hvince95
|
 |
«
Posted
2012-12-07 05:24:47 » |
|
 A game I've been woring on for the past couple weeks, looking to take terraria (minus the magic cr*p) and shrink down the tile size to make it feel more real. Name suggestions please! To Do:- Saving and loading of chunks
- Flowing finite water
Change Log:[9/12/12] - Improved game loop. Much smoother with interpolation while rendering. Thankyou theagentd!
- Added placing and removing grass blocks with left and right click.
[12/12/12] - Chunk offset added. This shifts the border for the loading of chunks wider (can change in config.txt, default is 100 pixels) to prevent nasty black lines and visible tears off the screen.
- Can no longer place blocks under player (if you spawn in the dirt, exit the game and start again!)
- Added a proper player sprite (ripped from terraria for the moment) with directional movement
- Can walk up slopes of a maximum of 2 tiles high without jumping
Downloads:Not sure if compatible with OSX or Linux, have uploaded any if someone wants to testGet the jar(s) here: windowsmacosxlinuxControls:Cannot currently do much, just walk around jump, and place blocks, but much more is coming. - WSD - walk left and right and jump
- Left Click - Place dirt blocks
- Right Click - remove block (place void)
I hope to have some sort of story line, but instead of exploring across, explore up (campaign will be on an island), but an option for infinite width since it is supported (read on). At this stage, chunks (128x128 tiles, 256x256 pixels) are loaded and unloaded as you walk. The small amounts of 'blur' you get at the edges of the screen when moving around is the chunks unloading and loading again, I must change the distance out a little further so this isn't noticable Done! I am on the brink of implementing loading and saving of chunks when exiting the app. The world is generated using perlin noise. Player movement and collisions are pixel perfect. The config file changes the screen width and height, and an option for vSync and/or sleeping the game loops thread to save system resources, chunk offset can also be set.
|
|
|
|
GabrielBailey74
|
 |
«
Reply #1 - Posted
2012-12-07 05:57:20 » |
|
Tried running it, got: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
| C:\Users\Rig\Desktop>java -jar island.jar Display could not be created org.lwjgl.LWJGLException: No support for WGL_ARB_multisample at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:229)
at org.lwjgl.opengl.Display.createWindow(Display.java:303) at org.lwjgl.opengl.Display.create(Display.java:845) at org.lwjgl.opengl.Display.create(Display.java:754) at src.main.Main.<init>(Main.java:34) at src.main.Main.main(Main.java:128)
C:\Users\Rig\Desktop>pause Press any key to continue . . . |

|
|
|
|
hvince95
|
 |
«
Reply #2 - Posted
2012-12-07 06:11:31 » |
|
Don't even need that anyway, for the moment. Try again, the new jar is up and ready to go!
|
|
|
|
Games published by our own members! Check 'em out!
|
|
Vladiedoo
|
 |
«
Reply #3 - Posted
2012-12-07 06:23:31 » |
|
The .jar works for me and runs from 900-1000fps.
EDIT: Out of curiosity, how are you storing and then rendering the noise (different colors on mountain)?
|
|
|
|
|
GabrielBailey74
|
 |
«
Reply #5 - Posted
2012-12-07 20:51:37 » |
|
Thanks thanatos, I was going to upload the same picture, just 2 bumps to the left 
|
|
|
|
thanatos1
Senior Newbie 
|
 |
«
Reply #6 - Posted
2012-12-07 21:25:01 » |
|
I thought i was reaching Hell or something, but one of the bumps were so big my jump speed wasn't enough to cross it, so i was stuck.
I am VERY dissapointed!!!!1
|
|
|
|
HeroesGraveDev
|
 |
«
Reply #7 - Posted
2012-12-07 21:55:01 » |
|
I'm on Linux here and it didn't work. I checked it with Ark, and the Linux natives were missing. Could you please include the Linux Natives. Thanks 
|
|
|
|
hvince95
|
 |
«
Reply #8 - Posted
2012-12-07 23:43:46 » |
|
Thanks for all the interest everyone. The 'hellish' terrain to the left is an error with the perlin noise (I don't know what is causing this), I can fix it by shifting the whole map to the left a few trillion pixels  , but I will find out what is wrong with the perlin noise at some stage. Out of curiosity, how are you storing and then rendering the noise (different colors on mountain)? As I said, there are many chunks (128 tiles square). Dirt does have a fixed colour, but when rendering the world each element (r, g, and b) is added with +- 10 (colour range is 0-255). I think this makes the game a little more interesting. I'm on Linux here and it didn't work. I checked it with Ark, and the Linux natives were missing. Could you please include the Linux Natives. The natives for each machine are around 1.5mb. Javagaming's max file size is 2mb. I could always upload 3 seperate files of mac, linux, and windows. I'll get onto that for the next update (its not in the right state at the moment!)
|
|
|
|
RobinB
|
 |
«
Reply #9 - Posted
2012-12-07 23:54:05 » |
|
Looks nice. Maybe you should prerender textures a little further from screen, because these mine lag spikes show some tearing at the sides sometimes.
|
|
|
|
Games published by our own members! Check 'em out!
|
|
HeroesGraveDev
|
 |
«
Reply #10 - Posted
2012-12-07 23:59:23 » |
|
-snip- The natives for each machine are around 1.5mb. Javagaming's max file size is 2mb. I could always upload 3 seperate files of mac, linux, and windows. I'll get onto that for the next update (its not in the right state at the moment!)
