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  Clash Tune : tune your armies, clash enemies !  (Read 16852 times)
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Offline titoasty
« Reply #120 - Posted 2013-12-20 18:27:52 »

I don't see any reason why it's not compiling on your computer...
could you give me some infos about your hardware ?

Offline newera31
« Reply #121 - Posted 2013-12-20 23:20:11 »

AMD Phenon II X4 965 Processor @ 3.4 Ghz
Windows 7 64bit
Radeon X1950 Pro (w/ latest drivers)
Java 1.7.0_21
Offline titoasty
« Reply #122 - Posted 2014-01-20 18:50:09 »

new version ! new visual effects !
and a lot of bug fixes of course...

have fun ! Smiley

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Online SHC
« Reply #123 - Posted 2014-01-21 15:02:12 »

@titoasty

Got this error as I run the latest nightly.

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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: ERROR: 0:321: No matching function for call to max(int, float)
ERROR: 0:322: Use of undeclared identifier 'halfDotView'
ERROR: 0:336: No matching function for call to max(int, float)
ERROR: 0:337: Use of undeclared identifier 'halfDotView'

   at com.badlogic.gdx.graphics.g3d.shaders.BaseShader.init(BaseShader.java:151)
   at com.clashtune.engine.rendering.pipeline.GrassShader.init(GrassShader.java:570)
   at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:37)
   at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:275)
   at com.clashtune.engine.rendering.pipeline.Pipeline.drawModels(Pipeline.java:733)
   at com.clashtune.engine.rendering.pipeline.Pipeline.flush(Pipeline.java:434)
   at com.clashtune.scenes.battle.layer.BattleLayer.draw(BattleLayer.java:715)
   at com.clashtune.engine.Layer.draw(Layer.java:192)
   at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:110)
   at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:56)
   at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:183)
   at com.clashtune.engine.Director.update(Director.java:79)
   at com.clashtune.ClashTune.render(ClashTune.java:89)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

Offline titoasty
« Reply #124 - Posted 2014-01-21 15:49:49 »

@SHC, it should be fixed now !

Offline lcass
« Reply #125 - Posted 2014-01-21 22:32:20 »

I have no clue how this has not been appreciated more its such a fantastic piece of work. I enjoy and am gladened by the fact you are actively debugging with help from the community and the amount of effort and skill gone into this is fantastic. Well done mate!
Offline titoasty
« Reply #126 - Posted 2014-01-22 10:43:34 »

@lcass thanks for your words!

Actually it's quite hard to debug the game because the aim is multiplayer battles.
So I plan to code a simple AI and a basic matchmaking server to help players trying the game (I don't even know how many people have tested the game, and for this type of game, it's hard to try it when you can't *really* play. I mean a RTS needs good AI and a lot of active players)

Online SHC
« Reply #127 - Posted 2014-01-22 12:40:37 »

@titoasty

Same error still. Here's the complete log.

http://pastebin.java-gaming.org/99f7d34028d

Offline titoasty
« Reply #128 - Posted 2014-01-22 13:15:11 »

@SHC

found it in another place, now I can't find it anymore so it should be totally fixed Smiley
thanks for your help !

Online SHC
« Reply #129 - Posted 2014-01-22 14:05:26 »

@titoasty

It's working now.

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Offline RobinB

JGO Ninja


Medals: 44
Projects: 1
Exp: 3 years


Spacegame in progress


« Reply #130 - Posted 2014-01-22 14:09:26 »

Wow this game seems really cool, the characters are animated in a fun way, really good job.
I cant wait to see more rts components, like gathering resources and building pixel stuff.
Try to wait with minor updates, people will love this game if you suddenly come out with something big (like the stuff above).
Offline titoasty
« Reply #131 - Posted 2014-01-25 14:35:56 »

thanks RobinB.
I'm actively working to achieve a very stable version with a matchmaking server (I hope in two weeks).
When the game will totally be playable, I have plenty of ideas to implement !

