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  Blue Saga  (Read 43605 times)
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Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #60 - Posted 2012-10-23 20:37:56 »

This keeps looking more and more awesome! So would points in different skills make the player do more damage/attack quicker or any other perks with that type of weapon? I love games in which you can specialise your character well, you could also add basic skills such as agility, endurance etc. which could aid the player in different ways? And as they progress they earn more points to spend on these attributes.

The game looks great though!

Thanks for the kind words! I want exactly the same thing as you with the game. I want players to be able to customize/specialize their character as much as possible!

The skilltypes you see on the screenshot will level up as you use abilities of that skilltype (maybe I should call them schools instead of skills?). There won't be any classes as I've said before, instead you're free to use the abilities of a school and get better at them as you use them. Higher level in a school will enable you to acquire more powerful abilities of that school.

The effectivness of a weapon or an ability is also dependent on either your STRENGTH, INTELLIGENCE or AGILITY stat. For example a wizard-type player can also use a two hand sword if the strength is enough but it won't do as much damage as if a warrior-type player with higher strength uses it. Same thing if a paladin-type uses fireball compared to a fire mage.

Then I have the different resistances/defense against different damage types. These will be different depending on the type of creature you've chosen and the equip you have.

So I think the character development will be quite interesting. I'm working right now on new damage formulas and it is proceeding well =).

Offline Huw

Senior Devvie


Medals: 1
Projects: 2



« Reply #61 - Posted 2012-10-23 20:55:59 »

This just keeps sounding better and better! Can't wait until it's released!

I'm a java noob, but I'm learning. My little blog. My Games.
Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #62 - Posted 2012-11-22 21:24:25 »

This just keeps sounding better and better! Can't wait until it's released!

Thank you!

Here is a new screenshot of a new area I've added, showing some height differences:



Got some help with the pixelart from my friend Otto.

I've also added a cave, will post screens of that soon.

Other than that I've fixed health and mana regain when not in combat, added all quests for the first public testing. So there isn't much left to do except some tweaking and adding of particle-effects =D


Games published by our own members! Check 'em out!
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Offline teletubo
« League of Dukes »

JGO Ninja


Medals: 48
Projects: 4
Exp: 8 years



« Reply #63 - Posted 2012-11-22 23:00:02 »

beautiful! I wonder how long it will take until you release something for the crazy crowd!

However, I think you might want to try to change the interface buttons to match the rest of the game. For example all the boxes (menu, skills, and that mysterious 1) are pretty blocky and do not have the thin outline that all the ingame art has. Maybe it will fit better if you smooth it a little ?

Anyway, keep the good work!



Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #64 - Posted 2012-11-23 07:58:32 »

beautiful! I wonder how long it will take until you release something for the crazy crowd!

However, I think you might want to try to change the interface buttons to match the rest of the game. For example all the boxes (menu, skills, and that mysterious 1) are pretty blocky and do not have the thin outline that all the ingame art has. Maybe it will fit better if you smooth it a little ?

Anyway, keep the good work!


Yes you're right, the graphics are all over the place, I really need help from someone who can look over the graphics and do graphics for the whole game. If anyone is interested just let me know.

All content is in place, it is just some bugs that needs to be fixed, then we can all test it. And I would really appreciate ideas for features from you that can make the game funnier. Because it feels a bit oldschool mmo right now, with only quests and levelup skills and so forth (like the diablo-games I guess).

Offline StumpyStrust
« Reply #65 - Posted 2012-11-23 10:18:10 »

It needs wondky sound effects and skills.

Like a skeleton throwing his arm or a zombie heal skill where he eats himself.

As far as graphics go, right now you are really consistent with everything but the action bar. Change the actions bar boxes to have the pixelated edges and your good.

Because it feels a bit oldschool mmo right now, with only quests and levelup skills and so forth (like the diablo-games I guess).

And what is wrong with that?  Cranky

Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #66 - Posted 2012-11-23 12:39:01 »

It needs wondky sound effects and skills.

Like a skeleton throwing his arm or a zombie heal skill where he eats himself.

As far as graphics go, right now you are really consistent with everything but the action bar. Change the actions bar boxes to have the pixelated edges and your good.


Good idea, funny skills are awesome, I'm bad at sound effects but will try and find fitting ones.
I will try and remove the black outlines in some of the graphics to make it look more even and I will have to redo the UI-graphics, don't know if I like those fat pixels, they clash a bit with the finer pixels in the game graphics, or what do you think?


Because it feels a bit oldschool mmo right now, with only quests and levelup skills and so forth (like the diablo-games I guess).

