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  Game So far.  (Read 2587 times)
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Offline lithos

Junior Devvie

Medals: 1
Projects: 1

« Posted 2013-03-27 16:59:03 »

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Game using Java 2D, my own game loop, collision, and sprites(from around the net).   Bunches of work to just show off 12 seconds worth of content.

Collision is "backwards" in the sense that the player walks on polygons where they're allowed to be.   The polygon then controls which polygons the player can walk to and which sprites are shown.   Meaning that the game is not tile based and can be 2D/Isometric/whatever by just changing level design and art.   Bridges/shelves/tunnels are also fully supported by the design and as many as I want(well integer based flags).

Sprite layering is currently based on load order, and since the character is loaded last it'll currently be on top of every image.

Has a map editor...  Which is a hot country mess of speghetti and bad smells.  The map editor is more code than the actual game, and uses a lot of resources of the game.

If you're more curious I have a raw zip file of the project(eclipse 3.7.2):  .  


Added proper layering to graphics/images, Background/Player ground/Foreground.   Much smaller change than I thought it would be.  
Doodled up some documentation.
Changed character collision to test at the forward position of the character(by feet), instead of just the top left.


Started with status effects to allow any sort of environment interaction.   Now have Keys, "one way" terrain, start of switches, and plans for push boxes.

There are no such things as bugs...  Only happy accidents.
Offline Otreum

Junior Devvie

Medals: 6

« Reply #1 - Posted 2013-03-28 07:57:06 »

This looks really cool. I love how you have appropriately scaled interiors for the exterior, rather than walking into a tiny building and the interior is MASSIVE like seen in most top down games (nothing wrong with it at all, but it's a pet peeve of mine, I like stuff to be scaled properly Tongue).

I'm looking forward to seeing your tile collision system in play too Cheesy

Keep up the good work Smiley
Offline lithos

Junior Devvie

Medals: 1
Projects: 1

« Reply #2 - Posted 2013-05-09 01:20:02 »

Have basis for environment interaction down.   However currently lacking ability to have an action do more than one thing, which I already have a general idea for how I'm going to do.   Which is my next programming goal, which will allow for things like push boxes and environment animation(door/switch).

Making a zelda-alike.   With no combat, no inventory, with a heavier focus on story and obviously the environment being your tool(with no inventory).

Also  plans to redo the map in general and use google sketch up for working graphics.  Will take a bit of work to make the environment, and converting to 2D but probably worth it in the long run for displaying intention better(especially with some of the custom-i-ness I want).

Kinda annoyed that I went with polygon collision when I don't ever see myself using anything but squares in the future Cheesy

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

There are no such things as bugs...  Only happy accidents.
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