Offline titoasty
« Reply #132 - Posted 2014-02-10 19:31:03 »

graphics improvements and matchmaking server !

you can now create and join games with players on internet Wink

Offline titoasty
« Reply #133 - Posted 2014-06-02 09:01:15 »

back in the race !

I'm actively working on the network and stabilization is veeery near !!!

Offline titoasty
« Reply #134 - Posted 2014-06-10 21:42:01 »

all new version with totally new UI !!!
enjoy Smiley

Offline Drenius
« Reply #135 - Posted 2014-06-11 15:58:16 »

Looks very good!
But some actual gameplay would also be nice! Wink
Offline titoasty
« Reply #136 - Posted 2014-06-11 20:28:50 »

here is a short video of units wandering and day & night cycles :

<a href="http://www.youtube.com/v/xPf5OQ3j6jE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/xPf5OQ3j6jE?version=3&amp;hl=en_US&amp;start=</a>

more will come soon !!! (when my brother will be available to test and record an online multiplayer game Wink )

Offline titoasty
« Reply #137 - Posted 2014-07-02 07:35:22 »

working on a new logo, here is the actual one that really needs to be changed...



any ideads ?

Offline titoasty
« Reply #138 - Posted 2014-07-02 10:24:11 »

new test :


Offline PandaMoniumHUN

JGO Coder


Medals: 32
Exp: 3 years


White-bearded OGL wizard


« Reply #139 - Posted 2014-07-02 10:59:45 »

new test ...
Imo the old one is a lot better. But that's just my opinion. Smiley
About the game: Brilliant! I've played around with it a bit and it's absolutely gorgeous. I'm also working on an RTS for a few days now and I have to say it's really not an easy genre to make games in. Good job. Wink

My Blog | Jumpbutton Studio - INOP Programmer
Can't stress enough: Don't start game development until you haven't got the basics of programming down! Pointing
Offline titoasty
« Reply #140 - Posted 2014-07-02 12:17:34 »

thanks !
no it's definitely not an easy genre to develop, especially the network debugging !!! (not coding, but damn debugging is hard !)
what is your project ?

Offline titoasty
« Reply #141 - Posted 2014-07-02 12:17:59 »

two others :

without background


with background

Offline titoasty
« Reply #142 - Posted 2014-07-02 15:05:38 »

another ones :





Offline titoasty
« Reply #143 - Posted 2014-07-02 15:21:24 »

different colors for cubes :


Offline titoasty
« Reply #144 - Posted 2014-07-03 11:16:24 »

new version out !

download dev build here : https://www.dropbox.com/s/kwrqel34vm2ix6j/clashtune_nightly.zip

lots of improvements :
  - new UI
  - new shaders
  - new logos
  - still a lot of bug fixes

Offline Herjan
« Reply #145 - Posted 2014-07-03 12:02:09 »

First, really nice GUI and very cool graphics/surroundings.
The ingame GUI was a little bit confusing at first, but I found out that you need to press 'sandbox' to place stuff. I would prefer this at the bottom bar like in most games when you want to build buildings/players.

When I pressed on a building (tower/castle whatever), my screen turns black (when I pressed escape it came back though).
This was the exception I got in error.log:
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java.lang.ClassCastException: com.clashtune.engine.rendering.drawable.unit.units.DrawableUnitJump cannot be cast to com.clashtune.engine.rendering.drawable.unit.buildings.DrawableBuilding
   at com.clashtune.scenes.sandbox.layers.widgets.WidgetSandbox.act(WidgetSandbox.java:84)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.clashtune.engine.InputLayer.act(InputLayer.java:33)
   at com.clashtune.scenes.battle.layer.BattleUILayer.act(BattleUILayer.java:145)
   at com.clashtune.scenes.sandbox.layers.SandboxUILayer.act(SandboxUILayer.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
   at com.clashtune.engine.Director.update(Director.java:117)
   at com.clashtune.ClashTune.render(ClashTune.java:100)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)


