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  Guardian: Heroes Edition  (Read 9996 times)
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Offline HeroesGraveDev

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« Posted 2013-02-09 04:52:26 »

Screenshot (s):




Offline cheatsguy

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Gamer turned Pixel Artist turned Programmer


« Reply #1 - Posted 2013-02-10 23:26:44 »

Yay, sequel! Smiley
I certainly hope it turns out like you originally planned! I'd like to see where this goes in the future.

Busy between school, work, life, games, programming and general screwing around.
If you'd like some pixel art for your game, send me a PM, i'll see what I can do.
Current project: http://elementalwarblog.wordpress.com/
Offline HeroesGraveDev

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« Reply #2 - Posted 2013-02-15 23:11:08 »

I added a random name generator and death messages today.

Here's the result.

EDIT: I tweaked it a bit to remove names with 4 segments or 1 letter.

Fixed bugs etc.
Played around a bit by spawning loads of entities.
Tweaked classes to balance them out.
Gave everything more health.

Also, I added corpses last week, but forgot to mention it.
I'll get a screenshot of the aftermath soon. Grin

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Offline HeroesGraveDev

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« Reply #3 - Posted 2013-02-15 23:21:06 »

Before:


After:

Offline opiop65

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JumpButton Studios


« Reply #4 - Posted 2013-02-16 12:52:44 »

This is awesome! How far do you plan on going with this game?

Offline HeroesGraveDev

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« Reply #5 - Posted 2013-02-22 04:17:58 »

AI

TL;DR:

- AI needs to be tweaked for different attacks.
- You can indirectly control units
- AI is split between behaviours and tasks.
- Tasks are what you tell a unit to do.
- Behaviours are how a unit does something.
- Squads are a group of units lead by a general.
- Tasks are assigned by squads.
- The player is the "commander".
- You can directly control the commander.
- If the commander dies, units panic and run around like retarded chickens*.

Full version:

The original Guardian had some flaws in the AI system. For example, the usage of special attacks was poor. Assassins with their blades would only ever switch to their crossbow during the middle of a fight. You can see why that would fail.

So the first fix I need is different AI behaviours for using special attacks.

Secondly, in Guardian (I), control over the units was not there. Allies would start running back to the tower to put their gold in the chest, but then run back to defend their post. In the end, you needed to push back the enemies long enough for the guard to put their gold away.

So, I need a way to control the units. I am thinking of combining this game with a sort of RTS. In a weak way. I want the player to be able to tell the unit where to go, but I also want the player to be a part of the fight as well.

The AI will be split between two groups: Tasks, and Behaviours.

A task is something you tell a character to do, like charge into the battle, or retreat etc.
A behaviour is HOW the character does such a task. eg: An archer when told to defend a point, may run back further and find a good place to shoot from. Meanwhile, a warrior would block the path of enemies until death (or a new command).

I will also introduce squads. A squad will contain a general, and other members. Tasks will be assigned by squad.
Squads can be assigned both passive and active tasks. Passive tasks are done when nothing else is needed. Active tasks are done ASAP.

Finally, the player will be able to control 1 unit by themselves. This unit will become the commander. The commander must be alive for the player to be able to give out orders. If the commander dies, all (or most) units will enter "panic mode" and run around aimlessly. The same happens to a squad if their general dies.

There may be a way to have second-in-command to stop units panicking until a new commander is appointed. I will also allow the player to give command to another character (probably the second in command) (in case the commander is critically injured, or an unwanted class).

Hopefully this will create interesting gameplay without removing the player from the action.


(*Retarded chickens may feature in the game. It would make an interesting unit. persecutioncomplex)

Offline HeroesGraveDev

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« Reply #6 - Posted 2013-02-22 05:09:16 »



I finally beat procrastination and got a text renderer working.

Currently it only handles letters and spaces. (CAPS LOCK ONLY)

Those are 2 separate drawings. I need to add functionality for new lines.

Offline HeroesGraveDev

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« Reply #7 - Posted 2013-02-23 00:39:33 »



Click the image for the full size version.

Basic Text Interface done.
Classes tweaked for smaller scaled battles.
Added milestone titles. eg: sniper, marksman, slayer etc. (and color-changing names depending on your title)
I added stats a week ago, but was unable to show them. Now they are in the top RH corner.

It's starting to become a game now.

Offline HeroesGraveDev

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« Reply #8 - Posted 2013-02-23 06:26:33 »

New Unit:
Click to Play


Healer.
Heals any friendly units in an area the same size as a warrior's attack by 1 health.

AI:

Added 3rd AI behaviour for all units.

Melee units have Attack and Counter Attack (attack the closest enemy who recently attacked)
Ranged units have Attack, and Run Away (when attacked). Random chance to go into panic mode where they run around like retarded chickens Wink. Once in panic mode there is a random chance to get out of it.
Healers 'attack' the weakest friendly unit, and run away when attacked (and panic mode too).

Stats:

There are now stats for taking damage, giving damage, kills, accuracy, and healing.
There are 5 milestone titles for each category. Some are ridiculously hard to achieve depending on the map and number of enemies.

