010-10-07 16:05:46 »

Ok, it works on Safari but NOT google chrome for me.

Clicking on the ground takes a couple clicks sometimes but I like what you did and wish to have skills like you someday (:


are you on OSX?
Pages: 1 [2] 3
  ignore  |  Print  
 
 

 
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!