At least I suppose it has to do with this building thing (and not with the error when I placed a horse while moving the map so the program freezed, which I had only the first time), but that building problem remained and I didn't get that exception again.
When I press quit (in the game), the screen goes black and doesn't react to anything. error.log:
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java.lang.NullPointerException
   at com.clashtune.scenes.battle.layer.ui.BattleUI.update(BattleUI.java:180)
   at com.clashtune.scenes.battle.layer.BattleLayer.act(BattleLayer.java:404)
   at com.clashtune.scenes.mapeditor.layer.MapEditLayer.act(MapEditLayer.java:55)
   at com.clashtune.scenes.main.layer.WanderingUnitsLayer.act(WanderingUnitsLayer.java:51)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
   at com.clashtune.engine.Director.update(Director.java:117)
   at com.clashtune.ClashTune.render(ClashTune.java:100)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

A graphical funny detail: the horses are a little bit small with respect to villagers (the buildings too).

But as already said, the art looks really awesome in my opinion and menu/game is really smooth (like when you place buildings on top of villagers etc.).
I hope you can do something with this feedback (that's where you posted this game for, right? Wink ).

Edit: I did get that first exception again, when I closed the game instead of pressing 'escape-quit' (which gave the second error).

Offline titoasty
« Reply #146 - Posted 2014-07-03 12:08:55 »

I investigate right now !
Should take only a few minutes...

Offline titoasty
« Reply #147 - Posted 2014-07-03 12:19:24 »

1) Wow ok, just I just reproduced the first bug : I have to build some units then click on a building and boom !
2) I reproduced the second when trying to quit the game and having a unit selected in the sandbox tab.
Fixed and reuploaded ! Smiley

Thanks for your feedbacks !


About the sandbox :

The sandbox is totally a debug tool, so I will only keep it in future versions for debug purposes and the menu will be hidden.
(in fact, all the tabs you see on the right are only for debug)
I plan to add much simpler tool, probably in the army editor or near, to test units fighting with others, displaying some stats, for army tuning purposes (for maths nerds Smiley )


About horses (and units in general) :

All units have to respect a certain size (which is 8x3xheight[8-12]) so for now they will be small. It's part of the graphical choices I made at the beginning of the project. I didn't want to have enormous mounts and wanted to keep units quite simple.
The goal is to design beautiful and stunning units with only a few cubes (which was hard when I started designing this default army. lookt at the blocks editor, there is a probable some spongebob characters Wink )
Despite the graphical choice, there is also a very critical strategy aim : when you'll fight online, you'll meet totally different armies, in design and in abilities. So I don't want to add another layer of complexity when dealing with enemies units, too big to take a path or another, blabla. It will be hard enough to find which strategy to use against other armies Smiley


About buildings :

Their size is a mix of graphical choice and game design problems.
When I began working on the game, I used little boxes for buildings. They were in 3d and every other things was 2d. And it was graphically effective. So I decided to keep this unreal aspect ratio between units and buildings when I switched to full 3d. After all, in every RTS the buildings aspect is totally unreal, warcraft, starcraft, ... and I like the way it is ! Like for units, it's much much easier to design a 8x8x12 cubes building than a 32x32x24 building !
For the game design aspect, it's due to the army tuning : when you create a building and set abilities, stats, design, etc. why would a building be bigger than another one ? How should I calculate building size according to abilities ? The more abilities -> the bigger ? What should be the step between a building taking 1 tile to a building taking 4-square tiles ? But on the other way, you could recognize important enemies' buildings only by their size ?

Some questions are still unanswered, but for now I try to keep some aspects simple.
I am totally not closed to the aspects of sizes, but it is too son.
And I have a lot of ideas to implement, so I must calm down on functionalities to focus on a effective and stable version.
And later we'll see.
If the game is a success ( Cheesy )

Offline titoasty
« Reply #148 - Posted 2014-07-08 14:05:42 »

for those interested, I just put the game on greenlight !

http://steamcommunity.com/sharedfiles/filedetails/stats/283021930

Online kevglass

JGO Kernel


Medals: 171
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #149 - Posted 2014-07-09 08:29:58 »

This just looks painfully awesome!

Great work!

Cheers,

Kev

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