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  [Slick2d] Retro-Pixel Castles > New Stable Build + Steam Price! <  (Read 46677 times)
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Offline Grunnt

JGO Wizard


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Complex != complicated


« Reply #210 - Posted 2014-07-11 07:32:27 »

I find the lack of wasteland / hot burning desert on that map disturbing. But only slightly Wink Good work, I'll make sure to try it out in the weekend.

Offline Rayvolution

JGO Kernel


Medals: 216
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Resident Crazyman


« Reply #211 - Posted 2014-07-11 11:52:29 »

I dunno if you already mentioned this, sorry if you did. It crashes when I load in the quiet forest, if I don't run the jar by command line. It's probably unique to my system because of it being... my system.. but you said to report everything so there you go Smiley

On a side note, the sound that occurs when you place something from the building section scared the shit out of me. I'm guessing you already have this planned, but some background music or at least some additional sounds wouldn't make that one thing sound so abrupt.

I love it!

oh yeah, I'm already aware of it. Loading maps right now is a bit of a hog on memory at the moment. I have to lower the memory footprint. Wink

I find the lack of wasteland / hot burning desert on that map disturbing. But only slightly Wink Good work, I'll make sure to try it out in the weekend.

Who says I wont have a map dedicated to a wasteland/desert theme? Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline kingroka123

JGO Ninja


Medals: 35
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Gamer's Helmet


« Reply #212 - Posted 2014-07-12 03:54:06 »

Your website looks great! What did you use to create it. I know html, but I'm assuming the site was either accomplished in an external tool or php

Games published by our own members! Check 'em out!
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Offline Rayvolution

JGO Kernel


Medals: 216
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Resident Crazyman


« Reply #213 - Posted 2014-07-12 04:08:31 »

At it's core, it's ran off Invision Powerboard (www.invisionpower.com), but the skin (still not done as of writing this) is my own work. Nearly the entire site is written in PHP.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline atombrot
« Reply #214 - Posted 2014-07-12 20:36:27 »

I too like the web page but there is one thing bothering me with it. I have a full hd screen, but because of the header, logo, navigation and breadcrumbs, only the lower third of my screen is used to display actual content from your page (don't forget that the window chrome of your browser or windows taskbar also use up vertical space). You are wasting valuable space that you could use to display content. You could still make a nice home page with a big logo, but I would make the whole heading section more compact for all other pages.
Other than that your page looks neat and I think it fits nicely for your game.
Offline Rayvolution

JGO Kernel


Medals: 216
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Resident Crazyman


« Reply #215 - Posted 2014-07-12 20:40:49 »

I too like the web page but there is one thing bothering me with it. I have a full hd screen, but because of the header, logo, navigation and breadcrumbs, only the lower third of my screen is used to display actual content from your page (don't forget that the window chrome of your browser or windows taskbar also use up vertical space). You are wasting valuable space that you could use to display content. You could still make a nice home page with a big logo, but I would make the whole heading section more compact for all other pages.
Other than that your page looks neat and I think it fits nicely for your game.

Yeah, I got that complaint already (and I agree with it) I think what I may do is make a mini-version of the logo, I can't simply scale it down or it'll break the feel of the page.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #216 - Posted 2014-07-12 22:30:52 »

I too like the web page but there is one thing bothering me with it. I have a full hd screen, but because of the header, logo, navigation and breadcrumbs, only the lower third of my screen is used to display actual content from your page (don't forget that the window chrome of your browser or windows taskbar also use up vertical space). You are wasting valuable space that you could use to display content. You could still make a nice home page with a big logo, but I would make the whole heading section more compact for all other pages.
Other than that your page looks neat and I think it fits nicely for your game.

found an alternative solution. I rebuilt the graphics at 1:2 scale instead of 1:3. Should have about 30% less real estate gobbled by the logo now. Wink

(Note you may have to do a refresh to see the changes since most of it was replacing existing graphics)

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Grunnt

JGO Wizard


Medals: 79
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #217 - Posted 2014-07-13 06:51:04 »