Use dropbox or a similar site. You get 2GB at dropbox for free.  I WANT TO PLAY THIS!!  Hopefully this turns out Awesome. I love Terraria, but the small things (like the game loop) were terrible and it was like everything was just thrown in the box without thought to whether it belonged. (EDIT: Name Suggestion: Airarret  )
|
|
|
|
hvince95
|
 |
«
Reply #11 - Posted
2012-12-09 04:14:17 » |
|
Updated a few things: Firstly the biggest. The whole game loop was redone. Previously I had logic updating as fast as possible, and the option to render alongside updating, or seperately at 60fps. As you all probably know, this didn't really work too well. Now, the logic runs at a constant frame rate (50fps for simple timing in the future), and rendering is done as fast as possible with linear interpolation. I think this approach is much better, thanks to theagentd among others for this!
Please note, there is no saving or loading of chunks at this time! If you place dirt somewhere and walk it off the screen, the world will regenerate that chunk as the default heightmap.
'W' 'A' 'D' to move left click to place block right click to remove block
open jar file with 7zip and edit config file, disable vSync for max fps!
|
|
|
|
PeterNicholson
|
 |
«
Reply #12 - Posted
2012-12-11 15:22:30 » |
|
Hey! I have just started up virtual box (hosted on windows 7 64-bit), and switched on ubuntu 12.10. Youre game workes fine. 
|
|
|
|
Mac70
|
 |
«
Reply #13 - Posted
2012-12-11 15:27:06 » |
|
I found a bug - when you place blocks on your character and press jump, you will be literally launched into space. More block = bigger jump.  Terrain generation works fine, but I think it should generate more flat areas. Sometimes I can see world generation.
|
|
|
|
PeterNicholson
|
 |
«
Reply #14 - Posted
2012-12-11 16:06:07 » |
|
I found a bug - when you place blocks on your character and press jump, you will be literally launched into space. More block = bigger jump.  I get the same bug. Also you shoud consider making the brush a bit bigger... 
|
|
|
|
Mac70
|
 |
«
Reply #15 - Posted
2012-12-11 16:07:41 » |
|
Also you shoud consider making the brush a bit bigger...  Or "pixelated" to help players in making constructions. 
|
|
|
|
PeterNicholson
|
 |
«
Reply #16 - Posted
2012-12-11 16:16:36 » |
|
FOUND NEW BUG: When I "paint" blocks behind the player, under ground, the game freezes! 
|
|
|
|
hvince95
|
 |
«
Reply #17 - Posted
2012-12-12 12:44:17 » |
|
Update! A few additions, nothing major. From the first post: - Chunk offset added. This shifts the border for the loading of chunks wider (can change in config.txt, default is 100 pixels) to prevent nasty black lines and visible tears off the screen.
- Can no longer place blocks under player (if you spawn in the dirt, exit the game and start again!)
- Added a proper player sprite (ripped from terraria for the moment) with directional movement
- Can walk up slopes of a maximum of 2 tiles high without jumping
Would appreciate it if people continue to test on mac and linux  , thankyou PeterNicholson. I am not sure where I will go with the players sprite. On flat ground it works really well, but when he gets on a slope, only one point of his toe is touching the ground. I am yet to implement saving and loading, and I think finite water is a long way off! The new .jar's are up!
|
|
|
|
RobinB
|
 |
«
Reply #18 - Posted
2012-12-14 18:14:54 » |
|
Nice work, These slopes are going to be an bitch, you probably need to create some skeletral animation for that (drawing legs / feets seperately). Good luck with it 
|
|
|
|
hvince95
|
 |
«
Reply #19 - Posted
2012-12-15 00:01:44 » |
|
Haha, I know. Since the last update, I've been at a standstill. Its either the skeletal animations, or a series of different animations for walking up different sloped hills (at the moment I'm thinking this one, but if I can implement skeletal animations that would probably look much better). The next update might not be for a while, but will most likely include one of these two methods.
|
|
|
|
RobinB
|
 |
«
Reply #20 - Posted
2012-12-15 08:56:50 » |
|
Haha, I know. Since the last update, I've been at a standstill. Its either the skeletal animations, or a series of different animations for walking up different sloped hills (at the moment I'm thinking this one, but if I can implement skeletal animations that would probably look much better). The next update might not be for a while, but will most likely include one of these two methods.
I have implemented the first option in 2 projects of mine, it is not really hard, but a lot of calculations. Diffrent animations would always look odd i think (always some degrees off), and get really annoying if you create more entitys, because they all require these extra animations. Besides, you wont only have one way slopes, but also holes like these (dont mind the character and the fact it does not have legs haha):  So calculating the position is maybe hard to do, but once you have done it, you wont have to worry about it for the rest of the project anymore.
|
|
|
|
hvince95
|
 |
«
Reply #21 - Posted
2012-12-15 23:54:19 » |
|
It just about looks like you've got this same problem sorted out yourself, eliminate the legs alltogether! Doing this right the first time and not having to worry about it for the rest of the project is something I really want to do. I have started on skeletal leg animations, I'll post the new project here in a few days once they are looking good.
|
|
|
|
__iCode__
Senior Newbie 
|
 |
«
Reply #22 - Posted
2012-12-25 05:16:57 » |
|
Runs fine for me on Windows 8. The only thing that I would suggest is to try and limit the build height or the maximum height that the character can go as you can position the mouse underneath the characters sprite and hold the up button and you can jump to an infinite height... Also maybe change the block size or character's size as I find that balancing on one single block is not natural, maybe just play around with sizes or something. P.S. I had a consistent 60 FPS 
|
|
|
|
|