Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (768)
Games in Android Showcase (230)
games submitted by our members
Games in WIP (854)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1] 2 3 4
  ignore  |  Print  
  Horde 8-Bit Waves Of Death! - [WIP UPDATED JUNE 26 2013]  (Read 97202 times)
0 Members and 1 Guest are viewing this topic.
Offline wessles
« Posted 2013-06-10 01:00:25 »

Horde is a idea I had, where zombies will try to find you, and kill you. The zombies are stupid, and will not go around objects. They will try to go through walls to kill you, so you must either be swift in getting away, or bash the (un)living brains out of them. Have fun landing with different weapons, powerups, landscapes, buildings, and much more!

Promo pic:





TO DO:
-HP system (ALLLLLmost done)
-Gameover (Funny that I still haven't gotten to this...)
-Menu
-Use sprite sheet
-WASD controls
-Smoother movement
-Randomized land gen
-WIZARD WITH THE DEVELOPER's WAND OF FREAKIN AWESOME!
-Fullscreen
-Better land gen
-Music
-Sounds
-Option for fullscreen
-BLOOD n' GUTS
-By popular demand, BETTER-ER BLOOD n' GUTS
-Lighting system
-Custom music! (from kpars)
-Options on menu
-WAY more zombie types
-Weaponz! (Please tell me about some weapons you want to see.)
-You choose!

DOWNLOAD

SmileyState your thoughts after playing, and thanks for it!Smiley
Offline Phased
« Reply #1 - Posted 2013-06-10 01:11:56 »

We are both kinda making the same game, but mine is probably not going to be zombies, Had to make a program for my major work for school, so I decided a endless horde mode game to, I thought the idea would be easy to make Smiley

The funny thing is, I think we are both at the same point in development.

I suggest you adding W, A, S and D controls for movement, and if you have attacking in, say what the attacking key is.
Offline dermetfan
« Reply #2 - Posted 2013-06-10 01:15:07 »

Shows me a black window, waits around half a second and closes automatically.

Exception in thread "main" java.util.InputMismatchException
        at java.util.Scanner.throwFor(Unknown Source)
        at java.util.Scanner.next(Unknown Source)
        at java.util.Scanner.nextFloat(Unknown Source)
        at wml.Enemy.<init>(Enemy.java:32)
        at wml.Tilemap.textToObj(Tilemap.java:93)
        at wml.Tilemap.init(Tilemap.java:37)
        at wml.Tilemap.<init>(Tilemap.java:22)
        at wml.Level.<init>(Level.java:11)
        at wml.Main.init(Main.java:35)
        at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:433)
        at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:357)
        at wml.Main.<init>(Main.java:23)
        at wml.Main.main(Main.java:28)

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Phased
« Reply #3 - Posted 2013-06-10 01:19:34 »

Actually, its just my final year before I go to university.

for the scanner problem use this line of code, someone gave it to me during Ludum Dare because he knew what the exactly how to fix it.

it may not fix this problem, but will fix future problems for different countries.

1  
scanner.useLocale(Locale.US);
Offline Phased
« Reply #4 - Posted 2013-06-10 01:25:02 »

I saw InputMismatchException and scanner in the stack trace.

after you initialize your scanner put the line of code in.
Offline dermetfan
« Reply #5 - Posted 2013-06-10 01:40:10 »

Ok, did you extract? Please check the folder that the jar is in. Do you see a folder called res? Are you a mac (boo!)?

Yes, I did extract, I have the res folder and I'm not a mac.

EDIT: Nevermind, I replied before reading the latest posts. Your update works Smiley

Offline dermetfan
« Reply #6 - Posted 2013-06-10 01:48:09 »

Quote from: wesley.laferriere
BTW: It wouldn't hurt to have helpers with pixel art/programming!
I don't use Slick2D anymore, but I started with it, too. Maybe give us the source code and I'll see what I can do, eventually.

Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #7 - Posted 2013-06-10 05:37:08 »

Quote from: wesley.laferriere
BTW: It wouldn't hurt to have helpers with pixel art/programming!

Wait... what?
Didn't you volunteer to do pixel art for some other project?

Offline kingroka123
« Reply #8 - Posted 2013-06-10 23:24:56 »

Looks great. Do you intend to have randomly generated maps?
Offline kingroka123
« Reply #9 - Posted 2013-06-11 01:22:03 »

i personally think that randomize infinite game play is more fun than campaign in any game but  i know many think otherwise.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #10 - Posted 2013-06-11 03:45:42 »

How many times must I say this:
(With the exception of really famous people), Games make communities, communities don't make games.

Face it, nearly no-one will play your first few games outside of the people on this forum and those you ask to play it.

Just go with random generation. Smiley

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #11 - Posted 2013-06-11 20:14:45 »

All I have made so far is stupid games like where you need to get an apple before you shrink to death.

Sounds much, much, much more interesting than yet another zombie game...  Grin Grin Grin Grin

Offline mrdeathjockey

Senior Devvie


Medals: 6
Projects: 1
Exp: 3 years


Trying to be a good programmer, step by step


« Reply #12 - Posted 2013-06-19 00:54:53 »

Looking good, can't wait to try it out today :p
Offline trollwarrior1
« Reply #13 - Posted 2013-06-19 04:44:33 »

Don't use individual images for sprites. Make one big image from which you could draw things. The way you're doing now shouldn't cause any problems, but still. It's just very wrong.

The game is so early in development that the only possible thing we can say that movement system feels pretty slick Smiley Can't say anything more Sad

EDIT-------------
One of my first games was with zombies too! Cheesy And I happen to have uploaded it to the mediafire. It's not really very bug free nor is it finished. It has infinite levels and few weapons to choose from though!

http://www.mediafire.com/download/iglj4jv5saqvb6d/Zombie_Fighter.zip
Offline trollwarrior1
« Reply #14 - Posted 2013-06-20 06:05:22 »

I don't understand why are you even using another folder for sprites? So people can edit them or what? If you can't seem to properly export your jar with images in it, right-click your project and click refresh. Then try to export your jar again and it should export properly.

I don't know which method you're using for loading images, but I think the best one would be to do this:
1  
BufferedImage image = ImageIO.readImage({yourclassnameherewithoutcurleys}.class.getResource("/image.png"));


You need to setup class folder for this shit. If you don't know how that works, then just create folder in your project. Then go to project build path and click "Add class folder" or something that goes with folder. Then select the folder you've created. From what I see that folder is usually called "res" which stands for resources. If you want to get that object as URL, you can do {yourclassnameherewithoutcurleys}.class.getResources("/resourceName.extension");. You might also do .class.getResourceAsStream() which will return a Stream I believe.
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #15 - Posted 2013-06-20 07:28:14 »

I don't understand why are you even using another folder for sprites?

I don't understand why it makes a difference to anyone if someone uses another folder for sprites.

Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 167
Projects: 5
Exp: 6 years



« Reply #16 - Posted 2013-06-20 10:11:53 »

Organization. How would you like it if Sun/Oracle put all their classes in the same package.
Offline trollwarrior1
« Reply #17 - Posted 2013-06-20 10:44:57 »

I don't understand why are you even using another folder for sprites?

I don't understand why it makes a difference to anyone if someone uses another folder for sprites.

That means that player has to extract files. Why would you make a rar file out of resources and then your jar file? You have a perfectly useful options to put all types of files into jar file and yet you don't use it. It's pointless and wastes everyone's time.
Offline NegativeZero

JGO Kernel


Medals: 333
Exp: 1 month or less


Zero but not.


« Reply #18 - Posted 2013-06-20 23:56:07 »

Yes, b/c that project was in a higher resolution, as apposed to mine. I am good at pixel art when I have more space to work with. 8x8 pixels a object does not  give me space to make a good drawing. Plus, I like to shake up the styles, by getting other people's work. The other game has a good resolution for me to work with, and I also genuinely love that guys project and want to help.

