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  TritonForge || 2D RPG Sandbox (New DL Soon, project revived)  (Read 154359 times)
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Offline BurntPizza

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« Reply #60 - Posted 2015-09-11 19:47:11 »

Quick Swing tip: put this somewhere:

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static {
    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName())
}
Offline TritonDreyja
« Reply #61 - Posted 2015-09-11 19:50:43 »

Quick Swing tip: put this somewhere:

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static {
    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName())
}


Thanks for that. Don't really know which look to go with though
Offline BurntPizza

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« Reply #62 - Posted 2015-09-11 19:53:28 »

For things which aren't game UI, typically the closer to native OS look the better. I.E SystemLookAndFeel.
For a lot of work and dubious gains you can also go full custom, like the steam client.
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Offline TritonDreyja
« Reply #63 - Posted 2015-09-11 22:18:09 »

A splash screen has been added to show that the process is running until the menu comes, and it made a bigger difference than i expected



For the Look and Feel, I would love to go full custom, but once again have no idea where to start. After looking into it I decided that it would be best to uphold that tweak until later. Now what I think i will do is re-implement fluid for like the fifth time Tongue
Offline chrislo27
« Reply #64 - Posted 2015-09-11 22:25:07 »

Are you still looking for anyone to help with programming? I don't have a project to work on right now after I halted Project MP. Your game seems quite similar to what Project MP was supposed to be and I (probably) wouldn't mind working on something new yet familiar.
Offline TritonDreyja
« Reply #65 - Posted 2015-09-12 03:35:43 »

Are you still looking for anyone to help with programming? I don't have a project to work on right now after I halted Project MP. Your game seems quite similar to what Project MP was supposed to be and I (probably) wouldn't mind working on something new yet familiar.

Unfortunately not on this particular project. I deeply appreciate the offer though, and definitely would be interested on cooperation and code assistance when I have a few extra days on hand, but time is scarce now that school and sports are back Tongue Maybe I will PM you!  Smiley

I know what it is like to not have anything to work on though, it's bland at times.

Offline TritonDreyja
« Reply #66 - Posted 2015-09-12 03:36:35 »

Just uploaded a new video showing how the update system works, in case anyone wants to see it in action.

<a href="http://www.youtube.com/v/DfhLlpheYSI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/DfhLlpheYSI?version=3&amp;hl=en_US&amp;start=</a>
Offline TritonDreyja
« Reply #67 - Posted 2015-09-12 14:58:57 »

Check the Original post for the new download link for the app installer, with auto-update functionality.

Or use this link here
TritonForge Installer
Offline Baseball435
« Reply #68 - Posted 2015-09-13 17:39:14 »

Im curious, how does your lighting system work exactly?
Offline TritonDreyja
« Reply #69 - Posted 2015-09-13 20:44:22 »

Im curious, how does your lighting system work exactly?

My light system is heavily based on the algorithm found on this thread:
http://www.java-gaming.org/index.php?topic=26363.0

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public void applyLightRec(int currentx, int currenty, float lastLight) {
   if (!isValidPosition(currentx, currenty)) return;
   float newLight = lastLight-map.getLightBlockingAmmoutAt(currentx, currenty);
   if (newLight <= map.getLight(currentx, currenty)) return;
   
   map.setLight(currentx, currenty, newLight);
   
   applyLightRec(currentx+1, currenty, newLight);
   applyLightRec(currentx, currenty+1, newLight);
   applyLightRec(currentx-1, currenty, newLight);
   applyLightRec(currentx, currenty-1, newLight);
}


But it isn't anything more than a recursive flood fill.
each block has a "light" value, and any block that casts light, goes in all for directions.
Based on the next block's density (an int i called blighting), the light value of that block is modified
then it does the same thing starting from the original light decreased by its own density.



The end result is the lighting you see in my game (:

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public void applyLightRec(int x, int y, int lastLight, int xt, int yt, int r, int g, int b, int alph) {
         int x1 = (int) (xt + ( TritonForge.pixel.width / TileArt.tileSize) + 2);
         int y1 = (int) (yt + ( TritonForge.pixel.height / TileArt.tileSize) + 2);
         if (x < xt-10 || x > x1+10)return;
         if (y < yt-10 || y > y1+10)return;
         int newLight = lastLight+getLightBlockingAmmountAt(x, y);
         if (newLight >= getLight(x, y)) return;
         
