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  Tiny Dungeons - WIP  (Read 8341 times)
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Offline badlogicgames
« Posted 2012-10-17 00:32:43 »

I've started working on a game again. Haven't worked on a real one in ages. I don't want to give away to much just yet, here's a screenshot:



It's gonna be a kind of light-weight Diablo kinda dungeon crawler thingy. Sorty, kinda. With a twist.

http://www.badlogicgames.com - musings on Android and Java game development
Offline Screem
« Reply #1 - Posted 2012-10-17 01:32:52 »

Wow, I really like the graphics style! Sure looks fun to play. Is this in 2.5D or 3D? Can't really tell from a single picture.

Offline kwanttitatti

Senior Newbie





« Reply #2 - Posted 2012-10-17 02:07:12 »

Graphics is indeed awesome! Im hoping to hear about this more!
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Offline ReBirth
« Reply #3 - Posted 2012-10-17 02:38:31 »

The graphics remind me to Kev's game, which I love Smiley

Offline Joshua Waring

Senior Member


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« Reply #4 - Posted 2012-10-17 10:24:05 »

I want to get my hands on a .jar Cheesy

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Offline Apo
« Reply #5 - Posted 2012-10-17 21:15:23 »

Looks really nice!
Offline Giovanni

Junior Member




chop!


« Reply #6 - Posted 2012-10-18 14:15:45 »

Smexy!
Offline badlogicgames
« Reply #7 - Posted 2012-10-26 22:20:48 »

First rendering and path finding test, nothing fancy.

Desktop: http://t.co/WQlEF5cm
Android http://t.co/4rFrLFgi
QR:


If you happen to test it on your Android device, please tell me what device it is and what OS version it's running.

http://www.badlogicgames.com - musings on Android and Java game development
Offline teletubo
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« Reply #8 - Posted 2012-10-26 22:26:39 »

Runs at steady 60fps on my samsung galaxy tab 10.1

Those 3d pixelated walls look great!

Offline sproingie
« Reply #9 - Posted 2012-10-26 22:36:25 »

The QR code appears to be a completely blank TEXT code.  No workie.
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Online Riven
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« Reply #10 - Posted 2012-10-26 23:00:48 »

The QR code appears to be a completely blank TEXT code.  No workie.

@badlogic: Try the [ qr ] tags of JGO

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Offline badlogicgames
« Reply #11 - Posted 2012-10-26 23:27:17 »

@riven, sproingie: didn't know about that qr tag, fixed, thanks!

http://www.badlogicgames.com - musings on Android and Java game development
Offline sproingie
« Reply #12 - Posted 2012-10-26 23:39:18 »

Steady 30fps on my SGS3 (ICS).

Edit: turning off power saving, it goes to 60 fps.  Actually it alternates regularly between 59 and 60 every couple seconds, so perhaps the FPS counter has accuracy issues?
Offline ra4king

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« Reply #13 - Posted 2012-10-26 23:54:48 »

55-57 FPS on my Samsung Infuse with Gingerbread.

Offline EgonOlsen
« Reply #14 - Posted 2012-10-26 23:55:30 »

Works fine on Nexus S / Android 4.1.2 and runs @ the device's frame cap of ~56fps.

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« Reply #15 - Posted 2012-10-27 00:01:12 »

Steady 90fps on my crappy Samsung GT-S5660 (Android 2.2.1)

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Online Jimmt
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« Reply #16 - Posted 2012-10-27 03:32:22 »

Runs at 60-62 fps, even. Nice graphics.
Offline ReBirth
« Reply #17 - Posted 2012-10-27 03:36:10 »

I have been replied to on twitter, but again. 55-59 fps on HTC Desire V (4.0.3).

Offline Phased
« Reply #18 - Posted 2012-10-27 13:01:08 »

PC - 60 - 61 fps

A nice little effect might be a gold circular ripple (like the effect of dropping/throwing a water in water) so the user knows exactly where the player is going, could be saved to polishing stage though.

The path finding seems perfect, I have had once or twice a few silly path finding (could be just because of where I clicked) aka the player was on the right side then crossed to the other side then went back to the other side.
Offline CommanderKeith
« Reply #19 - Posted 2012-10-28 02:46:00 »

Cool stuff.
60 fps windows 7.
60 fps samsung galaxy 1, android 2.3.3.

