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  TritonForge || Immersion RPG/Sandbox  (Read 200167 times)
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Offline LoonTech

Senior Newbie


Medals: 8
Exp: 1-3 months


Kinda new here :)


« Reply #120 - Posted 2016-06-23 21:27:30 »

Nice work! Cheesy

In the last image, you show some type of underground "biomes", I'd suggest making the border between 2 biomes with a noise function similar to the one generating the actual terrain height so the transition doesn't look that edgy Smiley
Offline TritonDreyja
« Reply #121 - Posted 2016-06-23 21:48:59 »

+1 for fully copyrighted stuff
The music in the video is edited on, and I made both tracks. The second one is only a star wars mix
of binary sunset and imperial march

And yeah, the transitions between biomes need to be touched up and i thought of what you suggested many times, I just never actually got to doing it Tongue Also am wondering how to go about surface biomes.
Offline TritonDreyja
« Reply #122 - Posted 2016-06-24 04:59:19 »

Mob addition is underway, and I started with this test Rabbit.
It's a shame I only made them so I could kill them to test combat.
But combat isn't a thing yet, so for now I just enjoy their company.



I did this by making an overhead Mob class with Classes like Rabbit.class that extend to it.

Mobs are added to an array, and the mob.class has a different tick and render method for every
type of mob that you add to the fields.

As of now, 0=nothing and 1=rabbit Tongue
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Offline TritonDreyja
« Reply #123 - Posted 2016-06-24 19:02:47 »

You can now kill the bunnies for XP.
This became oddly fun for me..
<a href="http://www.youtube.com/v/q8wgG97cHa4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/q8wgG97cHa4?version=3&amp;hl=en_US&amp;start=</a>
Animal drops will be very salvageable to take advantage of the 5x5 crafting grid.

Right after this video was recorded, I also fixed the sword holding so that it isn't pointing at the ground.
Offline ItsAJavaGame

Senior Newbie


Medals: 1
Projects: 1



« Reply #124 - Posted 2016-06-24 20:48:00 »

So this is cool but how is it going to be different / better from Terraria? Also, it's very slow on my computer.. and my computer is no slouch.
Offline TritonDreyja
« Reply #125 - Posted 2016-06-25 04:10:26 »

So this is cool but how is it going to be different / better from Terraria? Also, it's very slow on my computer.. and my computer is no slouch.

The latest available download is from a year ago... that explains the performance lol. The new port is way easier on the graphics card, and made my PC perform this at ridiculous framerates, so your problems will be fixed with the next release Smiley

Other than that, this game will be different (idk about better) than Terraria because this game will highlight RPG elements. It will have a storyline that requires mob grinding and stat managing to complete. It will have interactions, conversations and outcomes based on quests and stuff. The 3 underground biomes will be really original and they will not dissapoint any player, I promise you that Wink

Other than that, I'll still have pride in saying I created everything for this game. Soundtrack, graphics, programming, ideas, all of it is from me. And in my mind, that is what will really make it great.

Also, the enemies won't be zombies and skeletons like all those other sandbox games... I really am wondering why someone hasn't broken the trend Tongue
Offline Hydroque

JGO Coder


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I'm always inspiring a good time.


« Reply #126 - Posted 2016-06-25 11:13:34 »

Also, the enemies won't be zombies and skeletons like all those other sandbox games... I really am wondering why someone hasn't broken the trend Tongue
You added a bunny lol

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #127 - Posted 2016-06-25 13:52:50 »

You added a bunny lol
The bunny isn't what's important, It's the fact that the Mob superclass is working properly. Now I can just spit out mobs
as long as i have graphics. Minus the crazy flying ones that shoot projectiles though.
Offline Hydroque

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I'm always inspiring a good time.


« Reply #128 - Posted 2016-06-25 14:31:06 »

Terraria has bunnies. Lol

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline ags1

JGO Kernel


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Make code not war!


« Reply #129 - Posted 2016-06-25 14:33:03 »

I watched the video, it's not my kind of game but it looks very smooth and elegant.

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Offline TritonDreyja
« Reply #130 - Posted 2016-06-25 14:49:02 »

Lol just wait till I add bears lol.
Tbh the bunny was a homeage to Terraria. I mean it's only what motivated me to make something myself.

Thanks ags1, the art style and look were an experiment for me, and they seem to be fitting Tongue
Offline Hydroque

JGO Coder


Medals: 25
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I'm always inspiring a good time.


« Reply #131 - Posted 2016-06-25 19:34:42 »

Whats your status on flipping textures as they draw?


You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #132 - Posted 2016-06-25 20:33:25 »

Whats your status on flipping textures as they draw?
Just did that, and I'm glad you told me to because the effect is really nice. Subtle but pleasing.

Offline TritonDreyja
« Reply #133 - Posted 2016-06-25 23:30:49 »

Added a new mob that shoots projectiles.
They have a ton of HP ad just as much mobility as the player, so they'll be annoying af to deal with.
The spawn frequency will not be as high as depicted in these screens though so don't worry Tongue


This game is slowly but surely ceasing to look like a 16 year old's basement project lol.
Offline Hydroque

JGO Coder


Medals: 25
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I'm always inspiring a good time.