I toyed around with the editor for a while and it works smoothly for me. No glitches or anything strange. Impressive technical & artistic work! Really looking forward to do some in-game things with this Wink

Offline Bassex96

Senior Duke


Medals: 4



« Reply #218 - Posted 2014-07-14 00:03:25 »

Sorry if you've already answered this but I didn't go through all the pages. What do you use for your graphics? I've been having problems finding what I need and I don't know any artists. I'm going to attempt to make my own. Also, does anybody know of any decent websites to find artists?
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
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Resident Crazyman


« Reply #219 - Posted 2014-07-14 00:20:16 »

Sorry if you've already answered this but I didn't go through all the pages. What do you use for your graphics? I've been having problems finding what I need and I don't know any artists. I'm going to attempt to make my own. Also, does anybody know of any decent websites to find artists?

I use Photoshop for everything. Smiley

An alternative to Photoshop is GIMP though it's free. It's not quite as powerful and flexable as Photoshop but it's good enough for pretty much anyone who isn't already at the professional-level.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Grunnt

JGO Wizard


Medals: 79
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #220 - Posted 2014-07-14 06:36:03 »

Also don't forget about PAINT.NET, which is quite good as well (with the new version being out and all).

Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #221 - Posted 2014-07-15 03:07:59 »

The official website HAS BEEN LAUNCHED! Cheesy

All JGO members with over 20 posts get a special JGO-only Award banner on their profile if they register. Smiley


(PM me either on here, or at the RPC forums to make sure you get the Award Banner)

http://retropixelcastles.com

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline kevglass

JGO Kernel


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Coder, Trainee Pixel Artist, Game Reviewer


« Reply #222 - Posted 2014-07-15 07:22:09 »

It all just so painfully painfully awesome!

Me wanty very much!

Cheers,

Kev

Offline cubemaster21
« Reply #223 - Posted 2014-07-15 20:32:24 »

Just downloaded it to try it out. First thoughts, I'm digging all the art. Second thoughts, "Oh, I can only use the map editor". Third Thoughts, "Umm.. It crashes whenever I get to the loading map screen."

Check out my game, Viking Supermarket Smash
http://www.java-gaming.org/topics/iconified/28984/view.html
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #224 - Posted 2014-07-15 21:01:03 »

Just downloaded it to try it out. First thoughts, I'm digging all the art. Second thoughts, "Oh, I can only use the map editor". Third Thoughts, "Umm.. It crashes whenever I get to the loading map screen."

Try launching via console with -Xmx2g or -Xmx4g Smiley

There's a resource overloading problem on load I need to resolve still, some machines can't handle the huge sudden spike in memory usage.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
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Resident Crazyman


« Reply #225 - Posted 2014-07-16 18:17:34 »

Original Article on RPC's Website

After some careful thought over the last week about the final maximum size of the RPC map engine, I've finally settled on 512x512. While the engine can actually support up to 2048x2048 before it starts having problems (on a good machine) 512x512 seems to be a nice, reasonably number that most all platforms should be able to support with minimal issues, and it's still huge anyway! 512x512 maps are large enough that you still have a ton of space to move around in. Anything above that like my 1024x1024 test map in the 7-10-2014 build, are simply overkill anyway. Since the game is designed to keep the player bottled up in a small area of the map trying to defend themselves, in a typical game I would expect a player to set up his village in a small location on the map not more than 128x128. So, even the 512x512 maps are huge, offering many spots on the map to setup and it really won't have much effect on the end gameplay for you guys. Smiley

Of course, since I didn't want to lose my old test map, I decided to write a script to convert it from one large 1024x1024 map into 4 512x512 maps, so here's the results!

(Note: These maps are still not final products)





- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline BurntPizza
« Reply #226 - Posted 2014-07-16 18:23:09 »

Have you considered one of those "chunk systems" where only the region around the player is loaded? Or does the game mandate that everything is going all the time?
Even if everything needs to be in simulation at once, distant areas might not need all the information loaded, e.g. only the collision and entity layers.
If you ever want to go back to the large(r) maps you might look into it.