And what is wrong with that?  Cranky

Haha yes nothing wrong with that, it just seems that players today are used to creating elements such as all minecraft-clones which makes this game feel a bit uncreative. There will be crafting skills later on, need a fun crafting system and you will be able to build your own house etc. But I don't know if it is a good idea to give players the option of destroying everything in the world.

Offline ctomni231

JGO Wizard


Medals: 99
Projects: 1
Exp: 7 years


Not a glitch. Just have a lil' pixelexia...


« Reply #67 - Posted 2012-11-23 17:12:29 »

I really like the way this game is coming along. I think the old RPG-esque look is what draws me into it the most. I like going around worlds doing side-quests and leveling up as long as the world looks very inviting, like Blue Saga does.

The only thing that is needed from the UI is a little bit more consistency, and you'll have a gold winner. I wanted to see how it'd look if you did decide to take off those pixelated graphics, so I did a little bit of graphic tinkering and came up with this...



Not bad if I say so myself. I think the only thing that is important is that the UI is consistent. If you want a big pixel UI, make sure the entire thing is big pixeled. And vice-versa if you want a skinny border UI. (Oh, and you may use these graphics if you want without credit).

It is looking really good so far. Keep it up!

Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #68 - Posted 2012-11-24 16:33:23 »

I really like the way this game is coming along. I think the old RPG-esque look is what draws me into it the most. I like going around worlds doing side-quests and leveling up as long as the world looks very inviting, like Blue Saga does.

The only thing that is needed from the UI is a little bit more consistency, and you'll have a gold winner. I wanted to see how it'd look if you did decide to take off those pixelated graphics, so I did a little bit of graphic tinkering and came up with this...

Not bad if I say so myself. I think the only thing that is important is that the UI is consistent. If you want a big pixel UI, make sure the entire thing is big pixeled. And vice-versa if you want a skinny border UI. (Oh, and you may use these graphics if you want without credit).

It is looking really good so far. Keep it up!

Wow thank you! Of course I will add your name in the credits. I really appreciate any help that makes the game better. I will put it in the game right now and see how it feels.

Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #69 - Posted 2012-11-25 17:10:40 »

Redid the shop in the starting area to fit the forest-theme a bit more:


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Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #70 - Posted 2012-11-26 20:00:03 »

Redid the art for the inn as well, would be cool if you could talk to the snail and get quests from the actual inn-building and not only people inside it =D


Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #71 - Posted 2012-11-30 20:20:43 »

Added some simple fog to make the cave look more colorful:


Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #72 - Posted 2012-12-06 19:01:16 »

Finally settled all the fuzz with creatures, families, classes and so forth. Creatures will be part of a family (Forest, Mountain, Sand, Snow etc...) and each creature will have a specific class orientation. So in the beginning of the game you only have to choose a name, a family and a creature. Here is a screenshot of the character creation screen. The creature you choose also have some restriction in what type of skills it can learn, for example a fire blob can't learn ice-magic.



Finally made a new spell "ice bolt" which let you freeze the target. This makes the target unable to move or attack, but I wonder if I should let it use magic, what do you think?


Offline erana

Junior Devvie


Medals: 1
Projects: 3



« Reply #73 - Posted 2012-12-06 22:57:37 »

I really like the dormant snail house! You could make a Lantern Fish out of it for an underwater level.
Offline ra4king

JGO Kernel


Medals: 356
Projects: 3
Exp: 5 years


I'm the King!


« Reply #74 - Posted 2012-12-08 23:59:36 »

I absolutely adore the graphics. Great job so far!

Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #75 - Posted 2012-12-19 09:33:47 »

Here is a new video showing the newbie island called "Chompa Island" with its village, forest and caves.

<a href="http://www.youtube.com/v/TUQ5OHA1kAQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/TUQ5OHA1kAQ?version=3&amp;hl=en_US&amp;start=</a>

Offline orogamo
« Reply #76 - Posted 2012-12-19 12:33:34 »

Is the GUI movable?
If not, you can probably adapt this to your game Cheesy

You can go to my svn and checkout the source of com/gamearc/rrpg/engine/input/Mouse.java
and Download the game, to check out the gui movement/placement
run with
1  
java -jar RandomRPG.jar


Stripped down version:
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public class Mouse implements MouseAdapter, MouseAdapter {
   private boolean MapDrag = false, DebugDrag = false;
   private int MapX = 0, MapY = 0, DebugX = 0, DebugY = 0;

