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  Far From Home [Alpha 0.5]  (Read 10851 times)
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Offline HeroesGraveDev

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« Reply #30 - Posted 2012-11-12 05:32:20 »

Got a GUI working.
Almost got a 'crafting' system working.
The crafting system will be very different to other games such as Minecraft/Terraria. Smiley
Wait until I release it before you comment on it.  Pointing

Offline HeroesGraveDev

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« Reply #31 - Posted 2012-11-12 05:54:16 »

Oh, and I'd like to thank princec for explaining how his GUI works in some old thread.

I made a GUIArea class which can hold other GUIAreas and it passes render calls and clicks down from the 'top level' GUIArea.
I also made a GUIManager class which passes render calls and clicks to the top-level GUIArea to avoid adding more junk to my Main class.

AND IT WORKED FIRST TIME!
(not even a NullPointerException)
But it caused a memory leak with opengl which meant I had add some checking methods to avoid GUIAreas being put in the same place as another.

For anyone who needs help with GUI in opengl but doesn't want to waste time with TWL, I will release source. Be warned. It has virtually no function apart from input and rendering.

But now I need help on rendering text...  Huh

Offline masteryoom

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« Reply #32 - Posted 2012-11-12 08:21:03 »

Im not really sure what this game is about.   Lips Sealed

Smiley
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Offline HeroesGraveDev

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« Reply #33 - Posted 2012-11-12 09:08:34 »

Well, that is because the engine is still being heavily worked on, because I released the first Alpha too early.
Hopefully, once the engine is complete, the first few stages of the story will be playable

The general story I'm aiming for in this game and any possible sequels is you are far from home, something makes you turn back, and are stuck between reaching home with a potentially huge sacrifice, or havig a high probability of never returning home at all.

Anyway, I haven't written out a full story (what I have already is secret for now), so here is the general idea:

You are on an adventure with the majority of the town guard far away from your town. One morning you wake up, and everyone is gone and the camp is in ruins. Expecting the worst, you decide to head back home, and as evening comes, your fears are right. Monsters have somehow entered the world, and they are heading for your town, overwhelming everything in their way. You realise that to save your town, you have to get home before the monsters. But even if you get home, you will need a miracle to save it...

And the rest will happen in the game.

Offline HeroesGraveDev

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« Reply #34 - Posted 2012-11-13 06:59:46 »

Oh yeah!

Got crafting working! (a few bugs to squash though)

Soon an Alpha will be ready! (just need to make it more obvious which inventory slot is selected)

Offline HeroesGraveDev

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« Reply #35 - Posted 2012-11-17 05:39:31 »

Far From Home Alpha 0.3 has been released!

Read the news for details and help.

Make sure to download the STABLE RELEASE, as the Dev build is not updated yet.

HAVE FUN, and leave a comment or ideas for the game.

Offline HeroesGraveDev

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« Reply #36 - Posted 2012-11-17 06:04:08 »

Far From Home Alpha 0.4 released!

In this version I quickly added a help screen.
Press F1 to view it.

Offline Joshua Waring

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« Reply #37 - Posted 2012-11-17 15:22:45 »

At first I was given a log, and I could get a while stack of logs from just putting it into the top left menu thing (mouse unlocked) and taking it out again, I was able to put the log into multiple spots which gave me more for nothing. Just thought you'd like to know Smiley

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Offline HeroesGraveDev

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« Reply #38 - Posted 2012-11-17 21:40:57 »

I'm sorry, but I was unable to reproduce the bug.

Are you sure you only had 1 log, and not more?

You can see the quantity of the selected item in the window bar. (just in case you didn't notice)

I added in a feature where if you are moving a stack of more than 1 between inventories that you don't have to keep going back and forth, you can just keep clicking until it runs out.

Anyway, if you could give more info, it would be of great help.

Offline HeroesGraveDev

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« Reply #39 - Posted 2012-11-18 00:38:58 »

I realised the game was lacking in some parts of the graphics, so I'm going to be working on Alpha 0.5 for a bit instead of going straight to Beta 0.1

Anyway, it's looking quite Awesome at the moment, and no huge bugs. (except for the possible glitch above ^^^)

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Offline HeroesGraveDev

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« Reply #40 - Posted 2012-11-18 00:47:02 »

Latest Screenshots.





New Crafting GUI.
Weapon slots are gold when selected.
Tool slots are blue.

Offline HeroesGraveDev

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« Reply #41 - Posted 2012-11-18 09:37:11 »

I forgotto mention earlier, but I'm dropping parts of the sandbox to make it more fun in the end.