Looking good though!
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
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Resident Crazyman


« Reply #227 - Posted 2014-07-16 18:32:01 »

Have you considered one of those "chunk systems" where only the region around the player is loaded? Or does the game mandate that everything is going all the time?
Even if everything needs to be in simulation at once, distant areas might not need all the information loaded, e.g. only the collision and entity layers.
If you ever want to go back to the large(r) maps you might look into it.

Looking good though!

I considered using chunking. But there's so much data the needs to be loaded map-wide at all times I think in the big picture it wouldn't have made much of a difference. The map itself has to run similar to that of a RTS, where basically all the non-rendering related data is needed at all times anyway to keep everything accurate. :/

Another big reason (and the main one, honestly) was simply that 1024x1024 is huge, unrealistically huge. There's no practical reason why a player would ever need a map that large. So from a development standpoint this also allows me (and users) to crank out maps a lot faster, since they're a 1/4th of the size. Since this allows me to basically make 4 times as many maps at 1/4th the size, and since you would probably only play in a smaller 128x128 area anyway, the amount of content and the end user experience is pretty much the same anyway. Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Riven
« League of Dukes »

JGO Overlord


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Exp: 16 years


Hand over your head.


« Reply #228 - Posted 2014-07-17 13:30:16 »

Thanks for the pennies you toss in my general direction! Smiley

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Offline Rayvolution

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Medals: 216
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Resident Crazyman


« Reply #229 - Posted 2014-07-17 15:43:46 »

Thanks for the pennies you toss in my general direction! Smiley

No problem. Just my fun way to support JGO. Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #230 - Posted 2014-07-17 20:22:30 »

New release: 7-17-2014!
Download latest build here!

Included in this release:
- Huge memory improvements, can run with -Xmx96M (yes, M!)
- Added Mana Crystals
- 512x512 maps instead of 1024x1024 (Reasoning explained here)



Full Article Here

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
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Resident Crazyman


« Reply #231 - Posted 2014-07-20 03:59:24 »

Finally getting some fun playstate stuff done! Have some basic framework for resource gathering, also pathfinding and entities are back. Smiley




- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline tkausl
« Reply #232 - Posted 2014-07-20 10:05:51 »

2 Questions:

How do you draw the Shadows (from the Clouds)? Looks really great.
Will you stream today?  Wink

My English isnt that great. Correct me, if you want, im still learning this Language Smiley
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
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Resident Crazyman


« Reply #233 - Posted 2014-07-20 12:07:44 »

2 Questions:

How do you draw the Shadows (from the Clouds)? Looks really great.
Will you stream today?  Wink

They're just little puffy cloud PNGs.. nothing fancy at all Tongue


..and yeah, I'll probably stream sometime today. Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Omnicrola

Junior Newbie


Exp: 1 year



« Reply #234 - Posted 2014-07-21 01:06:35 »

Downloaded and made a quick map. I have not read this entire thread (just the first page) so forgive me if I retread something. 

Likes
  • Easy to use, mostly intuitive map creation controls
  • Tiles seamlessly rearranging themselves as I paint landscape
  • Painting felt very "natural"


Suggestions
  • When starting fresh (no settings.properties) the display is initialized to a reasonably sized window, however the splash screen and main menu UI don't fit. This is on a laptop with a 1366x768 screen.  I'd suggest either picking a known good dimension, or getting the graphics to scale.
  • Borders between certain tiles are enforced. i.e. green grass must border sand, which changed when I tried to put yellow grass next to my desert.  It would be nice if it could be more flexible. Rocks in water for instance.

Looking great so far, looking forward to trying the actual gameplay!
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #235 - Posted 2014-07-21 01:24:48 »

Downloaded and made a quick map. I have not read this entire thread (just the first page) so forgive me if I retread something.  

Likes
  • Easy to use, mostly intuitive map creation controls
  • Tiles seamlessly rearranging themselves as I paint landscape
  • Painting felt very "natural"


Suggestions
  • When starting fresh (no settings.properties) the display is initialized to a reasonably sized window, however the splash screen and main menu UI don't fit. This is on a laptop with a 1366x768 screen.  I'd suggest either picking a known good dimension, or getting the graphics to scale.
  • Borders between certain tiles are enforced. i.e. green grass must border sand, which changed when I tried to put yellow grass next to my desert.  It would be nice if it could be more flexible. Rocks in water for instance.

