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  The Intergalactic Trashman - PLAYABLE ALPHA AVAILABLE!!!  (Read 166027 times)
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Offline gongalf
« Reply #90 - Posted 2013-09-19 10:23:40 »

Name him as █|█|█|█ in the Intergalactic Trash language!
Best name ever! Grin

Thanks for the suggestions we'll think about it (not in short-term because we're so busy finishing the features that we'll include in the demo).

P.S.: @SHC I've never seen that cartoon Shocked It wasn't shown in Spain.

Offline SHC
« Reply #91 - Posted 2013-09-19 10:43:37 »

I didn't watch it on tv. It is in a DVD my uncle gifted me for my 4th birthday.

Offline gongalf
« Reply #92 - Posted 2013-09-20 01:00:50 »

A preview version of the HUD. There will be minor changes for the space stages (catched trash, fuel,... we need to add them). We're still choosing the final color because,the color of factories won't be blue (very WIP!),so we need a good "contrast" between HUD and the gameplay part.

Hope that you like it!

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Offline Opiop
« Reply #93 - Posted 2013-09-20 01:10:41 »

It looks good so far, but I've never liked a HUD that uses physical objects as the textures. Its a personal preference but I prefer either solid colors or basic textures. It just make everything feel more professional to me, I guess. Just my thoughts!
Offline wessles
« Reply #94 - Posted 2013-09-20 01:11:57 »

Normally I wouldn't either, but with this game, the aesthetic makes it okay (for me, anyway.)
Offline Opiop
« Reply #95 - Posted 2013-09-20 01:48:27 »

Thats true, the textures are done very well and they all fit together! I also love the color scheme for the game Smiley
Offline kpars
« Reply #96 - Posted 2013-09-20 04:26:33 »

I feel like the character should be red by default.

It would contrast well.

- Jev.
Offline gongalf
« Reply #97 - Posted 2013-09-22 21:49:18 »

So you think that this HUD is cool? You should know that the weapon/ammo/health screen and the mission briefing screen will have a CRT shader effect; and mission briefing screen and hiddens coins panel will be hide until you complete a mission or you get a coin.

I like him red too, but he reminds Super Meat Boy for most people.

And finally, we wanna show you one of our most loved characters: the robot that works at the gas station. It appears when the spaceship doesn’t land at the center of the platform, where the trash gate is. It can push or pull on the spaceship.

This is the robot walking:
Click to Play

Here it’s grabbing the spaceship:
Click to Play

And this is the robot pulling on the spaceship:
Click to Play

If you wanna know something about the robot let us know Cheesy

Offline BurntPizza

« JGO Bitwise Duke »

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« Reply #98 - Posted 2013-09-22 21:57:50 »

Nice animations, one thing I noticed though, the treads seem to be turning the wrong direction for the walking and pulling. Otherwise pretty good!
Offline Opiop
« Reply #99 - Posted 2013-09-22 22:04:31 »

I love that shooting animation!

Sorry, I meant I dont like the HUD textures. I dont like when the textures reference an outside object, I like plain textures. Thats just me though.
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Offline SHC
« Reply #100 - Posted 2013-09-23 02:00:50 »

Did you observe carefully? The robots are moving in opposite directions. For the first robo, it should be walking to left so it's tires should rotate in anti clockwise. And the for the last robo, it is moving to right of screen so it's tires should rotate in clockwise direction. All others is well. Also nice textures.

Offline SHC
« Reply #101 - Posted 2013-09-23 02:02:27 »

I like him red too, but he reminds Super Meat Boy for most people.

What about blue? It's my favourite color.

Offline Drenius
« Reply #102 - Posted 2013-09-23 15:19:08 »

Yea, if the red one isn't ok, the blue one was the next best.
Offline kpars
« Reply #103 - Posted 2013-09-23 23:48:47 »

But the background of the levels are purple/blue, it wouldn't contrast at all.

- Jev.
Offline kingroka123
« Reply #104 - Posted 2013-09-24 02:11:47 »

why not an option to choose the color? You could stop the player from picking a blue/purple that would contrast with the background too much.
Offline gongalf
« Reply #105 - Posted 2013-09-24 09:30:28 »

@BurntPizza @SHC
I saw the animation on Spine and wheels turning right. Maybe the error is on the gif recording process (we recorded it at 16 fps).

Could you gave me an specific example? The name of any game that you like the HUD.

@SHC @Drenius @kpars @kingroka123
We're are changing the colour of the scenery/background. In this concept art you can see what we want to get:

Anyway, you'll be able to customize the colour of the character. Although we need to choose a standard colour for him.

