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  [WIP] Heroes of Umbra (2D Sidescrolling RPG)  (Read 4110 times)
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Offline dragonheartman

Junior Member


Medals: 5
Projects: 1



« Posted 2012-11-08 22:15:43 »

Hi all,

Heroes of Umbra is a simple SNES-style platformer RPG I started a few weeks ago to practice programming with java (using libgdx) and pixel art. It's a work-in progress, but there are enough features to get a feel for what's to come. There isn't much to it yet other than a simple tech demo, but if you're interested I encourage you to give it a play.

Planned Features:
  • Side-scrolling platformer/action RPG blend
  • Maps created with Tiled
  • 100% original graphics & sound (need to practice my pixel art)
  • Original music by bxmmusic
  • 4 dungeons, some randomly-generated
  • Visual equipment
  • Customizable stats/skills
  • Plenty of NPCs, shops, menus, etc
  • Multiplayer support

Screenshot

Level up! Now find some clothes...

Video
<a href="http://www.youtube.com/v/cvA4C61ZU7A?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/cvA4C61ZU7A?version=3&amp;hl=en_US&amp;start=</a>

Controls
Arrow keys = Move Player/cursors (in menus)
Z = Jump
X = Attack
Shift = Spell (Currently only a fireball!)
Space = Talk
Esc = Menu
Offline Pickleninja

JGO Coder


Medals: 9
Projects: 1


I'm tired of working for someone else.


« Reply #1 - Posted 2012-11-08 22:19:14 »

Looks amazing!

Good work Cheesy



-Pickle

Offline Mads

JGO Ninja


Medals: 23
Projects: 3


One for all!


« Reply #2 - Posted 2012-11-08 22:23:07 »

That looks great! I think your pixel art is really good. I like it!

I have a few notes on this. Don't get me wrong, I really like the game. This is feedback.
  • The controls are very fast, and it's hard to control
  • The jump seems awfully high, for the speed you're carrying
  • It's hard to dodge the bullets from the plants, because the platforms allow me to be hit from
    a long distance
  • It's a little hard to distinguish platforms from the background. Especially hinge-bridges.
  • Attacks are hard to use, because it's difficult to know when I can actually attack. There's delays
  • The sheer amount of enemies, and partly their attack speed makes it really difficult to dodge attacks, and make it through the levels

Don't get me wrong though - this game looks amazing! I really like the particles, and animations and awww. Cheesy

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Offline dragonheartman

Junior Member


Medals: 5
Projects: 1



« Reply #3 - Posted 2012-11-08 22:45:05 »

That looks great! I think your pixel art is really good. I like it!

I have a few notes on this. Don't get me wrong, I really like the game. This is feedback.
  • The controls are very fast, and it's hard to control
  • The jump seems awfully high, for the speed you're carrying
  • It's hard to dodge the bullets from the plants, because the platforms allow me to be hit from
    a long distance
  • It's a little hard to distinguish platforms from the background. Especially hinge-bridges.
  • Attacks are hard to use, because it's difficult to know when I can actually attack. There's delays
  • The sheer amount of enemies, and partly their attack speed makes it really difficult to dodge attacks, and make it through the levels

Don't get me wrong though - this game looks amazing! I really like the particles, and animations and awww. Cheesy
I appreciate the feedback and find it very helpful, so thank you!

As far as game mechanics go, there are lots of points of adjustment: jump power, friction (on-ground and in-air), attack delays, etc and I'll constantly be tweaking those. The eye/plant enemies used to have an attack animation, but I think I broke something so it's difficult to see when they are about to attack.  Roll Eyes

Also the level design, particular spawn points of monsters, will be adjusted so you won't be getting knocked off platforms all the time. You are meant to get hit, but I'll try to keep the frustration to a minimum by not including high drops or lots of enemies on small platforms.

And graphics! Yeah this is a tricky area because I wanted it to be dark but at the same time I'm using a 16-color palette so it's pretty tough. I hope I can fix this as my art skills get better over time. Cheesy

Thanks again for taking the time to play. It means a lot to me.  Wink
Offline Damocles
« Reply #4 - Posted 2012-11-08 23:01:55 »

Nice visuals, sound and general concept.
Also the menu fits the theme very good.

For the balancing:

I would favor being able to move in-air when jumping. This gives the player more control about the jumps.

Double-jump:  a nice way to adjust jump-height is to use a double jump feature. (player has to press a second time
while in jump upwards to gain an extra push)
Then you can decrease the normal jump height and still reach high platform.

Intro level:  make a simple introlevel explaining the mechanics and features (signposts when walking by)
But this is only a prototype of course currently.



Offline princec
« League of Dukes »

JGO Kernel


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« Reply #5 - Posted 2012-11-08 23:19:05 »

Really slick looking. Finally we're beginning to see more decent stuff made in Java! It seems to be undergoing a bit of a revival of late.

Cas Smiley

Offline Pickleninja

JGO Coder


Medals: 9
Projects: 1


I'm tired of working for someone else.


« Reply #6 - Posted 2012-11-08 23:25:28 »

Really slick looking. Finally we're beginning to see more decent stuff made in Java! It seems to be undergoing a bit of a revival of late.

Cas Smiley

Java is soooo much more powerful than Flash... I really hope more people realize that.

-Pickle

Offline dragonheartman

Junior Member


Medals: 5
Projects: 1



« Reply #7 - Posted 2012-11-09 00:21:29 »

Really slick looking. Finally we're beginning to see more decent stuff made in Java! It seems to be undergoing a bit of a revival of late.

