Dxu1994
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Reply #120 - Posted
2013-11-21 06:55:19 » |
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UPDATE new walking animation and char now holds weapons while walking Skill editor is coded  Special effects now apply to skills and an assortment of skills are added, new mobbing skills, projectile skills etc. Will post vid soon.
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Seiya02
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Reply #122 - Posted
2013-11-21 14:33:46 » |
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I wish i could do something working that good but i'm stuck in the Network code which keeps my program throwing Exceptions  Art looks really nice, can't wait to test it 
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Games published by our own members! Check 'em out!
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Dxu1994
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Reply #123 - Posted
2013-11-21 14:44:33 » |
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I wish i could do something working that good but i'm stuck in the Network code which keeps my program throwing Exceptions  Art looks really nice, can't wait to test it  Haha, if you want a good network library take a look at Apache MINA or I can opensource the networking library I wrote for Renoria if you or anyone else would like it 
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Seiya02
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Reply #124 - Posted
2013-11-21 15:51:12 » |
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I'm working with KryoNet and i guess i'm okay using the library the problem is more about Sets/List/HashMaps in Multithreading  ConcurrentModificationExceptions everywheeere  will there be like pvp areas in your game? or is it just pve? 
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unenergizer
Junior Devvie   Medals: 5Exp: 5 years
Trying to figure it all out
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Reply #125 - Posted
2013-11-21 21:15:39 » |
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Keep up the good work man. Your project seems to be coming along nicely. 
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JGO is Awesome! Steam: unenergizer
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Dxu1994
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Reply #126 - Posted
2013-11-22 01:26:31 » |
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I'm working with KryoNet and i guess i'm okay using the library the problem is more about Sets/List/HashMaps in Multithreading  ConcurrentModificationExceptions everywheeere  will there be like pvp areas in your game? or is it just pve?  PvP is already possible, but can only be enabled with a GM command right now  But there's definitely going to be PvP areas, we're just thinking about how to implement them right now  In fact any map can be turned into a PvP zone with an admin command right now. As for ConcurrentModExceptions, instead of adding to collections directly, try and keep another collection for example instead of 1 2 3
| public void addSomething(Something obj) { list.add(obj); } |
do this: 1 2 3 4 5 6 7 8 9
| public void addSomething(Something obj) { thingsToAdd.addLast(obj); }
then later on..
while (!thingsToAdd.isEmpty()) { list.add(thingsToAdd.pollFirst()); } |
that should fix your concurrent modification exceptions, its just not safe to be iterating over a list while another thread is modifying it. Also, you might want to take a look at ReentrantReadWriteLock (what I use on the server to synchronize tasks), I use a write-biased version of the RWL to accomplish map locking. Keep up the good work man. Your project seems to be coming along nicely.  Thanks man, really appreciate it 
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unenergizer
Junior Devvie   Medals: 5Exp: 5 years
Trying to figure it all out
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Reply #128 - Posted
2013-11-22 05:51:39 » |
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Looks promising. I would like to see you and another player fight the boss.  Make that your next video. 
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JGO is Awesome! Steam: unenergizer
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Dxu1994
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Reply #129 - Posted
2013-11-22 07:03:52 » |
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Looks promising. I would like to see you and another player fight the boss.  Make that your next video.  Our next video will have Liera and Gemini and therefore won't be a "Development" video anymore  Will feature more than 2 playres, but ofcourse we'll spawn that boss again and mob it together 
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Games published by our own members! Check 'em out!
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Dxu1994
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Reply #130 - Posted
2013-11-23 08:49:30 » |
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UPDATE:  Cant see it in this screenshot but I completely removed the engine's dependency on AWT. Engine can now render TTF fonts directly in OpenGL  As a technical note, the new engine can only render GL_TRIANGLE but it has a high level API to do all sorts of primitive rendering like lines, ellipses, rectangles, polygons etc (all done with GL_TRIANGLES) Also means support for touch screens and gamepads is coming  Completely abstracted out the input management system so it can handle input based on parameters, not based on physical devices like mouse position etc. Game can run on a JVM with no awt with just LWJGL now  I'm thinking about making a version of the game with a stripped down JVM (OpenJDK7) and nearly all the main libraries (AWT, Swing, etc) removed as an executable file for the people who dont want to install Java. And visual updates  New equipment sets:   New area (Liera):  Kinda still working on getting the above into the game but just thought i'd show some visuals as well 
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trollwarrior1
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Reply #131 - Posted
2013-11-23 09:18:51 » |
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Can I ask you how do you do the animations? Do your artists draw like every single animation for every single skill? Or did you implement something like skeletal animations.
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Dxu1994
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Reply #132 - Posted
2013-11-23 10:20:55 » |
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Artists draw most of the animations but I use programmatic animations to achieve some of the simpler effects, like sword swinging etc.
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Dxu1994
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Reply #133 - Posted
2013-11-25 15:04:48 » |
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UPDATE:  Yup.
