badlogicgames
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Posted
2012-10-17 00:32:43 » |
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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.
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Screem
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Reply #1 - Posted
2012-10-17 01:32:52 » |
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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.
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kwanttitatti
Senior Newbie 
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Reply #2 - Posted
2012-10-17 02:07:12 » |
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Graphics is indeed awesome! Im hoping to hear about this more!
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Games published by our own members! Check 'em out!
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ReBirth
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Reply #3 - Posted
2012-10-17 02:38:31 » |
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The graphics remind me to Kev's game, which I love 
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Joshua Waring
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Reply #4 - Posted
2012-10-17 10:24:05 » |
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I want to get my hands on a .jar 
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The world is big, so learn it in small bytes.
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Apo
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Reply #5 - Posted
2012-10-17 21:15:23 » |
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Looks really nice!
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Giovanni
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Reply #6 - Posted
2012-10-18 14:15:45 » |
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Smexy!
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badlogicgames
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Reply #7 - Posted
2012-10-26 22:20:48 » |
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First rendering and path finding test, nothing fancy. Desktop: http://t.co/WQlEF5cmAndroid http://t.co/4rFrLFgiQR:  If you happen to test it on your Android device, please tell me what device it is and what OS version it's running.
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teletubo
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Reply #8 - Posted
2012-10-26 22:26:39 » |
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Runs at steady 60fps on my samsung galaxy tab 10.1
Those 3d pixelated walls look great!
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sproingie
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Reply #9 - Posted
2012-10-26 22:36:25 » |
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The QR code appears to be a completely blank TEXT code. No workie.
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Games published by our own members! Check 'em out!
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Riven
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Reply #10 - Posted
2012-10-26 23:00:48 » |
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The QR code appears to be a completely blank TEXT code. No workie.
@badlogic: Try the [ qr ] tags of JGO
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badlogicgames
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Reply #11 - Posted
2012-10-26 23:27:17 » |
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@riven, sproingie: didn't know about that qr tag, fixed, thanks!
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sproingie
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Reply #12 - Posted
2012-10-26 23:39:18 » |
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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?
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ra4king
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Reply #13 - Posted
2012-10-26 23:54:48 » |
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55-57 FPS on my Samsung Infuse with Gingerbread.
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EgonOlsen
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Reply #14 - Posted
2012-10-26 23:55:30 » |
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Works fine on Nexus S / Android 4.1.2 and runs @ the device's frame cap of ~56fps.
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Riven
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Reply #15 - Posted
2012-10-27 00:01:12 » |
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Steady 90fps on my crappy Samsung GT-S5660 (Android 2.2.1)
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Jimmt
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Reply #16 - Posted
2012-10-27 03:32:22 » |
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Runs at 60-62 fps, even. Nice graphics.
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ReBirth
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Reply #17 - Posted
2012-10-27 03:36:10 » |
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I have been replied to on twitter, but again. 55-59 fps on HTC Desire V (4.0.3).
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Phased
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Reply #18 - Posted
2012-10-27 13:01:08 » |
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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.
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CommanderKeith
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Reply #19 - Posted
2012-10-28 02:46:00 » |
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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.
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SHC
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Reply #20 - Posted
2012-10-28 03:30:35 » |
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Getting this exception. 1 2 3 4 5 6 7 8 9 10 11 12 13
| 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
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badlogicgames
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Reply #21 - Posted
2012-10-28 10:50:13 » |
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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.
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SHC
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Reply #22 - Posted
2012-10-28 11:18:46 » |
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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)
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badlogicgames
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Reply #23 - Posted
2012-10-28 12:31:31 » |
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Ah, that explains it, an integrated Intel card. I'll try to add a fixed-function fallback eventually. Thanks for reporting!
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badlogicgames
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Reply #24 - Posted
2012-10-28 13:45:52 » |
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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.jarAndroid http://libgdx.badlogicgames.com/downloads/tiny-dungeons-android.apkQR: 
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Huw
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Reply #25 - Posted
2012-10-28 13:52:13 » |
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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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Vladiedoo
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Reply #26 - Posted
2012-10-30 06:21:39 » |
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Runs smoothly on my PC, the camera movement is particularly enjoyable. I recommend adding a zoom in/out feature  .
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dragonheartman
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Reply #27 - Posted
2012-11-02 00:35:32 » |
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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.
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Thesisus
Senior Newbie 
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Reply #28 - Posted
2012-11-02 02:19:56 » |
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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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