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  [Slick2d] Retro-Pixel Castles > Now on Steam! <  (Read 64343 times)
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Offline nerb
« Reply #300 - Posted 2014-08-15 04:23:46 »

Ahh I've got you. My suggestion would be to render the shadows to a lower resolution texture/FBO, and then render this texture in the scene to maintain the pixelated effect.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #301 - Posted 2014-08-15 04:29:49 »

Ahh I've got you. My suggestion would be to render the shadows to a lower resolution texture/FBO, and then render this texture in the scene to maintain the pixelated effect.

Hmm, I suppose that could work actually. All the non-FBO related transformation don't really care about the resolution, it just outputs the texture. (thus, the effect in the image I linked). I might play around with it later then. Right now the shadows are running at a solid 60FPS anyway so I wasn't really too concerned with optimizing it more quite yet. Tongue

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

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #302 - Posted 2014-08-16 16:04:24 »

After the feedback from some of the RPC fans here and around the web about how they were disappointed that the new hard shadows were no longer dynamic, I decided to rearrange my coding priorities and put dynamic hard shadows on the top of the list!

..so, by popular demand, I bring you; dynamic soft shadows!

Thanks for the input! I'm really happy with the results. Smiley

Go shadows go!
Click to Play
 
Click to Play

Click to Play

   
Shadow angles at various times of day.
 
   


- 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 CogWheelz
« Reply #303 - Posted 2014-08-16 17:21:52 »

I demand firespread, it would be fun to terrorize the villagers  Tongue
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #304 - Posted 2014-08-16 18:25:39 »

I demand firespread, it would be fun to terrorize the villagers  Tongue

Already on the list. (and a major part of the game too, I might add) Wink

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline lcass
« Reply #305 - Posted 2014-08-19 16:00:39 »

congratulations on becoming featured! I think a medal is in order (again Cheesy)
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #306 - Posted 2014-08-19 16:45:41 »

congratulations on becoming featured! I think a medal is in order (again Cheesy)

heh, thanks!

Oddly enough I got really confused when my thread mysteriously vanished out of the WIP forum. Took me a minute to realize what happened! But I'm glad to be floating over in this section now. Cheesy

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

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #307 - Posted 2014-08-21 18:02:11 »

I try to keep you guys posted every few days about the work in RPC, usually giving you a nice news bit at every landmark. But this landmark is a biggie, so you're getting a mid-landmark update of what I have been working on!

Over the past few days I've been working on the building mechanics and making the AI smarter. I've added quite a lot since the shadow update, mostly on the content side of the house trying to flesh out building mechanics to get this glorified map editor turned into a game. Here's a bullet breakdown! (because who doesn't like bullet breakdowns?)

- The Village Center
The Village Center is now operational, in the future you will only be able to build one. A close approximation to the village center's function is like the "Construction Yards" in classic RTS games like Command and Conquer. When you first start a new game, you'll have somewhere around a dozen villagers, and no buildings. Then you will find somewhere on the map to place your Village Center and your little guys will start putting it together. Once built, you'll be able to start building other things in-range of your center. The villagers working at the village center will automatically start building objects on the map you drop down, so make sure you always have some workers at your village center or nothing will get built! Smiley

- Global range.
Now, all the buildings contribute to your maximum building/harvesting range. Your village center is the only building allowed to be placed anywhere on the map (to get you started). But, after that you have to build within the constraints of your build range. But, every time you place a building, that range grows. In the future you'll also be able to build cheap "range extender" buildings, like Guard Towers and your global range will "level up" as your population grows.

- Abandoned Buildings.
I've added abandoned buildings that can be placed in the map editor, these buildings are pre-placed on maps and the player has the option to rebuild these for a fraction of the original build costs and start using them. The current plan is every single building in the game will have a "abandoned" counterpart. So map makers could make little "abandoned villages" other players could use on their map.

- Smarter AI.
I've done a lot of tweaks to the AI over the past few days. One example is I had originally I had planned that the gathering workers at the Stone Masonry, Lumber Mill, and other gathering or storage buildings would deliver their resources to the Village Center itself and then the builders would fetch the resources from the Village Center and take it to build sites to start working. But instead, the Village Center now no longer carries any resources what so ever, and the gatherers just take goods directly to new building locations automatically, making the process a lot more fluid and natural! You can see some of this action in the screenshots below, where the villagers in red (Lumberjacks/Stone Masons) are taking materials to the build sites being worked on by the villagers in brown/green (Builders).
   
Screenshots of various building and AI mechanics, featuring many of the new buildings. Smiley


   

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline lcass
« Reply #308 - Posted 2014-08-25 14:49:42 »

So 2 questions :
1:When will I be able to play this awesome game ?
2:Have you tried implementing something like diamond square to generate maps.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #309 - Posted 2014-08-25 20:19:19 »

So 2 questions :
1:When will I be able to play this awesome game ?
2:Have you tried implementing something like diamond square to generate maps.