   @Override
   public void mousePressed(MouseEvent e) {
      //If Shift and Control is down, Reset Location
      if (e.isShiftDown() && e.isControlDown()) {
         if (new Rectangle(World.Worldren.MapX, World.Worldren.MapY, 90, 90).contains(e.getPoint())) {
            //Default Position
            World.Worldren.MapX = 705;
            World.Worldren.MapY = 5;
         } else if (new Rectangle(World.Worldren.DebugX, World.Worldren.DebugY, 82, 73).contains(e.getPoint())) {
            //Default Position
            World.Worldren.DebugX = 4;
            World.Worldren.DebugY = 9;
         }
      //Else if shift is down, move the
      } else if (e.isShiftDown()) {
         if (new Rectangle(World.Worldren.MapX, World.Worldren.MapY, 90, 90).contains(e.getPoint())) {
            //Enable dragging
            MapDrag = true;
            //Set position of mouse offset
            MapX = e.getX() - World.Worldren.MapX;
            MapY = e.getY() - World.Worldren.MapY;
         } else if (new Rectangle(World.Worldren.DebugX, World.Worldren.DebugY, 82, 73).contains(e.getPoint())) {
            //Enable dragging
            DebugDrag = true;
            //Set Position of mouse offset
            DebugX = e.getX() - World.Worldren.DebugX;
            DebugY = e.getY() - World.Worldren.DebugY;
         }
      }
   }

   @Override
   public void mouseReleased(MouseEvent e) {
      //Set new location and disable Realtime draggin
      if (MapDrag) {
         World.Worldren.MapX = e.getX() - MapX;
         World.Worldren.MapY = e.getY() - MapY;
         MapDrag = false;
      } else if (DebugDrag) {
         World.Worldren.DebugX = e.getX() - DebugX;
         World.Worldren.DebugY = e.getY() - DebugY;
         DebugDrag = false;
      }
   }

   @Override
   public void mouseDragged(MouseEvent e) {
      //Realtime Dragging
      if (MapDrag) {
         World.Worldren.MapX = e.getX() - MapX;
         World.Worldren.MapY = e.getY() - MapY;
      } else if (DebugDrag) {
         World.Worldren.DebugX = e.getX() - DebugX;
         World.Worldren.DebugY = e.getY() - DebugY;
      }
}
Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #77 - Posted 2012-12-19 13:50:25 »

Is the GUI movable?
If not, you can probably adapt this to your game Cheesy

Yes the GUI is movable, but thanks for the offer!

Offline Kroniz

Senior Newbie





« Reply #78 - Posted 2013-01-04 15:43:58 »

Somebody put this into featured Tongue
This is just rather amazing.
Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #79 - Posted 2013-01-09 11:18:08 »

Somebody put this into featured Tongue
This is just rather amazing.

Thanks! I'm releasing client v0.3 to you all really soon (in a week or so)!

Offline teletubo
« League of Dukes »

JGO Ninja


Medals: 48
Projects: 4
Exp: 8 years



« Reply #80 - Posted 2013-01-09 11:40:01 »

Somebody put this into featured Tongue
This is just rather amazing.

Probably we'll do it as soon as we get something to feature.
As much as I am also impressed with this project, there's no demo or anything playable for now, so it does not really fit into the Feature session. The rules for featuring a game are here .

Offline Kroniz

Senior Newbie





« Reply #81 - Posted 2013-01-09 12:54:01 »

Oh, Sorry for not "reading and understanding" The rules.
But I did mean "Once it actually gets released someday.
Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #82 - Posted 2013-01-12 14:07:59 »

Got the new bounty system to work now, so you will be able to place bounties on each other next week:


Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #83 - Posted 2013-01-17 18:20:11 »

After one and a half years of development, the first playable version of Blue Saga is finally available for download.

It is still an alpha so nothing is really 100% accurate and many bugs hides in the bushes. So download the game at www.bluesaga.org and enjoy!

So remember, since it is an alpha anything can happen, so here are the rules:

If the client crashes, restart.
If you lose connection, restart.
If something waaaay crazy happens, laugh at it, restart.

Happy gaming!

Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #84 - Posted 2013-01-17 20:35:55 »

We are becoming quite the party, 10 players online at the same time is the record at the moment!

Offline matheus23

JGO Kernel


Medals: 114
Projects: 3


You think about my Avatar right now!