Um... this really confuses me. If you are better at a higher resolution, why not just make your game in a higher resolution?!

Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #19 - Posted 2013-06-21 03:50:20 »

16x16 is still low-res.

Offline NegativeZero

JGO Kernel


Medals: 333
Exp: 1 month or less


Zero but not.


« Reply #20 - Posted 2013-06-21 04:12:47 »


This is bigger than 8*8, yet still retro, is it not?

Retro, au contraire to popular belief, does not equal low-res. It is a style of using that low-res to make nice looking things. Now-a-days, when we see "retro" games, they usually aren't, simply because they use a much more modernized way (and much more efficient way) of using pixel art. Making pixel-art these days takes quite some skill to replicate that of days now gone.

They would pack as much detail into the tiny spaces that they had available to them. And this 'space' meant more than the size they had to conform to. Artists of the "retro" era were also limited in their colours. So if you really want to retro-ize your game's art style, I would start by increasing your texture size, and limiting yourself a small amount of colours for your entire game.

If you want some tips on using a colour palette, I would look at this link.

Offline kpars
« Reply #21 - Posted 2013-06-21 04:21:55 »

Haha, nothing wrong with 8x8 textures. Another thing I would add, is if you are trying to make a dark atmosphere, add some (what I call) 'lazy lighting' to it.

Basically, you would take an image with a 'vignette' effect, something like this:


Then draw it over everything that's happening in-game, except for the GUI. It would have a result similar to this:


Hope that helped Smiley
- Kris
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #22 - Posted 2013-06-21 19:33:02 »

You mean sepia? I think it looks interesting, but maybe have it blended in with the color, not 100% full on; starts to reduce contrast making it harder to distinguish what's going on.
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #23 - Posted 2013-06-21 20:35:59 »

Blend with some white noise.
Blend with a sepia/greyscale tone, but so the colours appear dull.

Offline kpars
« Reply #24 - Posted 2013-06-21 21:19:02 »

Woah, that looks really good! You should also add some sort of flashlight to the player's sprite, to give the vignette effect a good purpose of being there.

Also, to HeroesGraveDev, is this what you are talking about? I probably added too much noise, but you get the essential idea.

Offline kpars
« Reply #25 - Posted 2013-06-21 22:41:34 »

I play piano and sax, I'd be happy to make music for the game Smiley
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #26 - Posted 2013-06-22 01:52:33 »

@kpars: It can't have been that long ago - The emerald block is quite a recent addition. (Depending on your idea of recent)

Offline kpars
« Reply #27 - Posted 2013-06-22 02:08:10 »

By a while back, I mean February, or some time in there. It obviously was past 1.5, as the redstone block is there.
Offline kpars
« Reply #28 - Posted 2013-06-22 02:16:46 »

I might be completely wrong, but I think 1.3 came out about august, or sometime in there. Anyways, I looked on my computer, and apparently this screen-shot was taken on 3/12/13.
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #29 - Posted 2013-06-22 03:17:21 »

I guess I've barely played for a year and a half...

I though they were quite recent.

Pages: [1] 2 3 4
  ignore  |  Print  
 
 

 
EgonOlsen (1340 views)
2018-06-10 19:43:48

EgonOlsen (1230 views)
2018-06-10 19:43:44

EgonOlsen (939 views)
2018-06-10 19:43:20

DesertCoockie (1380 views)
2018-05-13 18:23:11

nelsongames (1112 views)
2018-04-24 18:15:36

nelsongames (1375 views)
2018-04-24 18:14:32

ivj94 (2120 views)
2018-03-24 14:47:39

ivj94 (1269 views)
2018-03-24 14:46:31

ivj94 (2286 views)
2018-03-24 14:43:53

Solater (808 views)
2018-03-17 05:04:08
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!