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  TritonForge || 2D RPG Sandbox (New DL Soon, project revived)  (Read 118162 times)
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Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #150 - 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 #151 - 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 #152 - 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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Offline TritonDreyja
« Reply #153 - Posted 2016-07-04 01:49:47 »

Ores have been re-implemented and the cloud biome has been redone since I am way better at noise. it also turnss out that the reason worlds took so long to generate was because I had been creating 5 new perlin instances inside of the for loop that generates the block array.

Either way it was a learning experience and I got better terrain generation out of it Tongue

Anyway, here's a massive 4000x2000 world that contains all of the land types.
all of the weird colors are different ores and I feel that they are spread out properly.
notice how high these mountains are as well, they cover most of the map.

NOTE: Sorry for the huge image size, but shrinking down a world this big really takes away some of the glory.


Next to be re-implemented are the digital deep biomes.
Offline TritonDreyja
« Reply #154 - Posted 2016-07-04 21:03:50 »

There are some new visuals, let me know what you think!
<a href="http://www.youtube.com/v/RoQ6rSv9RNQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/RoQ6rSv9RNQ?version=3&amp;hl=en_US&amp;start=</a>

EDIT: The scrolling clouds are from OpenGameArt
Offline FabulousFellini
« Reply #155 - Posted 2016-07-04 21:13:51 »

I like the clouds!  Nice job on them, graphics and scrolling wise.  But I would say around 2:50 in the video, when the player is on the high platforms, the platform and cloud colors are very similar and it's kind of hard to see where the platform is.

-FabulousFellini
www.fabulousfellini.com
Offline TritonDreyja
« Reply #156 - Posted 2016-07-04 21:28:19 »

I like the clouds!  Nice job on them, graphics and scrolling wise.  But I would say around 2:50 in the video, when the player is on the high platforms, the platform and cloud colors are very similar and it's kind of hard to see where the platform is.

Thanks for the input, i'll keep that in mind. I may tweak the platform colors a bit but the cloud biome is for later in the game and needs to be difficult to navigate around for it to work properly. But you do have a point because the platforms use almost the same palette... hmmmm
Offline SuperMario
« Reply #157 - Posted 2016-07-04 23:25:47 »

The clouds could use some rounding, it's a bit to jaggy for me.
Not sure if you're working on this already but try to make the water flowing smooth.
Also I don't think the scrolling background fits with the game's sprites.

But gameplay wise it looks good.
Offline TritonDreyja
« Reply #158 - Posted 2016-07-06 03:44:06 »

The clouds could use some rounding, it's a bit to jaggy for me.
Not sure if you're working on this already but try to make the water flowing smooth.
Also I don't think the scrolling background fits with the game's sprites.

But gameplay wise it looks good.
It'll look better once I implement neighbor awareness in background tiles. I agree it is a bit jagged.

Other than that, I added particles for things like torches, and Mobs now spawn naturally. The game is pretty interesting to play when I get rid of my OP Dev Tool.




They use Slick's built in ConfigurableEmitter class which takes parameters from an XML file.
Offline TritonDreyja
« Reply #159 - Posted 2016-07-07 19:22:15 »

Finished two new tracks for the game's soundtrack.
One of them is a calm piano piece, while the other is my first attempt at a hardcore boss theme.
How are they?
<a href="http://www.youtube.com/v/iNJU18Ib9wY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/iNJU18Ib9wY?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/xfBw8cLlMd4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/xfBw8cLlMd4?version=3&amp;hl=en_US&amp;start=</a>
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Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #160 - Posted 2016-07-07 22:35:19 »

Wasn't a big fan of the first one. I used to turn minecraft music off them I played it. The second one however is a nice one for your title especially. Its very upbeat and attention getting. Whatever you want to use it for tho Smiley

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #161 - Posted 2016-07-08 00:01:15 »

Wasn't a big fan of the first one. I used to turn minecraft music off them I played it. The second one however is a nice one for your title especially. Its very upbeat and attention getting. Whatever you want to use it for tho Smiley

For piano music it's either you love it or you hate it haha. But if you liked the second track then you'll probably enjoy the teaser I just uploaded. Although it was made primarily for people who have never seen this project before.

<a href="http://www.youtube.com/v/WOhF_hoyC3g?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/WOhF_hoyC3g?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 #162 - Posted 2016-07-08 04:07:14 »

Nice. The sun was very, very obstructive in one part. The colors don't match the actual game like whoever above suggested a while ago.

It was all like,
Quote
Hey guys

Was a very neat teaser. I notice you are on version V3.0. Whats that all about? Usually alpha doesn't leave the 0-1 spectrum. 1 would be release I guess... just odd is all.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #163 - Posted 2016-07-08 04:19:53 »

The V before the 3 is still a dev prefix in this case, I guess I never mentioned it Tongue
maybe i should call it gamma, after alpha and beta lol.

But I never liked having to subdivide 1 so much, so I ditched the actual "alpha" but to many people, this is the alpha equivalent.

V3 will be an early access release in 2017 then 1.0 will be an official priced release after that.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #164 - Posted 2016-07-08 07:08:35 »

Try V era.release.build

Where era would be 0 alpha, 1 beta, 2 gamma, 3... future revisions
Where release would be ++ to a major update which composes of all the build...
Where build would be any hotfix or silent updates for QOL

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #165 - Posted 2016-07-08 18:36:23 »

That makes way more sense to me now. Before I assumed that devs just did rough mathematical estimates of what number their "progress" would equate too.

my bad, major facepalm lol.

Anyway I guess I've decided that before V3's release in 2017, there will be many early access releases leading up to it based on that umbering system Hydroque just described. The teaser is still for 3.0 though.