Looking great so far, looking forward to trying the actual gameplay!

Thanks for the suggestions Wink

The starting fresh thing is a known issue, right now when you first-time launch the game it picks a resolution that's just slightly smaller than your native resolution, the game is actually designed to run with a minimum resolution of 1280x720 (so you're good there!) it just has the silly side effect that if you happen to be at the lower end of the minimum it tries to resize your screen lower than it should. I need to add a failsafe that won't let it go any smaller than 1280x720. Smiley

As for the borders -- Sadly, the way the engine works, I can't have multiple layers of overlapping tiles without a huge amount of code rework and a hit to the ease-of-use feel. The original version of the tile engine actually did allow it, but it was very cumbersome to use. You had to select layers you wanted to draw on, on top of what you wanted to draw, and if you wanted to erase you had to manually select each layer one by one (or all of them at once). It was very tedious for the non-experienced mappers. The only other alternative is to draw transitions from every tile -> every other tile, and that would be borderline crazy since I plan to have hundreds of textures someday. Smiley

Guess it's the drawback to trying to make a very lightweight-feeling, but powerful map editor. Some features that would be very wonderful to have simply just won't work correctly. I modeled the map editor after the old Blizzard map editors for Starcraft and Warcraft, I was trying to capture that simple "pickup and go feel", but the huge sacrifice to that feeling (Starcraft/Warcraft have it too, sadly) is not being able to overlap any terrains other than the base layer and the layer on top. Sad

also: Welcome to JGO! Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Omnicrola

Junior Newbie


Exp: 1 year



« Reply #236 - Posted 2014-07-22 01:53:43 »

Quote
Sadly, the way the engine works, I can't have multiple layers of overlapping tiles without a huge amount of code rework and a hit to the ease-of-use feel
I suspected this was probably the response Wink  I don't think it's a big issue, just wanted to mention it.

Quote
also: Welcome to JGO
Thanks!
Offline Rayvolution

JGO Kernel


Medals: 216
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Resident Crazyman


« Reply #237 - Posted 2014-07-22 11:59:19 »

Please Give RPC your love on IndieDB! Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline DarkCart

JGO Knight


Medals: 18
Projects: 6
Exp: 1 year


Power of the mind over flesh


« Reply #238 - Posted 2014-07-22 12:00:34 »

Please Give RPC your love on IndieDB! Smiley


Woot! I'll be sure to vote.

Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #239 - Posted 2014-07-23 19:57:16 »

I've been spending the past few days working on a quick, smart(ish?) system for assigning your villagers to work in the various buildings on the map. In the last update I got the villagers to find assigned work and move over to the location and collect resources. But now I am taking it to the next step, assigning workers to specific buildings, and only allowing workers to work in areas with in a reasonable walking distance.

The black dots in these two shots represent the range a building has. Unlike most games, in Retro-Pixel Castles the range takes into account the actual walking distance from the main building, that way your villagers don't go wandering off on a grand adventure around a mountain to work. They will only work in areas they can reasonable reach from the building. The range is also adjustable by the player, if a player wants to restrict the work area to keep their villagers closer and safer with shorter trips they can pull back the range. If they want to take more risks and potential hits to productivity speed they can crank the range all the way up and grab resources normally out of reach. I have a lot of plans for building workload management, unlike the standard "Send the worker, collect resource, bring resource back" mechanics you see commonly RPC will have a slightly more complicated system, that will be mostly automated anyway. But I'll share those details when I get to them! In the mean time, enjoy these two rough shots of the buildings, workers and the building-range markers. Wink

Shot one just shows a bunch of villagers working within range of their Lumber Mill, where as shot two shows the range, by actual walking distance and how in situations like this example your villager wouldn't attempt to walk all the way around the tree wall and collect resources on the other end.


(Note: Early shots of the GUI, not a final polished product)

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
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