         Light u = light[x][y-1];
         Light d = light[x][y+1];
         Light ri = light[x+1][y];
         Light l = light[x-1][y];
         
         light[x][y].r = r;
         light[x][y].gr = g;
         light[x][y].b = b;
         light[x][y].alph = alph;
         light[x][y].lighting = newLight;
         Color col = new Color(r,g,b,alph);
         Color col1 = new Color(u.r,u.gr,u.b,u.alph);
         Color col2 = new Color(ri.r,ri.gr,ri.b,ri.alph);
         Color col3 = new Color(d.r,d.gr,d.b,d.alph);
         Color col4 = new Color(l.r,l.gr,l.b,l.alph);
         Color new1 = blend(col,col1);
         Color new2 = blend(col,col2);
         Color new3 = blend(col,col3);
         Color new4 = blend(col,col4);
         applyLightRec(x+1, y, newLight, xt, yt,new1.getRed(),new1.getGreen(),new1.getBlue(), new1.getAlpha());
         applyLightRec(x, y+1, newLight, xt, yt,new3.getRed(),new3.getGreen(),new3.getBlue(), new3.getAlpha());
         applyLightRec(x-1, y, newLight, xt, yt,new4.getRed(),new4.getGreen(),new4.getBlue(), new4.getAlpha());
         applyLightRec(x, y-1, newLight, xt, yt,new2.getRed(),new2.getGreen(),new2.getBlue(), new2.getAlpha());
      }


Blocks can cast light at different brightnesses that way. My color system is flawed though so I won't touch on that yet.

If the block is not visible, then the method stops flooding past that block.
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Offline TritonDreyja
« Reply #70 - Posted 2015-09-23 23:11:32 »

So the last image shown in this concept reel
<a href="http://www.youtube.com/v/gUM_qgZ5F_k?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/gUM_qgZ5F_k?version=3&amp;hl=en_US&amp;start=</a>

Is being materialized into something, how is it looking? anyone have any suggestions to make the basic outline more interesting?


NOTE: This is only a mock screenshot
Offline Riven
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Hand over your head.


« Reply #71 - Posted 2015-09-24 00:09:13 »

I am confused. What did I watch. Clueless This concept reel is not usable for the target audience of the game.

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Offline Baseball435
« Reply #72 - Posted 2015-09-24 00:31:47 »

How exactly do you handle the lighting on the tophone of your world? I am using a modification of that lighting algorithm you posted but I can't think of an efficient way to light the entire top of the world. Any tips?
Offline TritonDreyja
« Reply #73 - Posted 2015-09-24 00:39:05 »

I am confused. What did I watch. Clueless This concept reel is not usable for the target audience of the game.

What do you mean? and It is a bit hard to recognize because i literally just threw together all of the scribbles i had without taking clarification into consideration... Anyway don't pay too much mind to that, other than the last images. It's interesting to try and recognize it.
Offline TritonDreyja
« Reply #74 - Posted 2015-09-24 00:40:04 »

How exactly do you handle the lighting on the tophone of your world? I am using a modification of that lighting algorithm you posted but I can't think of an efficient way to light the entire top of the world. Any tips?

Do you mean all at once? Like straight across the top?
Offline Baseball435
« Reply #75 - Posted 2015-09-24 01:18:19 »


Do you mean all at once? Like straight across the top?

Yeah how do you determine what is the top layer? Do you have a skype I could message you over? I'm making a game similar to terraria and it'd be great to ask you how you handled a few things with the lighting. I have the basis down just need to brainstorm some more ideas to questions I have
Offline TritonDreyja
« Reply #76 - Posted 2015-09-24 02:08:03 »


Do you mean all at once? Like straight across the top?

Yeah how do you determine what is the top layer? Do you have a skype I could message you over? I'm making a game similar to terraria and it'd be great to ask you how you handled a few things with the lighting. I have the basis down just need to brainstorm some more ideas to questions I have

Drey.Warde is my skype, but this has a pretty simple explanation anyway. lighting doesn't go top down, it goes in all directions at once. now if in your version it goes top down nothing changes really.

each block has a variable known as "castslight".

on block property updates, the engine will see if the block is a type that should cast light (I.E Air, torch).

If the value is false, then the light tile corresponding to that block remains completely dark.

If the block does cast light however, the flood fill algorithm starts from that block, and the goes for the whole screen.
Offline Riven
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« Reply #77 - Posted 2015-09-24 02:08:45 »

I am confused. What did I watch. Clueless This concept reel is not usable for the target audience of the game.

What do you mean? and It is a bit hard to recognize because i literally just threw together all of the scribbles i had without taking clarification into consideration..

Well, that is exactly what it looks like. Arbitrary stuff thrown together with a random soundtrack (that takes ages to get up to speed). It's like dragging whatever is in the garage on the sidewalk, taking photos of it, making it into a video, and calling it a 'garage content reel'. People are not going to bother unless you engage them.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline TritonDreyja
« Reply #78 - Posted 2015-09-24 02:24:15 »

Quote
Well, that is exactly what it looks like. Arbitrary stuff thrown together with a random soundtrack (that takes ages to get up to speed). It's like dragging whatever is in the garage on the sidewalk, taking photos of it, making it into a video, and calling it a 'garage content reel'. People are not going to bother unless you engage them.

Appreciate the honesty Riven  Tongue I do at times question why I rushed that video so much, but it was the first "actual" concept real I actually put together anyway. So no, future reels won't be this rough. The soundtrack is the background theme to the new biome I am conceptualizing.
Offline Baseball435
« Reply #79 - Posted 2015-09-24 05:22:57 »


Do you mean all at once? Like straight across the top?