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lcass
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Reply #134 - Posted
2013-11-25 17:26:39 » |
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When will we get to play this epic game 
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matheus23
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Reply #135 - Posted
2013-11-25 21:24:14 » |
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I'm soooo amazed of this game!  I have another suggestion, though: Try to add more detail to the maps when you're going to 'ship' them. I can see too many naked walls, it makes it kind of fell unreal or lifeless. I know this is only kind of a pre-alpha development state, but I just want you to think about this when you create the maps in the end. Also: When you create a building for example, instead of making it as big as it's seen in the last pic, better make it smaller without that much naked walls. If you're going to have to choose at some point, choose to make it smaller, it makes it look muuuch better in the end, believe me 
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BCoding
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Reply #136 - Posted
2013-11-25 22:46:47 » |
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Looks fantastic. I can tell that this game has a bright future ahead. Good luck with Alpha and beyond. 
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WoW, music, and programming. Life is good.
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Dxu1994
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Reply #137 - Posted
2013-11-26 07:44:12 » |
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When will we get to play this epic game  I'm actually working on a pre-registration form right now, I'll put it online probably later today!  Anyone from JGO will be able to sign up their email on it, and you'll get an alpha key when Alpha is ready  Alpha should be out in a month or two, the game is actually already in a playable state  I'm soooo amazed of this game!  I have another suggestion, though: Try to add more detail to the maps when you're going to 'ship' them. I can see too many naked walls, it makes it kind of fell unreal or lifeless. I know this is only kind of a pre-alpha development state, but I just want you to think about this when you create the maps in the end. Also: When you create a building for example, instead of making it as big as it's seen in the last pic, better make it smaller without that much naked walls. If you're going to have to choose at some point, choose to make it smaller, it makes it look muuuch better in the end, believe me  Thank you!  Yeah, I understand the maps are pretty bare at the moment. We're actually planning to add a lot more variety to the maps, for example more different types of tiles, glistening effects, more animated objects (to make it look more lively) etc. We'll also be adding in NPCs, shops and a lot more map objects to the maps, I know they're pretty bare right now  Looks fantastic. I can tell that this game has a bright future ahead. Good luck with Alpha and beyond.  Thank you, muchly appreciated 
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Dxu1994
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Reply #138 - Posted
2013-11-29 08:55:14 » |
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Update: Redesigned the tower, actually starting to redesign most maps and we're creating a lot more detail in the map objects and also creating a lot more variety in them.  (Ignore the white artifacts around the tower, I just mocked it up in Photoshop to show everyone how it's going to look)
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matheus23
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Reply #139 - Posted
2013-11-29 15:14:18 » |
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Another *little* suggestion: Maybe push the view a little more upwards. Usually I don't care about whats below me, when there is only ground below me. I think it's better the more of the 'real' world is shown, instead of earth from the ground 
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Dxu1994
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Reply #140 - Posted
2013-11-29 17:03:48 » |
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Another *little* suggestion: Maybe push the view a little more upwards. Usually I don't care about whats below me, when there is only ground below me. I think it's better the more of the 'real' world is shown, instead of earth from the ground  That is a good suggestion, thanks  I'll just make less room under the player, that will fix it I've hired another 5 artists so you should all see way more frequent content updates now ! 
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Dxu1994
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Reply #141 - Posted
2013-11-29 18:01:49 » |
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UPDATE: Ux2Engine now runs on Android!  Running on Galaxy Tab 3, dual core, 1GB ram? (I think)
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Opiop
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Reply #142 - Posted
2013-11-29 18:03:29 » |
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Whoa, that's amazing! I really want to try it out now! Also, your image is absolutely huge, I would recommend downsizing it a little 
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Dxu1994
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Reply #143 - Posted
2013-11-29 18:07:42 » |
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Whoa, that's amazing! I really want to try it out now! Also, your image is absolutely huge, I would recommend downsizing it a little  Haha yeah, I downsized it :') Moving around in Android still doesnt work properly though but I'm working on it. Basically you drag your finger around the screen to move around, its all controlled via gestures but doesnt work properly yet 
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Dxu1994
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Reply #144 - Posted
2013-11-30 21:43:29 » |
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UPDATE: Working on new scenery and backgrounds: 
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Opiop
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Reply #145 - Posted
2013-11-30 22:13:04 » |
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Do those clouds move in the background? That would make for great ambient scenery, especially if they interweave through the mountains!
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Dxu1994
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Reply #146 - Posted
2013-12-01 00:15:36 » |
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Do those clouds move in the background? That would make for great ambient scenery, especially if they interweave through the mountains!
They do actually, and there's 3 layers of clouds  The backgrounds scroll around in a style called Parallax scrolling, it gives a 3d feel to the scenery.
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Dxu1994
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Reply #147 - Posted
2013-12-01 16:34:26 » |
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UPDATE: LWJGL/Android versions now use a dynamic texture atlas to generate huge sprite sheets. Example of dynamic generated sprite sheet: http://puu.sh/5yTcy.pngSaves lots of calls to glBindTexture and allows me to render NPOT images without hassle  I know the sprite sheet isn't packed as well as some other games manage to pack, but that's because it's dynamic. When the game requires an image resource loaded, it will find a region in the texture atlas and paste it there, generate texture-coordinates etc. I'll be working on the efficiency of the packing algorithm though, but as you can see it already packs pretty well 
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Dxu1994
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Reply #148 - Posted
2013-12-01 20:51:22 » |
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UPDATE: LWJGL mode now works exactly the same as Java2D version. Side by side comparison:  Left = Java2D, right = LWJGL
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Opiop
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Reply #149 - Posted
2013-12-01 21:46:38 » |
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I don't even see a difference!!  Good job though, that's very impressive that you've managed this 
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