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  Clash Tune : tune your armies, clash enemies !  (Read 29262 times)
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Offline titoasty
« Reply #150 - Posted 2014-07-09 09:07:10 »

thanks !

ok so now, I'm actively looking for an artist mainly for the UI and probably for some some others things !!! (logos, icons, screen arts...)
If you are interested, MP me and we'll discuss about it !
Thanks

Offline titoasty
« Reply #151 - Posted 2014-07-31 13:39:00 »

currently working on the army editor design, here are some screenshots of the work in progress.
let me know what you think !




Offline Drenius
« Reply #152 - Posted 2014-07-31 14:22:09 »

Not sure, but doesn't this break completely with your game's color scheme?
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Offline titoasty
« Reply #153 - Posted 2014-07-31 14:30:06 »

the army editor redesign is the first step before all the other screens !

Online SHC
« Reply #154 - Posted 2014-07-31 14:57:31 »

Other than yellow, I'd prefer the background of panels to be white with 25% transparency. I think that fits the logo style too.

Offline titoasty
« Reply #155 - Posted 2014-08-24 14:58:19 »

I'm still looking for a 2d artist, if anyone is interested

Online SHC
« Reply #156 - Posted 2014-08-24 15:00:52 »

 Pointing  I'm interested!!!

Offline titoasty
« Reply #157 - Posted 2014-08-25 08:34:35 »

send me by pm some of your works Smiley

Offline titoasty
« Reply #158 - Posted 2014-08-27 19:38:16 »

new logo !
what do you think ?


Offline titoasty
« Reply #159 - Posted 2014-09-02 09:51:03 »

new logo, new army editor, first demo !

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Offline matheus23

JGO Kernel


Medals: 122
Projects: 3


You think about my Avatar right now!


« Reply #160 - Posted 2014-09-02 12:26:39 »

new logo, new army editor, first demo !

How do I play the demo? I can try out the editor but I can't play. When clicking on "Clash!" I get a message: "Coming soon"... Huh

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline titoasty
« Reply #161 - Posted 2014-09-02 12:34:58 »

This is only the army editor for now !
The sandbox is coming in a few weks and later online play ! (working but need refactoring)

So try the army editor and share with us some of your creations Smiley

Offline titoasty
« Reply #162 - Posted 2014-10-31 17:26:37 »

Hi all !

No news since a long time but I am still hard-working on the game.

Changes since two months :
  • new musics and sounds
  • IA (a bit basic but hard to beat !)
  • UI polishing
  • new animations
  • auto-updater
  • lots of bugs fixes
  • and much more !!!

We plan a stable build for the end of the year, and then we'll add much more content.

The game is now on closed alpha, contact me if you want to try, create and play with us !
You can find us on steam, here :



Here are some new screenshots showing you the progression :







Stay tuned for more soon ! Wink

Offline titoasty
« Reply #163 - Posted 2015-02-18 22:20:28 »

Hi all,

Still working hard on the game and a lot of things evolved !

  • Multiplayer is now much more stable and quite fun to play Smiley
  • New armies : Qubmans and Orcs ! Still not definitive, they will greatly evolve (more armies yet to come)
  • Game balance is on a good way and much more efficient now
  • New ground textures : grass, rock, sand, moving water, ...
  • Added an intro
  • Polished edition of blocks
  • And a lot of new stuffs, for the ones that didn't try since a looong time Smiley

Here are screenshots of the new armies :


qubmans


blorcs

And the new trailer :

<a href="http://www.youtube.com/v/ToRD9PR5dcQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ToRD9PR5dcQ?version=3&amp;hl=en_US&amp;start=</a>

You can download latest alpha build here : download link
(you need at least java 7, game has an auto-updater included for next releases)

Hope you'll like new improvements, more to come,

Stay tuned !

Offline Drenius
« Reply #164 - Posted 2015-02-18 23:24:50 »

Looks great by now and you could get quite some response putting it on steam if you do it right!

But your trailer still has some flaws, maybe go less the "I show you my gameplay and tell something quick storyish on top of that" way but rather do something a bit shorter, with more frequent cuts, leaving more space for imagination?

Edit: Also the music seems to have some points where it suddenly changes for no obvious reason, making it seem a bit thrown together...
Offline titoasty
« Reply #165 - Posted 2015-02-18 23:30:19 »

yes you're totally right
I'm a very poor graphist and video editor and it's all I was able to do with my little experience... and it was urgent to make another video because the old one was really a problem ! (damn worst than this one !!!)
the game is on steam since a few months, but I put it way too early, it's just playable now and was not a few months ago.

Offline Slyth2727
« Reply #166 - Posted 2015-02-18 23:56:32 »

A quick graphics suggestion, if you can, make a little ambient occlusion appear between the building's/player's bottom and the ground. Because you have AO on your cubes (presumably the per vertex AO type that most voxel games use) it looks strange to have none appear on the ground.

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
Offline titoasty
« Reply #167 - Posted 2015-02-19 00:02:40 »

you're the first remarking that Tongue

Offline Ecumene
« Reply #168 - Posted 2015-02-19 00:36:31 »

Crashed for me, here's the contents of error.log,

1  
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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:115)
   at com.clashtune.ClashTune.render(ClashTune.java:93)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)


EDIT:
Never mind, old version. Not really sure if it's relevant anymore, sorry!
Offline Slyth2727
« Reply #169 - Posted 2015-02-19 00:46:57 »

Maybe I'm the first to mention it, but I doubt I'm the first to notice it.

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
Offline titoasty
« Reply #170 - Posted 2015-02-19 08:42:58 »

@Ecumene, it's not relevant anymore Smiley

@Slyth2727, here it is :


it's quite subtile on non square buildings, but definitely better now.
buildings can be on "half-cube" (tiles are 12 cubes wide and buildings can be between 5 and 12 cubes wide) so buildings and ground are two totally different meshes.
I had to create a kind of transparent plinth with AO and insert it between ground and building. it seems to do the trick ! Smiley

(for everyone, I'm most often on steam : "toastnpix", if you want to talk more in-depth or give a try in multiplayer)

Offline titoasty
« Reply #171 - Posted 2015-02-19 12:57:56 »

"hey-di-oh, let's get back to work !"

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