Yeah how do you determine what is the top layer? Do you have a skype I could message you over? I'm making a game similar to terraria and it'd be great to ask you how you handled a few things with the lighting. I have the basis down just need to brainstorm some more ideas to questions I have

Drey.Warde is my skype, but this has a pretty simple explanation anyway. lighting doesn't go top down, it goes in all directions at once. now if in your version it goes top down nothing changes really.

each block has a variable known as "castslight".

on block property updates, the engine will see if the block is a type that should cast light (I.E Air, torch).

If the value is false, then the light tile corresponding to that block remains completely dark.

If the block does cast light however, the flood fill algorithm starts from that block, and the goes for the whole screen.

Right I understand that, that is how any light source would work. I mean on the top of the world, when the "sun shines down on the world" it lights up the ground to a certain extent. I am curious how you handle this. I currently have a system in to light individual columns of tiles in the world but the difficulty is updating the light if, for example, another tile is set above the original highest tile.
Offline TritonDreyja
« Reply #80 - Posted 2015-11-21 19:27:28 »

This video isn't much, but the description is why i posted it.

<a href="http://www.youtube.com/v/d9A2Lx5dkpE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/d9A2Lx5dkpE?version=3&amp;hl=en_US&amp;start=</a>

Time is scarce now, but this is not dead. School and sports can be hella annoying, but theyre important and thus I have not touched this project for a while, but every once in a while I make a minor tweak. This one one minorly noticeable so I decided to make an upload and share the game status and my status.

Anyway, thanks for any interest that anyone still has in this. Development will continue at a slower pace until a big break comes up or i get a beefy laptop.
Offline TritonDreyja
« Reply #81 - Posted 2015-11-23 22:30:01 »

Uh, since this is javagaming, can you not post .exe's? Some browsers are stubborn when it comes to random .exe's too, of which mine refuses to let me download the game at all.
i guess i can post the jars on here. The thing is I surely wont be using jars when it is fully released.

EDIT: e-mail me at TritonDreyja@gmail.com
Offline ags1

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« Reply #82 - Posted 2015-11-23 22:34:15 »

Some browsers and AV don't like JARs either... Nor do they like ZIPs, or any other file that hasn't been downloaded by at least 1,000,000 other people....

Offline TritonDreyja
« Reply #83 - Posted 2015-11-23 23:29:45 »

Maybe someone on here should make a browser designed for the indie java developer. High tolerance for files and extra tools to help debug, find solutions, and share work...
Offline Ecumene

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« Reply #84 - Posted 2015-11-24 13:10:37 »

(I am a firm believer in google chrome)

Chromium is open-source and has the google extension back-end. It's a bit ugly but it is chrome none the less.

Offline Kami

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« Reply #85 - Posted 2015-11-24 15:36:14 »

That synced picking with the music in the first video was enough for me to appreciate this post  Grin
But jokes aside the game looks very slick and neat! What are your goals for this project?

"If I can't be the best I sure as hell can be the worst"
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Offline TritonDreyja
« Reply #86 - Posted 2015-11-24 23:50:55 »

That synced picking with the music in the first video was enough for me to appreciate this post  Grin
But jokes aside the game looks very slick and neat! What are your goals for this project?

I was hoping someone would really notice it  Grin

Thanks for the input, and my goal for this project is for it to be a fully polished, relatively successful indie title.
With that being said, this is basically a show-for all on my Java and programming experience over the years, and
this game represents me as a developer, and represents my (small) internet presence in the form of a game!

Everything towards it is done by me only, and even if this never gets more a couple hundred fans, I just wanted to put something out there that people like, even if its only a dozen, it's what keeps me motivated to produce anything on my own.

Just want people to enjoy it.

Quote
(I am a firm believer in google chrome)


Chrome ftw! never have had any major problems when I'm using it
Offline Riven
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Hand over your head.


« Reply #87 - Posted 2016-06-06 05:14:19 »

Unlocked upon request Pointing

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Offline TritonDreyja
« Reply #88 - Posted 2016-06-06 21:53:12 »

Hello everyone. After a seemingly dormant year, I have resumed development on this.
I uploaded a video a few days ago and it is already outdated but I will show it anyway.

I finally got around to making water mechanics work properly, and even if it is not present in the video, swimming is also programmed (similar to minecraft swimming)

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

Each open space can be filled on a scale of 0-12, so flowing is very smooth. Visually, I will be revising the water though.



In the next few weeks I will be refining the animation system, programming stats and lvl up (RPG Char elements) and hopefully getting around to mobs.

Also, I will change the download link in the OP because the autoupdate link in the older version of TritonForge is offline, so you'll need the new launcher whenever I release it.

Cheers to game development  Smiley
Offline TritonDreyja
« Reply #89 - Posted 2016-06-07 04:13:46 »

Swimming is basically programmed in! The animations are a bit buggy at times but that will be fixed.
It's really satisfying to just swim around and it was pretty easy to do.

<a href="http://www.youtube.com/v/JQvx9THigNA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/JQvx9THigNA?version=3&amp;hl=en_US&amp;start=</a>

Screens:


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