That leaves me estimating that the next Time a download comes on here it will be V0.3.5

Aside from that, another track for the OST has been crafted, it's different but I kinda like it.
<a href="http://www.youtube.com/v/BoTnzR8LUp0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/BoTnzR8LUp0?version=3&amp;hl=en_US&amp;start=</a>
How is it?

Offline DarkCart

JGO Kernel


Medals: 121
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #166 - Posted 2016-07-08 22:08:19 »

Can you give us a download?

The darkest of carts.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #167 - Posted 2016-07-08 23:28:01 »

I'd craft a pickaxe to that

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #168 - Posted 2016-07-09 22:18:10 »

Can you give us a download?

TritonForge 0.3.2 gets put on Greenlight in August. Will be 5$

I'd craft a pickaxe to that

That pickaxe must be made of solid diamond and forged with plasma then...  Grin
Offline TritonDreyja
« Reply #169 - Posted 2016-07-14 04:32:48 »

Added human generation to TF. Spent too much time just watching new types of people spawn Tongue
A friend came over today and he ended up doing the same for quite some time as well haha.






This is way too amusing considering the humans don't do anything but walk around at the moment.

Skin color, hair color and clothing color are all independant, and each characteristic is taken from a spritesheet of variations. It turned out working better than I anticipated in all honesty.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #170 - Posted 2016-07-14 08:57:18 »

Seems like they all have nice butts.

What you could do is use a system to where you draw your sprite sheet in a grayscale, then use that information with a color chosen at random - so you have have literally millions of color combinations Smiley

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #171 - Posted 2016-07-14 15:10:07 »

Seems like they all have nice butts.

What you could do is use a system to where you draw your sprite sheet in a grayscale, then use that information with a color chosen at random - so you have have literally millions of color combinations Smiley

Had to make the butts nice man, absolutely had to.  Cool

That's exactly what I did actually with everything except skin color. Just need to add more clothing and hairstyles. Also pants, I need to make them wear pants because rn none of them are haha.

Aside from that, just thought I'd mention that I'm going on a trip to stay with my father for a while. I'll be bringing my portable USB dev kit but I'm not sure if I'll ever get around to popping it in a computer while I'm there. So there may or may not be any updates for around 10 days. Maybe I'll post in the What I did today thread every once in while if I'm bored.

So farewell JGO, for now.
Offline TritonDreyja
« Reply #172 - Posted 2016-07-26 20:12:15 »

Got back from the trip yesterday and popped open the IDE for the first
time in just over a week today.

Added pants to the humans and uploaded a sample video.

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

Please note that the human animations are slower than usual due to the lag caused by the screen recorder.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #173 - Posted 2016-07-28 16:46:30 »

You use Delta for movements and stuff?

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #174 - Posted 2016-07-28 20:29:00 »

You use Delta for movements and stuff?

Yeah, I just never got around to using Delta for the Human specific animations.
I tried before and it required debugging so I decided to push it off to the side for the time being.
Offline TritonDreyja
« Reply #175 - Posted 2016-07-29 03:35:00 »

After about 9 hours of headaches these past 2 days, shaders are useable in this game and I have began to experiment with them.



This specific water shader is a bit buggy as you will see in the bottom left, but I am happy that I finally got around to learning basic GLSL because I have been wanting to use this in projects I've had way back before TF but just couldn't learn how to do it.

Aside from shaders, I've been brainstorming for points of interest in the game, and the first to be drawn in was a sky tower on a floating island (it can be seen in the background).



POIs like this will be accessible through portals and the "digital deep" biomes seen earlier in this thread will be recreated as independent maps accessible through tiered portals as well.

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #176 - Posted 2016-07-29 04:54:12 »

You should work on anti aliasing and smoothing the hard corners on the terrain's edges sometime.

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

« JGO Overlord »


Medals: 1332
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Exp: 16 years


Hand over your head.


« Reply #177 - Posted 2017-07-09 20:08:05 »

Topic unlocked! Pointing

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Offline TritonDreyja
« Reply #178 - Posted 2017-07-09 23:25:07 »

Summer development started once more, this post highlights some of the key additions/changes.
Cracked open TritonForge again to resume work, and made many little (yet significant) additions.
Finally got around generating worlds on a separate thread and making progress bars for each step! Have no idea why I had such a hard time getting this done the other times but now I'm really happy that it's done.

The main splash screen also works better now. It pops up as soon as the game is launched and tells the user about each step of game loading. Simple yet satisfying.

Since the last time I posted here, I've also gutted and redone the sky to have more colors throughout the day, simplified the evergreens in the background, made clouds translucent, and added roughed edges to background tiles.


Torches also flicker a bit now, I find it cute Smiley
Click to Play


Sometimes it's easy to forget just how much the little things matter.
Among other things, I have a rough idea for the timeline of the game and the course of events too. Hopefully I can polish the engine work enough soon so that I can focus on implementing the campaign and quests

EDIT: You can choose between a small, medium, large OR custom sized world once you decide to start a new game. World Generation time has been significantly reduced, and the Garbage Collector has been tuned and no longer causes regular stutters.

Small: 3200x1200
Medium: 4800x1400
Large: 6400x1600

A large world is insanely big, take a look (player is 1x2 blocks)


Offline LiquidNitrogen
« Reply #179 - Posted 2017-07-10 00:11:37 »

That looks pretty fun to explore, but I wonder if you could apply some kind of modifier using a low frequency of noise to create more variety at a larger scale.. that map looks very homogenous in general, where ever you go you are guaranteed to find similar structures of caves and resources. where ever you are, you can be sure that you can dig a few blocks in one direction and quickly find a new tunnel.
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