1: Hopefully I'll have an experimental AI/Construction build out in a month~ or so.
2: No random maps yet, although I have a system planned for the future. Cheesy

- 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 Kernel


Medals: 95
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #310 - Posted 2014-08-26 12:04:30 »

Good continuing work, I'm impressed by how you keep things going. Do you have any ideas on how combat will work yet? Will there be special combat buildings, will there be archer, footman etc. villagers, or do you have other ideas?

Offline lcass
« Reply #311 - Posted 2014-08-26 23:13:02 »

The second this comes out im buying it , its one of those unique games that nobody thinks of and when someone does everyone is just like "ooh layered textures uggggghhhhhhhhh" and just sort of stare in awe at it for a bit imagining the epic battles on it. The way you have presented it is the way that makes me go I want this , very very few games do this. Maybe you could do a futureristic version of it later.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #312 - Posted 2014-08-26 23:31:26 »

Good continuing work, I'm impressed by how you keep things going. Do you have any ideas on how combat will work yet? Will there be special combat buildings, will there be archer, footman etc. villagers, or do you have other ideas?

The very early steps for combat will only be foot soldiers, the plan for them is;
- A barracks will be built, this allows you to train villagers. Training is ONE-WAY. Once they become soldiers they can never be put back to workers, so you have to be very careful not to train too many and have little or no production, or on the flip side, not train enough and get overrun.
- The soldiers will get a much higher attack/defense rating than they villager counterparts, and possibly be given the ability to sprint in an emergency.
- You can build Guard/Lookout Towers that have 2 main functions, function one is to provide range extensions for your build and gathering range, the second is so you can assign soldiers to the towers, and they'll naturally wander around in those areas on the map.
- The AI, when out of combat will randomly "target" villagers and follow them around (Guarding them). When a villager has a guard around, it reduces the rate his happiness decreases while he works (because he feels safe/protected).
- When anything in the village is attacked, all the guards will rush to that point to defend the building or villager being attacked.

After that's done, I'll probably eventually add archers, spearmen, mages and other more enhanced troop types. They'll have the same basic AI/training system, but possibly a different training building and a tweaked AI.

The second this comes out im buying it , its one of those unique games that nobody thinks of and when someone does everyone is just like "ooh layered textures uggggghhhhhhhhh" and just sort of stare in awe at it for a bit imagining the epic battles on it. The way you have presented it is the way that makes me go I want this , very very few games do this. Maybe you could do a futureristic version of it later.

Here's hoping about 3,000 more people feel the way you do so I can hit top 50 on greenlight someday! Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline ags1

JGO Wizard


Medals: 75
Projects: 3
Exp: 5 years


Make code not war!


« Reply #313 - Posted 2014-08-27 19:22:21 »

When a villager has a guard around, it reduces the rate his happiness decreases while he works (because he feels safe/protected).

1984. I'm sure all your workers are VERY happy! Especially when they have an axeman standing behind them :-)

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #314 - Posted 2014-08-27 22:20:01 »

When a villager has a guard around, it reduces the rate his happiness decreases while he works (because he feels safe/protected).

1984. I'm sure all your workers are VERY happy! Especially when they have an axeman standing behind them :-)

Well, you're assuming that these guards are law enforcement.. When they're really more like personal bodyguards protecting innocent defenseless villagers. Cheesy

(Well, that's the excuse I'm using anyway) Wink

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline ipe369

Junior Devvie


Medals: 3
Exp: 3 years



« Reply #315 - Posted 2014-08-28 17:27:13 »

Hey man, this game looks incredible^^

If you don't mind me asking, how did you do the tiles? More specifically, get them to almost but not quite join up together, rather than just being squares? Look really sweet:P

Downloaded the game, will be playing it tonight:P
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #316 - Posted 2014-08-28 18:12:06 »

Hey man, this game looks incredible^^

Thanks! Cheesy

If you don't mind me asking, how did you do the tiles? More specifically, get them to almost but not quite join up together, rather than just being squares? Look really sweet:P

I'm not quite following what you mean? They are all squares? Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline ipe369

Junior Devvie


Medals: 3
Exp: 3 years



« Reply #317 - Posted 2014-08-28 18:28:43 »

In the map editor, when you place a tile, although that tile it stored in a square grid, it smoothly joins to adjacent tiles, it doesn't look like a box:P

I'm just wondering how you did it. It looks like each tile has a procedurally generated texture, because when I'm drawing it seems to switch between them, but i'm not sure. Looks awesome anyway:P
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #318 - Posted 2014-08-28 18:34:41 »

In the map editor, when you place a tile, although that tile it stored in a square grid, it smoothly joins to adjcent tiles, it doesn't look like a box:P

I'm just wondering how you did it. It looks like each tile has a procedurally generated texture, because when I'm drawing it seems to switch between them, but i'm not sure. Looks awesome anyway:P

I drew a bunch of transition tiles for the terrains, when you draw on the map it runs some edge detection code to determine what tile should be placed there. Each terrain is made up of 100 tiles (200 if you count the secondary accent layers), 25 random center tiles, and 5 random edge tiles per edge. Smiley

Here's a kinda-old-now copy of the terrain tileset file, the latest is inside the /res/ folder in the game download though if you want to look at it. But this one will still give you an idea what's going on in the art side of the house.