« Reply #134 - Posted 2016-06-26 00:19:07 »

Looks nice and polished. Good work! Already a game Smiley

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #135 - Posted 2016-06-26 15:02:24 »

Just another new video sample
<a href="http://www.youtube.com/v/-z_wmZp2zrE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/-z_wmZp2zrE?version=3&amp;hl=en_US&amp;start=</a>
Offline Hydroque

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Medals: 25
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I'm always inspiring a good time.


« Reply #136 - Posted 2016-06-26 15:59:25 »

Them mechanics are toxic haha. Smiley

Neat implementations. Do you like the trees in your game?

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #137 - Posted 2016-06-26 16:39:08 »

I liked them a lot better when I first made them, but they're still alright. Will probably add another leaf variation.

Aside from the trees, I made text popups for damage, healing and leveling up.


Offline TritonDreyja
« Reply #138 - Posted 2016-06-26 19:29:03 »

Added stat indicators:



  • STP = Stat Points, points to increase stats when leveling up.
  • STR = Strength, extra damage multiplier.
  • LCK = Chances for extra drops or money when mining or killing mobs.
  • LVL = Character level.
  • CRFT = Crafting, dictates which crafting recipes can be used.
  • AGL = Chance to dodge an attack or projectile.

Every time a character levels up, they are granted 2 stat points, and it takes 20% more XP to level up again.
These numbers aren't final but they do give some idea of how the player might progress through the game.

The tough balance of leveling up compared to stat points mean mob grinding and quests will be necessary.
Offline TritonDreyja
« Reply #139 - Posted 2016-06-27 02:04:54 »

New video up
<a href="http://www.youtube.com/v/bOai1mZT31c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/bOai1mZT31c?version=3&amp;hl=en_US&amp;start=</a>
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #140 - Posted 2016-06-27 12:17:52 »

Take this whole week and build up the game then release a video. Let's see a weeks progress over a daily one Smiley

What video editor do you use? What sound editor?

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #141 - Posted 2016-06-27 13:32:12 »

For video I either use windows movie maker or Sony Vegas.
For standalone sound editing I use Audacity but Vegas is pretty damn good for sound editing on it's own too.
All visuals are done in paint.net.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #142 - Posted 2016-06-27 19:58:38 »

Nice videos but I think they can be shorter....

Offline TritonDreyja
« Reply #143 - Posted 2016-06-27 21:55:53 »

Nice videos but I think they can be shorter....

The videos aren't shorter because they aren't productions, they're raw footage that isn't trying to please anyone honestly. If they're done with the video they can exit it.

When I get to making a trailer, I'll focus more on length Smiley

EDIT: Basically saying that I'd prefer to spend more time on making the game than chopping the dev videos
Offline TritonDreyja
« Reply #144 - Posted 2016-06-30 21:56:44 »

Made a lot of bug fixes in the past few days, along with a few new additions.
There's not much that can or will be said, but the two things i'm ecstatic about are the rain effects, player projectiles, and RPG text dialogue popups.




Gonna get around to adding some clouds too, but it looks pretty damn good already. The other additions can be left unsaid for now.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #145 - Posted 2016-06-30 22:30:06 »

It doesn't look like you've enabled terrain tile flipping for the overworld. Maybe you should do that. I like the new background. I am not a fan of your trees still. It appears that in the second image the tree was decapitated.

One thing I wanted to know: Is your world static or randomly generated Shocked

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #146 - Posted 2016-06-30 22:55:04 »

It doesn't look like you've enabled terrain tile flipping for the overworld. Maybe you should do that...

One thing I wanted to know: Is your world static or randomly generated Shocked

It's randomly generated. Player types in desired world dimensions and a seed if they so choose to.
Just enabled block flipping in the foreground as well.

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #147 - Posted 2016-07-01 02:24:55 »

Congrats you have made a simplex terraria so far haha Smiley


You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #148 - Posted 2016-07-01 03:25:02 »

Added lightning, clouds and fog. This will be the last post for a while.


EDIT: It's from this thread: http://slick.ninjacave.com/forum/viewtopic.php?p=25063
Offline TritonDreyja
« Reply #149 - Posted 2016-07-02 18:10:26 »

Terrain generation is being redone to be more interesting. The new system is also more efficient allowing for massive worlds (biggest I've tested is 4000x2000) and so far it's been generating up to 3 times faster as well! Here are a few primitive examples, as ores and other blocks need to be re-implemented.




It uses a Java port of the Accidental noise Library found here http://www.java-gaming.org/index.php?topic=29439.0 and the methods described here: http://accidentalnoise.sourceforge.net/minecraftworlds.html

There are four terrain variations:
  • Lakes
  • Lowlands
  • highlandslands
  • Mountains

The height difference between the bottom of a lake and a mountaintop can be up to 400 blocks, so getting around the world will be a task once mobs begin to spawn naturally.

Cave generation has also changed as you can see, and I am a much bigger fan of the new caves as well.
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