« Reply #85 - Posted 2013-01-19 13:06:08 »

Amazing Smiley

Reminds me of TMW. Ooohhh... Good 'ol times... (Yes I can say that ^^)

It would be good to provide 3 different downloads: windows, mac and linux. The download you provided doesn't even provide linux lwjgl .so libs... I had to include the 2.8.4 libs myself... :/

All in all a good game! I see it moving in the right direction Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #86 - Posted 2013-01-19 23:34:47 »

Amazing Smiley

Reminds me of TMW. Ooohhh... Good 'ol times... (Yes I can say that ^^)

It would be good to provide 3 different downloads: windows, mac and linux. The download you provided doesn't even provide linux lwjgl .so libs... I had to include the 2.8.4 libs myself... :/

All in all a good game! I see it moving in the right direction Smiley

Looked around the web for good ways to package the jar-file with its libs to an exe file for windows and app-file for mac. But can't find any good tutorials for any of them (launch4j, izpack...). It would be awesome if you could add JRE with the game or a java installer, because many have problems with installing java. Do you know any?

Offline teletubo
« League of Dukes »

JGO Ninja


Medals: 48
Projects: 4
Exp: 8 years



« Reply #87 - Posted 2013-01-25 10:40:59 »

This is definetely pretty cute. I was playtesting when my girlfriend came over and said "Omg that is so cute!! What is it?". Ithink that`s a pretty damn good sign that you're going into the right direction artwise. Maybe the boobmonster would have scared her away, so you should should think wiser about using such art.

The good

-art is extremely cute and consistent
-it plays nice, I wish I`d seen somebody online to see the multiplayer in action.
-sound and music fits well
-I will not go much into the good since this wont help you much, so...

The bad

-I think right clicking to talk to NPCs is not very intuitive. Maybe first time you hover the mouse over a npc, pop up a message "Right click to talk to npc"
-I feel the movement is awfully slow. Maybe make the pauses between steps a little less noticeable.
-I felt really weak when the Larvas beat the shit out of me. They are faster and attack faster than me. I took a shitload of time to beat one. And they`re the first enemy, so my hopes are not very high when I see the next ones. My suggestion, make them weaker, slower, and raise the quest to 15 or 20 kills.
-In my opinion, you`re not rewarding the player enough, at least in the beginning. I killed the 10 larvas, and wasn`t even halfway through getting to level 2. Don`t forget the first 5-10 minutes is what you have for player determining if they will play again or not. Rewarding them with a quick level up is a good way to make them happy. Leave the level grinding to the higher levels, when player is already hooked.
-When I leveled up, I had to make sure I did by looking at my stats. No sound? No triumphal tone? No beam of lights coming out of my ass?
Do you know Popcap games ?  Try to remember their games, Bejeweled,Plants vs Zombies, Peggle Nights. All of them reward the player with a shitload of sounds, glittering shining pops and clicks, rainbows, diamonds! Visual/audible/ rewards everywhere! Now think about a slot machine in a casino. They use the same principles.
Don`t forget your players are playing to reward themselves. Not to be beaten up by Larvas.


The ugly

-When I click the 5th icon (a map I think) the game crashes right away
-The "Options" menu has no X button to close it
-I got the first health potion. After that I couldn`t get any loot. Neither the Larva drops nor anything I found on barrels. I clicked them and nothing happened.
-"Larva misses it`s attack" should read "Larva missed its attack"

all in way this is an excelent start, keep it up the good work and I'm positive this can become something remarkable in the indie game scene.

Offline skullbox

Senior Devvie


Medals: 10
Projects: 1



« Reply #88 - Posted 2013-02-04 10:05:17 »

Thanks for the feedback! Yes I'm definitively going for the cute look, but it will get more serious as you become higher level.

Comments on the bad:
- I agree that some things aren't really intuitive, I will have to rework some interactions and add some tutorial messages.
- The walking isn't as smooth as I want it to yet, perhaps it is due to server response, I will hopefully improve it soon.
- Larvas have been weakened now in later versions and all classes have more health to begin with.
- I want to encourage players to do quests, so if you take the first quest from the wizard worm and go kill those 10 larvas, you will get a reward and enough xp to level up. All skills also level up as you use them so there will be reward messages popping up.
- There should be a level up sound and a shine that appears around the player, perhaps a bug in the earlier version.

Comments on the ugly:
- This bug is now fixed
- I will fix the layout of the option menu
- These bugs are fixed now
- Chat has been cleared of such status messages to not spam too much, instead you can see all attacks appearing above the targeted creature.

Thanks a lot for testing it! The server is still running and will be for now, so just try whenever you want, hopefully there will be others online as well.

Offline Mads

JGO Ninja


Medals: 26
Projects: 3
Exp: 6 years


One for all!


« Reply #89 - Posted 2013-02-04 10:42:54 »

This is beginning to feel really great! I remember when you first started this project Smiley Came a long way.
I will definitely play this once I get home. I'd play this, even if it wasn't from JGO. Looks really interesting!  Pointing

Good job!

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