Notes:

An AI controlled Assassin will beat a player controlled Warrior in a 1 vs 1 fight. When you try to attack, the Assassin slips past you and shoots. When you try again, the same happens. Eventually you die.

Offline HeroesGraveDev

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« Reply #9 - Posted 2013-02-24 00:27:22 »

If anyone wants to be a tester, send me a PM. Smiley

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Offline HeroesGraveDev

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« Reply #10 - Posted 2013-02-24 03:31:10 »

Chaos Lord

Click to Play


Sometimes I reuse artwork. You may recognise this guy from "Lord of Corruption", my LD25 entry.

The background is blue because his armour is the same purple as the purple I use for the other backgrounds.

Offline matheus23

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« Reply #11 - Posted 2013-02-24 13:35:39 »

Just noticed:
If you healer has a semi-transparent animation thing...
and your background is colored, isn't this going in your way?

Why not simply use a transparent background? That's much simpler.

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

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« Reply #12 - Posted 2013-02-26 04:36:34 »

Click to Play


The Knight.

Quote
Just noticed:
If you healer has a semi-transparent animation thing...
and your background is colored, isn't this going in your way?

Why not simply use a transparent background? That's much simpler.

Because the tool I use to create .GIFs is retarded and turns everything black transparent unless I have the pink.
Any recommendations on some good tools for animating spritesheets?

Offline Agro
« Reply #13 - Posted 2013-02-26 04:50:47 »

I know it doesnt sound like a good idea, but Game Maker 8( i think thats the 5th time i said it here xD). It allows you to easily add black transparency, and exports to strips.

Offline matheus23

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« Reply #14 - Posted 2013-02-26 14:44:52 »

I know it doesnt sound like a good idea, but Game Maker 8( i think thats the 5th time i said it here xD). It allows you to easily add black transparency, and exports to strips.

That's actually pretty true. I used to work with Game Maker 8 a lot these days. I loved the Sprite Editor. My avatar was made using Game Maker... ôO..

But now I took a linux to the knee...

See my:
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Offline cheatsguy

Junior Member


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Gamer turned Pixel Artist turned Programmer


« Reply #15 - Posted 2013-02-28 02:59:09 »

Well, for any kind of pixel art...
PyxelEdit(I personally use this)
GraphicsGale(the free edition is quite powerful, surprisingly)
SpriteSomething(iOS, also use this a lot)
Aseprite

These are some really handy ones, and all of them support transparent animations.

Busy between school, work, life, games, programming and general screwing around.
If you'd like some pixel art for your game, send me a PM, i'll see what I can do.
Current project: http://elementalwarblog.wordpress.com/
Offline Agro
« Reply #16 - Posted 2013-02-28 04:22:11 »

But now I took a linux to the knee...

Yeah, same. I run Ubuntu 12.10 or whatever the latest version is now. But, sometimes I use VirtualBox(i don't prefer wine) to run Windows applications. I also have a separate Windows graphicsing computer sitting there when I need to gfx. I like to split development up onto 2 computers so I don't get caught up doing both at the same time.

Offline HeroesGraveDev

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« Reply #17 - Posted 2013-02-28 06:39:11 »

I would use Linux Mint (I have dual boot) but the graphics applications suck REALLY BADLY.
GIMP is a mess, and is ridiculously hard to use, while Paint.NET is so simple, yet it is at the level of Photoshop.

If only Paint.NET were cross-platform, then I'd use Linux all the time.

On Topic: Skeletons are now in the game. Warriors, Archers, and Spearfighters.

Click to Play

Offline Jimmt
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« Reply #18 - Posted 2013-02-28 17:48:36 »

Trying not to derail but what part of GIMP do you find difficult to use?
Anyways, the game's looking pretty nice, good work with the animations as usual.
Offline HeroesGraveDev

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« Reply #19 - Posted 2013-02-28 18:23:54 »

Trying not to derail but what part of GIMP do you find difficult to use?
Anyways, the game's looking pretty nice, good work with the animations as usual.

I have tried really hard to make it as close to Paint.NET as possible (even changing all the main keyboard shortcuts) but it still has little things that make it really hard to use.

- Right Click doesn't use secondary colour.
- The colour picker doesn't have a switch to Pencil/last tool.
- No Ctrl-Select.
- Select has to be done from the opposite corner of a pixel or else it does not select that pixel
- You can't draw with the arrow keys.

And some others that I can't think of now.
You will not believe how much the last one slows me down.

And just annoying things that don't really make it hard to use:

- Select tool has stupid boxes in the corners.
- The toolbox is too big and it keeps disappearing when I start drawing.

Basically, in the time it took me to do the skeleton archer (yes, the skeleton archer was made in GIMP), I could have done 3 new skeletons, or 2 completely new units.

Offline HeroesGraveDev

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« Reply #20 - Posted 2013-03-09 07:58:29 »

I implemented some kind of pathfinding.

I think it is Djikstra.