Here is my draft, partially-implemented design for construction:
(Example for wood constructions)

1) You craft all the required wood materials at the carpentry.
2) You use a special item (hammer?) to bring up the construction GUI.
3) You place all the parts in the slots in the required pattern.
4) You press the button in the GUI which then places that block in that position.

Of course this is time consuming so I may add blueprints (macros, not showing the patterns. You work the patterns iut yourself) to save time.

As a side note, I keep getting nullpointerexceptions when I restart too quickly as the Sky-Lighting Thread can't keep up when the world is removed. No fixes planned for now as it doesn't break anything.

Offline HeroesGraveDev

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« Reply #42 - Posted 2012-11-19 00:40:03 »

I spend way to much time on the artwork sometimes:



Closer:



100% pixel art. No gradient tool.
Had to keep messing around until I got the right shade of "wood-color".

Offline HeroesGraveDev

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« Reply #43 - Posted 2012-11-19 02:53:11 »

Far From Home Alpha 0.5 is OUT!

Features the new construction system and more crafting (all the recipes were changed. Press I to bring up the inventory crafting).

(PS: find the debug controls switch Grin it enable endless zooming in/out)

Here's some screenshots on the construction system.

First you put everything in position...


An then you click the button...


The hammer is also an effective weapon against zombies...

New hepl system out tomorrow as I don't have the time.

Download the Stable release.

Offline HeroesGraveDev

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« Reply #44 - Posted 2012-11-19 05:22:35 »

SPOILER ALERT! CRAFTING RECIPES!
Okay, I'm not going to give away the recipes, but here's the ingredients.


Inventory crafting: (press 'i')

Sharp stick: requires 1 rock and 1 stick
Useless axe head: requires 1 rock and 1 wood
Branch Axe: requires 1 stick and 1 useless axe head.

Carpentry crafting: (right click on a carpenter's workbench)

4 Planks: 1 wood
Panel: 2 planks
Post: 2 planks
2 Bars: 2 planks
2 rods: 2 bars
Platform: 2 panels
Slab: 2 platforms

(a clue to crafting at the carpentry is to look at the width and height then stack in the according axis)

Wooden construction: (spacebar while holding a hammer)

Carpenter's workbench: requires 3 platforms, 4 posts, and 1 bar.


END SPOILER

Offline HeroesGraveDev

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« Reply #45 - Posted 2012-11-20 05:22:22 »

Okay, I hate the current artwork. (It doesn't help that I've been looking at Crusaders of Yore. That art is amazing)

So, I'm switching all the textures to 16x16.

If anyone wants the old textures, I will put up a download. But if no-one is interested, I won't bother.

I will be posting the new textures as I get them finished


Okay, forget that. 32x is here to stay.
I might make a different game with a different style of art...

Offline Joshua Waring

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« Reply #46 - Posted 2012-11-20 16:20:18 »

You're making some nice progress Cheesy

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Offline HeroesGraveDev

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« Reply #47 - Posted 2012-11-21 05:32:44 »

That's because I get more time on the weekend  Grin

I am open to ideas on anything so feel free to make a suggestion.  Pointing

Combat System mechanics are undecided.

I might just leave it as is where you smack enemies until they die.

Offline HeroesGraveDev

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« Reply #48 - Posted 2012-11-24 01:36:58 »

Latest Dev Screenshots:

Cave are now properly implemented, but pointless at the moment as you just get stuck.  Undecided

An zoomed out... (with the hidden debug controls  Wink)


Anyway, I fixed the lighting AGAIN and now lights from tiles SHOULD work.

Offline HeroesGraveDev

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« Reply #49 - Posted 2012-11-24 01:43:27 »

Oops, I forgot to mention I implemented a save/load system (works only on worlds, not progress).
And I just added my super-speed cheat to the debug controls. (You can move 2 or 4 times as fast  persecutioncomplex Shocked)

Online Gjallar

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« Reply #50 - Posted 2012-11-24 02:21:14 »

An zoomed out... (with the hidden debug controls  Wink)


How the f. can you render so many tiny blocks at once? Wouldn't that practically devour your framerate?
Offline HeroesGraveDev

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« Reply #51 - Posted 2012-11-24 02:47:28 »

Well... it works fine for me on a Lenovo Thinkpad e520.

It is really simple.

Each map is 256x256 tiles (I have had 512x512 but I removed it for gameplay reasons, not performance. 512 blocks is a lot of walking).
Each chunk is 32x32 tiles.
Each chunk has a VBO.
The VBO only changes when the blocks/lighting.
All the VBOs are rendered anyway as I found it causes more lag to work out which ones are visible (either that or I was doing it wrong).  Smiley
I just used glScalef() to scale the world as I haven't learnt how to use shaders and re-buffering everything is terrible (especially since I added a smooth zooming function).
So, I just render it, it works, I don't care about optimizing because the gameplay suffers before the framerate.