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline ipe369

Junior Devvie


Medals: 3
Exp: 3 years



« Reply #319 - Posted 2014-08-28 18:38:08 »

Wow
'A bunch' being the understatement of the century;)

That's amazing! How long did it take?? Have you considered procedurally generating them?
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 288
Exp: 5 years



« Reply #320 - Posted 2014-08-28 18:38:16 »

Here's one way to doing the dynamic tiling: http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/

EDIT: got sort-of ninja'd
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #321 - Posted 2014-08-28 22:42:49 »

Wow
'A bunch' being the understatement of the century;)

That's amazing! How long did it take?? Have you considered procedurally generating them?

Been my experience that hand drawn tiles look better. Cheesy
(EDIT: Also, not sure how long.. I've been drawing them off and on throughout development. But one terrain usually takes a few hours)

Here's one way to doing the dynamic tiling: http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/

EDIT: got sort-of ninja'd

That's a nice tutorial, hadn't seen that one. The one I usually give people is this:
http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/

Oddly enough, I don't actually use the bitwise method. Mainly just because my way is a bit easier on the brain when dealing with all the tile variations as well. I may change it later though, I just hadn't been concerned with it right now.

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

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #322 - Posted 2014-08-30 03:36:17 »

Some WIP status icons. Tongue

Watch them starve to death! muwhahaha!

Click to Play

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline lcass
« Reply #323 - Posted 2014-08-30 09:46:58 »

mind if I ask how you store the map data? do you use tiles or represent each tile with a data value?
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #324 - Posted 2014-08-30 15:30:17 »

mind if I ask how you store the map data? do you use tiles or represent each tile with a data value?

A huge 3D int array full of TileIDs, and each TileID is linked to a specific tile on the sprite sheet inside the Tiles Loader. When you go to render it, it asks the Tile Loader what image is associated with that tile ID, and the Tile Loader returns the image that is assigned to that ID and then the game renders it.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Gibbo3771
« Reply #325 - Posted 2014-08-30 15:38:31 »

mind if I ask how you store the map data? do you use tiles or represent each tile with a data value?

A huge 3D int array full of TileIDs, and each TileID is linked to a specific tile on the sprite sheet inside the Tiles Loader. When you go to render it, it asks the Tile Loader what image is associated with that tile ID, and the Tile Loader returns the image that is assigned to that ID and then the game renders it.

I presume the array is as follows:

1  
int tiles[ID][X][Y]


Am I right to presume this? If so then why the hell am I not doing that, if not then I am glad I am not doing that :p

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 288
Exp: 5 years



« Reply #326 - Posted 2014-08-30 17:03:09 »

I presume it's more like tiles[z][y][x] = tileID(x, y, z)
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 246
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #327 - Posted 2014-08-30 17:49:47 »

I presume it's more like tiles[z][y][x] = tileID(x, y, z)
^ this. Smiley

Basically in the render code I do a 3x forloop (triple nested ftw!) that looks at: int[x][y][z], and fetches the tileID in that position, then asks the Tile Loader what image has that matching ID, the Tile Loader returns the correct image and then the renderer renders it on screen.

So basically:
Step 1: Fetch TileID from int[][][] array.
Step 2: Ask the Tile Loader for an image in a HashMap<Integer, Image>. where Integer is the TileID and Image is the tile to be rendered.
Step 3: Render what is returned to it.

it's actually really, really simple once you work it out. Cheesy

..and also, my news update!:
I've been mostly working on breeding and polish the past few days, while breeding isn't quite ready to show off it it's entirety (Still no children yet!) one of the new polishing elements is! I've added informational floater icons/text to the villagers, buildings, and anywhere else that seemed appropriate. I feel it brings a large amount of life to the game and helps keep the player better informed as to what is going on.

Currently, these icons pop up during various game events. For example, when two people partner up and "go home together" *wink wink*, when they deliver, remove or gather resources, any time XP is gained or they level up, any time their stats change and so on and so forth.

Since there isn't too terribly much to explain about this new feature, I decided to just GIF bomb you instead! So enjoy! Smiley

(EDIT: Removed hyperlinks I left in by accident)

1. Villagers going home to get busy. Wink
2. Villagers building a small house.
3. Villagers collecting stone.

Click to Play
Click to Play
Click to Play

   
Villagers returning logs to their Lumber Mill
Click to Play

   
Villagers delivering goods to work sites for the builders to use.
Click to Play


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

« JGO Bitwise Duke »


Medals: 288
Exp: 5 years



« Reply #328 - Posted 2014-08-30 18:11:08 »

Loving it man, esp. the slightly randomized direction that the xp numbers and stuff float away in. Great detail!
Offline Springrbua

Junior Devvie


Medals: 4
Exp: 2 years



« Reply #329 - Posted 2014-09-02 12:54:39 »

I have been following this project almost since it's beginning and i really like it. It awesome, that you still love to work on it, i mean there is an update almost daily Smiley 
But there is one thing i really don't like about this project: 
It made you stop working on SixtyGig Sad
But you said you will go back to SixtyGig, when you have finished this one, so keep up the good work!
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