Offline gongalf
« Reply #106 - Posted 2013-09-28 18:58:26 »

As we said previously, there will be a connection between space stages and platform stages. This week we've worked in this connection element, the outside part of factories.

Currently we have aproximately 25 different pieces to "build" factories, including towers and chimneys. In the picture you can see an example of an "important" factory, because it's really big. In average situations, the factory size will be smaller.

Offline Opiop
« Reply #107 - Posted 2013-09-28 19:13:59 »

Quite honestly, Minecraft's GUI is one of my favorites. Very basic and out of the way, and it has basic textures.
Offline SHC
« Reply #108 - Posted 2013-09-29 01:51:00 »

The people in the factory will be dying soon! There is no way of sending the smoke out of the globe!!!  Grin  (Just a Joke)

Offline gongalf
« Reply #109 - Posted 2013-10-02 22:54:19 »

Quite honestly, Minecraft's GUI is one of my favorites. Very basic and out of the way, and it has basic textures.
Soon, I'll show you a CRT shader effect on HUD monitors that I think it'd change your mind.

And about the game, we’ve included dynamic lights on platform stages (we'll include it on space stages too).

For dynamic lights we’re using box2dlights library that gives us the choice to add points of light, cones of light and directional light. Those lights are objects of type Light that we wrap in an actor (PointLightActor, ConeLightActor and DirectionalActor) and are added to the scenery as the same way as we add statics sprites or animated sprites using the editor.

•   Point of light:

Click to Play

•   Cone of light:

Click to Play

•   Directional light:

Click to Play

In a future, we also want to include different ambient lights for different zones of the scenery. For these purpose we’ll use shaders and some kind of mesh in order to define the ambient light area.

Offline kpars
« Reply #110 - Posted 2013-10-03 00:53:40 »

Any more gameplay footage?

I feel like the game should have a level editor open to players, that way even after the game is finished with, players can still mess around. Kind of like Portal 2.

- Jev.
Offline gongalf
« Reply #111 - Posted 2013-10-06 23:05:47 »

@kpars We'll publish a new footage this week or next, be patient Cheesy About the editor, in a future we expect to release the editor but not in short-term because it isn't user-friendly.

And about on what we've been working this week:

- The space stages minimap. It's almost done, but it need some improvements, like removing the elements that are destroyed for example.

- The whole HUD, with CRT shader effects and some cool stuff!

- New decorative elements for planets (flowers, bushes, lakes...)

- New enemies! We want to add a "spider" enemies with a basic behaviour. They're "easy" enemies individually and very dangerous in group, because they're smaller than the other enemies and you need to shoot them crouched. Here you are some sketches:

Counting down for the first playable pre-alpha version!

Offline wessles
« Reply #112 - Posted 2013-10-07 00:33:32 »

Are all of those spiders going to be implemented?
If not, PLEASE include (3,2). It looks so... evil.
Offline SHC
« Reply #113 - Posted 2013-10-07 03:00:29 »

The last spider in the first row looks nice for me.

Offline gongalf
« Reply #114 - Posted 2013-10-10 09:55:04 »

Currently the last one is implemented but maybe we'll need other kind of spiders (as explosive spiders) so we'll consider your opinions Cheesy

Offline gongalf
« Reply #115 - Posted 2013-10-13 23:17:02 »


This week was a quiet week here Tongue, sorry about that. We're working hard on the new video, solving bugs, and adding new stuff that We need to include in the pre-alpha Smiley

A new space stage screenshot:

And a new song!

Offline SHC
« Reply #116 - Posted 2013-10-14 00:50:38 »

Awesome music man! How many are working in your team?

Offline gongalf
« Reply #117 - Posted 2013-10-14 09:38:24 »

Thanks @SHC Cheesy We're five: two coders, two graphic designers and one composer (he also makes the sound effects).

Offline gongalf
« Reply #118 - Posted 2013-10-15 08:55:29 »

We’re glad to show you a new gameplay footage! Grin

Here you can see the new lighting system, new weapons (the assault rifle and the shotgun), a new enemy (Spiderbot), a new colour scheme and the HUD. They are in a pre-alpha state, but you can get the idea. What do you think?

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

The playable version is coming...

Offline Nate

« JGO Bitwise Duke »

Medals: 167
Projects: 4
Exp: 14 years

Esoteric Software

« Reply #119 - Posted 2013-10-15 17:24:55 »

Cool! I believe you crashed into a rock at the end. Wink The arms out to the side run is a bit wacky, but everything is looking really nice! The spaceship landing is sweet.

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