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  Renoria - Java MMORPG  (Read 23343 times)
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Offline Dxu1994
« Reply #120 - Posted 2013-11-21 06:55:19 »

UPDATE

new walking animation and char now holds weapons while walking

Click to Play


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.

Offline Dxu1994
« Reply #121 - Posted 2013-11-21 13:45:14 »

UPDATE:

Most skills are now working! Cheesy




Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #122 - Posted 2013-11-21 14:33:46 »

I wish i could do something working that good but i'm stuck in the Network code which keeps my program throwing Exceptions  Cry Art looks really nice, can't wait to test it Cheesy
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Offline Dxu1994
« Reply #123 - Posted 2013-11-21 14:44:33 »

I wish i could do something working that good but i'm stuck in the Network code which keeps my program throwing Exceptions  Cry Art looks really nice, can't wait to test it Cheesy

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 Smiley

Offline Seiya02

JGO Coder


Medals: 3
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #124 - Posted 2013-11-21 15:51:12 »

I'm working with KryoNet and i guess i'm okay using the library the problem is more about Sets/List/HashMaps in Multithreading Cheesy ConcurrentModificationExceptions everywheeere Cheesy

will there be like pvp areas in your game? or is it just pve? Cheesy
Offline unenergizer

Junior Member


Medals: 3
Exp: 1 year


Work hard, practice often, and you will succeed!


« Reply #125 - Posted 2013-11-21 21:15:39 »

Keep up the good work man. Your project seems to be coming along nicely.  Wink

JGO is AMAZING!
Steam: unenergizer
Offline Dxu1994
« Reply #126 - Posted 2013-11-22 01:26:31 »

I'm working with KryoNet and i guess i'm okay using the library the problem is more about Sets/List/HashMaps in Multithreading Cheesy ConcurrentModificationExceptions everywheeere Cheesy

will there be like pvp areas in your game? or is it just pve? Cheesy

PvP is already possible, but can only be enabled with a GM command right now Tongue

But there's definitely going to be PvP areas, we're just thinking about how to implement them right now Tongue

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

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public void addSomething(Something obj) {
 list.add(obj);
}


do this:

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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.  Wink

Thanks man, really appreciate it Cheesy

Offline Dxu1994
« Reply #127 - Posted 2013-11-22 05:42:20 »

Development video update:

<a href="http://www.youtube.com/v/TH16Xc9Nang?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/TH16Xc9Nang?version=3&amp;hl=en_US&amp;start=</a>

Features buffs, mobbing skills, and a bunch of other stuff.

Offline unenergizer

Junior Member


Medals: 3
Exp: 1 year


Work hard, practice often, and you will succeed!


« Reply #128 - Posted 2013-11-22 05:51:39 »

Looks promising. I would like to see you and another player fight the boss. Cheesy

Make that your next video.  Cool

JGO is AMAZING!
Steam: unenergizer
Offline Dxu1994
« Reply #129 - Posted 2013-11-22 07:03:52 »

Looks promising. I would like to see you and another player fight the boss. Cheesy

Make that your next video.  Cool

Our next video will have Liera and Gemini and therefore won't be a "Development" video anymore Tongue

Will feature more than 2 playres, but ofcourse we'll spawn that boss again and mob it together Cheesy

Games published by our own members! Check 'em out!
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Offline Dxu1994
« Reply #130 - Posted 2013-11-23 08:49:30 »

 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 Smiley

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 Tongue

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 Smiley

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 Tongue

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 Smiley

Offline trollwarrior1
« Reply #131 - Posted 2013-11-23 09:18:51 »

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.
Offline Dxu1994
« Reply #132 - Posted 2013-11-23 10:20:55 »

Artists draw most of the animations but I use programmatic animations to achieve some of the simpler effects, like sword swinging etc.

Offline Dxu1994
« Reply #133 - Posted 2013-11-25 15:04:48 »

UPDATE:



Yup.

Offline lcass
« Reply #134 - Posted 2013-11-25 17:26:39 »

When will we get to play this epic game Cheesy
Offline matheus23

JGO Kernel


Medals: 106
Projects: 3


You think about my Avatar right now!


« Reply #135 - Posted 2013-11-25 21:24:14 »

I'm soooo amazed of this game! Cheesy

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 Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline BCoding

Senior Newbie





« Reply #136 - Posted 2013-11-25 22:46:47 »

Looks fantastic. I can tell that this game has a bright future ahead. Good luck with Alpha and beyond.   Cheesy

Offline Dxu1994
« Reply #137 - Posted 2013-11-26 07:44:12 »

When will we get to play this epic game Cheesy

I'm actually working on a pre-registration form right now, I'll put it online probably later today! Smiley

Anyone from JGO will be able to sign up their email on it, and you'll get an alpha key when Alpha is ready Smiley

Alpha should be out in a month or two, the game is actually already in a playable state Cheesy

I'm soooo amazed of this game! Cheesy

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 Smiley

Thank you! Smiley

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 Tongue

Looks fantastic. I can tell that this game has a bright future ahead. Good luck with Alpha and beyond.   Cheesy

Thank you, muchly appreciated Cheesy

Offline Dxu1994
« Reply #138 - Posted 2013-11-29 08:55:14 »

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)

Offline matheus23

JGO Kernel


Medals: 106
Projects: 3


You think about my Avatar right now!


« Reply #139 - Posted 2013-11-29 15:14:18 »

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 Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline Dxu1994
« Reply #140 - Posted 2013-11-29 17:03:48 »

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 Smiley

That is a good suggestion, thanks Smiley

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 ! Smiley

Offline Dxu1994
« Reply #141 - Posted 2013-11-29 18:01:49 »

UPDATE:

Ux2Engine now runs on Android!



Running on Galaxy Tab 3, dual core, 1GB ram? (I think)

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #142 - Posted 2013-11-29 18:03:29 »

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 Wink

Offline Dxu1994
« Reply #143 - Posted 2013-11-29 18:07:42 »

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 Wink

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 Sad

Offline Dxu1994
« Reply #144 - Posted 2013-11-30 21:43:29 »

UPDATE:

Working on new scenery and backgrounds:


Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #145 - Posted 2013-11-30 22:13:04 »

Do those clouds move in the background? That would make for great ambient scenery, especially if they interweave through the mountains!

Offline Dxu1994
« Reply #146 - Posted 2013-12-01 00:15:36 »

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 Smiley

The backgrounds scroll around in a style called Parallax scrolling, it gives a 3d feel to the scenery.

Offline Dxu1994
« Reply #147 - Posted 2013-12-01 16:34:26 »

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.png

Saves lots of calls to glBindTexture and allows me to render NPOT images without hassle Smiley

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 Smiley

Offline Dxu1994
« Reply #148 - Posted 2013-12-01 20:51:22 »

UPDATE:

LWJGL mode now works exactly the same as Java2D version.

Side by side comparison:



Left = Java2D, right = LWJGL

Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #149 - Posted 2013-12-01 21:46:38 »

I don't even see a difference!! Cheesy
Good job though, that's very impressive that you've managed this Wink

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