Cas Smiley
Thanks for the kind words, princec. I believe Android has something to do with this.  persecutioncomplex

Quote from: Damocles
Nice visuals, sound and general concept.
Also the menu fits the theme very good.

For the balancing:

I would favor being able to move in-air when jumping. This gives the player more control about the jumps.

Double-jump:  a nice way to adjust jump-height is to use a double jump feature. (player has to press a second time
while in jump upwards to gain an extra push)
Then you can decrease the normal jump height and still reach high platform.

Intro level:  make a simple introlevel explaining the mechanics and features (signposts when walking by)
But this is only a prototype of course currently.
Regarding in-air movement, that seems to be the consensus. I'll tweak the in-air resistance to be a bit more responsive. I'll have to take some pointers from Megaman, Contra, etc in this regard.  Smiley

The double-jump idea is intriguing too. I'm also considering ladders or ropes.

Once I get the menu fully finished and the save/load screens done, I can probably start on the networking component. I'm thinking of giving Kryonet a go -- does anyone have any experience with it or any other networking libraries that could chime in?
Offline Ultroman

JGO Knight


Medals: 23
Projects: 1


Snappin' at snizzes since '83


« Reply #8 - Posted 2012-11-09 10:54:36 »

Really cool! A few weeks? Seriously?! Would you mind letting me poke through the source? I'm new to libgdx, and even though I've read through several tutorials, I haven't found a consistently good model (GameObject, Player, Monster etc.) that I'd want to build something from. I'd really appreciate a look.

On another note; to fix the problem of the platforms not being very distinguishable from the background, may I recommend parallax-scrolling of the background? It's working wonders for me in my Java2D project. I have 3 layers of trees and things, plus the cloud-layer, and it really makes everything stand out.

- Jonas
Offline Damocles
« Reply #9 - Posted 2012-11-09 10:58:41 »

yes  parallax-scrolling would fit here quite good

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Offline dragonheartman

Junior Member


Medals: 5
Projects: 1



« Reply #10 - Posted 2012-11-09 19:17:28 »

I have implemented parallax scrolling, but the effect is quite subtle. I'll have to add more panning. Smiley

Quote
Really cool! A few weeks? Seriously?! Would you mind letting me poke through the source? I'm new to libgdx, and even though I've read through several tutorials, I haven't found a consistently good model (GameObject, Player, Monster etc.) that I'd want to build something from. I'd really appreciate a look.

On another note; to fix the problem of the platforms not being very distinguishable from the background, may I recommend parallax-scrolling of the background? It's working wonders for me in my Java2D project. I have 3 layers of trees and things, plus the cloud-layer, and it really makes everything stand out.

Please feel free to poke around in the source. I've included it in the last section of the first post.

But also please be warned this is my first time making a game with libgdx, and due to me rushing to get in and program (this is 18 days in) I do a lot of stupid things that need to be refactored eventually. Namely, the menuing system is really ugly, I'm not passing in game instances to my object methods (there are some ugly constructors), and my Actor -> Player model is gross too. However, I believe everything is fairly well commented, and I'm always open  to suggestions you may have for the code as well.
Offline Ultroman

JGO Knight


Medals: 23
Projects: 1


Snappin' at snizzes since '83


« Reply #11 - Posted 2012-11-10 21:36:50 »

Yeah, I don't really care about the menu-system anyway. The Scene2D UI-framework is so AWESOME and easy to use, when you get past the hump, that you really shouldn't need to do much on your own, other than concentrate on the game. You should check it out if you haven't.

I appreciate the source very much, thanks! It'll be my nightly read Cheesy

- Jonas
Offline dragonheartman

Junior Member


Medals: 5
Projects: 1



« Reply #12 - Posted 2012-11-16 20:41:53 »

I am 5000 lines of code in and working on the first area of the game:



Yes, you start the game on a beach. How original!

Thank you again for all the great feedback and suggestions. I'll be uploading a new version this weekend.
Offline matheus23

JGO Wizard


Medals: 77
Projects: 3


You think about my Avatar right now!


« Reply #13 - Posted 2012-11-17 19:41:42 »

Beaches? Good decision Smiley

Also, awesome graphics, that's very impressive.

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

Junior Newbie


Projects: 1



« Reply #14 - Posted 2013-01-16 18:24:50 »

This looks really promising! Don't stop working on it Smiley
Did not hear any news about it in a while. Would be sad to see this disappear.
Go go go Smiley
Offline dragonheartman

Junior Member


Medals: 5
Projects: 1



« Reply #15 - Posted 2013-03-12 18:20:30 »

Just a quick update, yes I am still working on this!  Grin
Probably the  biggest challenge has been network support, but it's shaping up to be very fun.

I don't have a playable demo released, but I do frequently post progress videos on my YouTube channel.

<a href="http://www.youtube.com/v/HdO3mgzrXso?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/HdO3mgzrXso?version=3&amp;hl=en_US&amp;start=</a>
Offline lastdigitofpi

Senior Member


Medals: 4
Projects: 2



« Reply #16 - Posted 2013-06-15 13:56:19 »

Wow - the artwork looks really perfect! Keep up the good work!

Follow the development on twitter:@moebiusdev or @xcylin
Xcylin on IndieDB: http://www.indiedb.com/games/xcylin
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