The movement would be nicer if the player could hold the mouse/finger-tip down and drag around rather than repeatedly tapping.

Offline SHC
« Reply #20 - Posted 2012-10-28 03:30:35 »

Getting this exception.

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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NullPointerException
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:111)
Caused by: java.lang.NullPointerException
   at com.badlogic.gdx.graphics.glutils.ShaderProgram.loadShader(ShaderProgram.java:194)
   at com.badlogic.gdx.graphics.glutils.ShaderProgram.compileShaders(ShaderProgram.java:173)
   at com.badlogic.gdx.graphics.glutils.ShaderProgram.<init>(ShaderProgram.java:156)
   at com.badlogic.gdx.graphics.glutils.ShaderProgram.<init>(ShaderProgram.java:165)
   at com.tinydungeons.rendering.FloorRenderer.<init>(FloorRenderer.java:38)
   at com.tinydungeons.tests.AStarTest.<init>(AStarTest.java:42)
   at com.tinydungeons.screens.StartupScreen.render(StartupScreen.java:22)
   at com.tinydungeons.screens.Game.render(Game.java:34)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:190)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:108)


Using desktop application.

OS: Comice 4
VM: OpenJDK 7

Offline badlogicgames
« Reply #21 - Posted 2012-10-28 10:50:13 »

Thanks for all the testing folks!

SHC, what graphics card and driver do you have installed? I guess i ned a fallback renderer for GL 1.5 or lower.

http://www.badlogicgames.com - musings on Android and Java game development
Offline SHC
« Reply #22 - Posted 2012-10-28 11:18:46 »

My Card         :   Intel Corporation 82G33/G31 Express Integrated Graphics
Video Memory :   128 MB
Driver            :   Intel Corporation 82G33/G31/P35/P31 Express DRAM Controller (rev 10)

Offline badlogicgames
« Reply #23 - Posted 2012-10-28 12:31:31 »

Ah, that explains it, an integrated Intel card. I'll try to add a fixed-function fallback eventually. Thanks for reporting!

http://www.badlogicgames.com - musings on Android and Java game development
Offline badlogicgames
« Reply #24 - Posted 2012-10-28 13:45:52 »

Worked on steering behaviours and path finding. Turns out that having the monsters follow individual paths generated via A* and applying steering behaviours for separation and wall avoidance makes for nasty deadlocks. I simplified the monster behaviour considerably and think the current version is "good enough", but far from being perfect. Monsters are a tad bit to twitchy imo. Obligatory screenshot:



Updated jars/apks, you can press 'd' to toggle debug rendering in the desktop version.

Desktop: http://libgdx.badlogicgames.com/downloads/tinydungeons.jar
Android http://libgdx.badlogicgames.com/downloads/tiny-dungeons-android.apk
QR:

http://www.badlogicgames.com - musings on Android and Java game development
Offline Huw

Senior Member


Medals: 1
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« Reply #25 - Posted 2012-10-28 13:52:13 »

Works very nicely on my laptop, I like the movement of the skeleton type things.
One thing I would say is that the movement of the map is a bit awkward for me, also, perhaps you could change it so the map can only be moved a certain distance from the player. You've probably already thought of that or something similar.

Nice smooth game so far!

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Offline Vladiedoo
« Reply #26 - Posted 2012-10-30 06:21:39 »

Runs smoothly on my PC, the camera movement is particularly enjoyable. I recommend adding a zoom in/out feature Pointing.
Offline dragonheartman

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« Reply #27 - Posted 2012-11-02 00:35:32 »

It also runs flawlessly on my Galaxy Nexus.

It's not immediately intuitive that you swipe to move the camera. I was half-expecting the camera to follow the player automatically. This looks like it could be very fun though.
Offline Thesisus

Senior Newbie


Medals: 1



« Reply #28 - Posted 2012-11-02 02:19:56 »

It's not immediately intuitive that you swipe to move the camera. I was half-expecting the camera to follow the player automatically.

I agree, I expected the player to stay in the middle and the screen move.  But I like how you can "look around" a bit without moving the player.  I have to admit I want the best of both worlds.
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