Offline HeroesGraveDev

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« Reply #52 - Posted 2012-11-24 02:51:42 »

Framerate drop is noticable at 1024x1024.
Unfortunately, I can't fit the whole map on the screen because opengl can't seem to render 1 tile to 1 pixel.  Tongue

EDIT:

512x512 is fine:


By the way, I'm in that little light spot halfway down on the left.

Offline HeroesGraveDev

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« Reply #53 - Posted 2012-11-24 02:58:31 »

1024x512 causes movement glitches and the occasional skip in frames.



EDIT: Just so you know, the first picture with the tiny tiles was 256x256. that's half the height and 1/4 the width of this one.



That little red square

Offline HeroesGraveDev

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« Reply #54 - Posted 2012-11-24 03:12:43 »

I managed to explore a whole cave  Shocked I think Undecided



(By the way, back to normal size)

Offline HeroesGraveDev

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« Reply #55 - Posted 2012-12-02 02:06:30 »

Good news!

I've been quite sick for the last week (and I was away too), and so I wasn't able to focus properly on development, and having also just switched from Windows 7 to Linux Mint, I was busy preparing the tools neccessary. However, as soon as I reinstall java (just removed java 6 because it was getting in the way of java 7) I will put up a new dev build.

I also promised some GUI source code a while ago. I have been too lazy/busy to actually release it to the public. I will release this in the shared code forum after I clean it up and make sure it's efficient.

Also, some screenshots will be up soon with the new content.

An Alpha MAY be available next week depending on whether I get better quickly.
Development will speed up halfway through this week as school ends too.

TL;DR: Good news all around. (And you need to read more because that ^^^ was a small amount of text)

EDIT: Then again, no dev build today as I can't get it to build properly.  Angry
Maybe it will work if I get some sleep...

Offline HeroesGraveDev

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« Reply #56 - Posted 2012-12-04 04:54:41 »

Yay! New Dev Build!



Features tiles in the background*, lighting fixes, caves, redesigned (but still procedural) levels, new items, improved AI, new tiles, some other stuff I forgot about because it's been such a long time, (updated LWJGL to 2.8.5).

(Face it: I don't care if it makes it more like Terraria, it NEEDS tiles in the background to avoid ugliness in caves  Smiley)

Download the Dev Build to try it out!


Offline HeroesGraveDev

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« Reply #57 - Posted 2012-12-04 05:42:37 »

New hints to the constructions...

Guess what this?



And something else secret...



Also, the new item (wooden frame) can be crafted at a carpentry from 2 wooden panels.

Have fun...

By the way, a Challenge:
Reach the very end of the current world in the latest Dev Build and get the highest possible score, and survive as long as possible(9 maps to cross).

At the moment, this challenge is quite boring (I even added 6x speed in debug mode I got so bored (Shh... ...new debug mode switch as the old one messed with Linux... ...three keys to be held down at the same time...)).
Don't attempt it unless you have lots of time and find small repetitive actions exciting.
Next week, it will be more interesting...

Offline HeroesGraveDev

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« Reply #58 - Posted 2012-12-06 08:31:44 »

More screenshots...





New Entity: Villager (placeholder texture for now)
New AI: Wander (with adjustable levels of activeness)

An attempt at a house out of boxes Cool. Did not work  Emo. Need to make wood walls...

Also, A lighting glitch in the last one with the house. Clueless Got to find a way to stop that.

Back to smooth development again.

Oh and school is over!  Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin persecutioncomplex Grin Grin Grin Grin Grin

Offline HeroesGraveDev

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« Reply #59 - Posted 2012-12-08 00:54:32 »

So far today I have prepared my Ludum Dare basecode, switched to a fixed timestep instead of delta time, and changed the Tile rendering (twice).

Firstly, my basecode works.
Secondly, The game runs more smoothly, with no velocity glitches.
Finally, the tiles.

Before, tiles were 2 triangles. This caused lighting glitches such as:



See how some corners are square and others are slopes depending on the diagonal direction?

So, I changed to 4 triangles per tile. It made it worse (unfortunately I don't have screenshots) because it gave me a shaded box in the middle of each tile.

So now, I have 8 triangles per tile. And with the proper interpolation (a + (b - a)/2), I now have smooth lighting. (I also made trees more transparent  Wink It was too dark in the forest)

The result:



 Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin

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