When the map is loaded, a whole load of nodes are created depending on the tile and it's surroundings.
Solid tiles are left without nodes.
Tiles on top of solids are 'ground nodes'
Tiles 2 above solids are 'aboveground nodes'
Climbable tiles are 'climbable nodes'
(There are also nodes for tiles next to climbables, but they are just to allow jumping off ladders)

Each node has rules for which directions it leads to.

Ground nodes can't go down. (Because it would be invalid)
AboveGround nodes can't go up (Because double jumping doesn't apply)
Ladders can go any direction. (Up down, or jump to the sides)

Of course if there is no node then it can't lead to that direction anyway.

Then it uses recursion + an arraylist to find all the possible paths that lead to the goal. Once it hits the goal, the arraylist is passed back up. Then it is compared to the lists for the other directions, and the shortest is passed up and so on.

Unfortunately, the maximum path length is 10. Otherwise there is LAGGGGG.

The good news is that targeting only works in a 16x16 area, so most of the time it will be fine.

Offline HeroesGraveDev

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« Reply #21 - Posted 2013-03-16 04:18:28 »

Okay, update:

The game is almost playable
But it is nowhere near finished.

So, what's left until it's playable?
Tweak stats on characters.
Disable some characters because they're meant to be more powerful (for later in the game).
Fix up level chaining so when you win, you go to the next level, when you lose you go back etc.

When will it be available?
Send me a PM if you want to test it.
By testing, you get to play the game early. One condition: You give (reasonable) feedback on the game, suggestions, ideas, bugs, tweaking neccessary, etc.

Art.
No new characters.
However, I tweaked the timings, and changed walking to be a 4-frame animation. I am still working on getting the hands of some characters to move when walking.

Offline HeroesGraveDev

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« Reply #22 - Posted 2013-03-22 04:14:16 »

Here are the new animations for the heroes.

Click to Play


All in one image.

Offline Otreum

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« Reply #23 - Posted 2013-03-28 08:25:05 »

Lol, those animations are beastly Cheesy
I love the twin Axe animation. I'm looking forward to seeing where you take this Cheesy
Offline HeroesGraveDev

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« Reply #24 - Posted 2013-04-20 21:19:57 »

Click to Play


The Rogue.

Fights at close range, but not too close.
Punches enemies before impaling them on his shortsword.

Offline HeroesGraveDev

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« Reply #25 - Posted 2013-04-20 21:29:26 »

I thought I'd post this little gem:

Yesterday I was messing with post-processing and FBOs.
However, I had no idea that you had to call glClear on the FBO as well. (it made sense when I thought about it though).

I had colour-burned a vignette onto the FBO that wasn't cleared every frame:

Offline HeroesGraveDev

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« Reply #26 - Posted 2013-04-21 07:26:47 »

Anyone who wants to test build 005, now would be a good time to PM me.

The test build will be out tomorrow, with a patcher.

What's new:

The updated animations.
Goblins.
Commander Controls. (More info tomorrow)
New commands (hide, stand ground).

All units except Warrior, Archer and Goblins are disabled because they aren't meant to be in the game at the start and adding them in for the test builds gets me trapped in a balancing cycle.

Offline newera31
« Reply #27 - Posted 2013-04-21 13:26:29 »

I love the art work, looking forward to playing!
Offline HeroesGraveDev

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« Reply #28 - Posted 2013-04-21 23:29:29 »

Getting a Dev Build out is taking a little bit longer than expected because I decided to add in a proper help menu.

It should be outready within the hour.*

Ps: if you want to test it, send me a PM.

It was ready, but I didn't finish the patcher in time. Maybe another half hour max?
I was half an hour late of my half-hour extension. Roll Eyes

Offline HeroesGraveDev

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« Reply #29 - Posted 2013-04-22 02:24:55 »

Okay, I sent out a PM to all the people who have wanted to test so far.
If you've previously asked to test (and still want to test) and didn't get the message, or you want to test, PM me.

Anyway:

AI:
Tweaked 'Run Away' AI.
Added more tasks:
- Stand Ground - Stand within 2 tiles of a positionand stay there unless other AI takes over.
- Hide - Drop to the ground, invisible to enemies who aren't targeting you.
- Stand by - (like following, except they stop when they reach you)
Finished implementation of squads & squad tasks.
Added commander controls...

Commander controls
I finally got around to putting some control into the game.
Currently:
- View Team members
- Squad management
-- Create squads
-- Disband Squads
-- View squad members.
-- Manage Squads
--- Task management
---- Add task
----- Different priorities
----- Custom settings for different commands
---- Cancel tasks
---- View tasks

Currently, the commander controls is just a text user interface which is navigated by using LShift, RShift, Enter and Escape.
I can't be bothered to make a GUI yet.

With the current commands, it's possible to create some Awesome attack patterns.

Examples:

- All the warriors lie on the ground, unable to be targeted. If they get attacked, they counterattack until the enemy is dead, and then lie back down on the ground. Good for when you need perfect timing to hide your whole team. Also quite funny if you lead enemies over to the pile of warriors.
- All warriors and archers stand their ground on a certain point. Archers will fire whenever a a goblin gets in range, and the warriors pick off any that get through the volley of arrows. Corpse sliding leaves a nice pile of dead goblins behind the group.

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