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  TritonForge || Immersion RPG/Sandbox  (Read 199267 times)
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Offline TritonDreyja
« Reply #90 - Posted 2016-06-11 05:37:10 »

Due to performance issues when I added in a graphical feature, i decided it's about time to redo the engine.
I'm porting the game from pure Java2D to Slick2D so that graphical performance is better and gives me more legroom.

Another benefit is menus that are easier to make, and thus resulted in better menus.





Other than that, items that are being held now swing when you're building etc.
Offline NegativeZero

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« Reply #91 - Posted 2016-06-11 12:01:51 »

[img width=850][/img]


This will fix the formatting issues on this site with the your images.
It keeps the same aspect ratio.

Offline Hydroque

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« Reply #92 - Posted 2016-06-11 21:50:11 »

TritonDreyja, could I help you to not use Slick2D?

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
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Offline SHC
« Reply #93 - Posted 2016-06-12 15:11:18 »

TritonDreyja, could I help you to not use Slick2D?

What do you mean? Are you trying to plug your engine here? No offense, but first show off something made with your engine. I can say from my own experience, people will not believe unless they see with their own eyes, and this is not going to change.

If this is not the case and you're not advertising an unfinished engine, then yes I support you due to the fact that Slick2D is no longer being developed actively.

Offline Hydroque

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« Reply #94 - Posted 2016-06-13 00:49:40 »

I already posted my 3D game engine... well a very old version  Pointing

But no, Slick2D is gross and you can do so much more without it. Theres that learning curve and I will help you switch from it to be a free person.

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

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« Reply #95 - Posted 2016-06-13 01:43:29 »

Technically not derailing OP's thread. A Slick debate is relevant here!

But no, Slick2D is gross

Not true, it's well made and very functional. There are a few reasons why not many people use it today for 2D games is because it hasn't had any contributions in forever and nobody wants to port it to LWJGL 3 (Also LibGDX has generally replaced it). If Op is comfortable using it, then more power to them.

you can do so much more without it.

Slick is totally hackable, look up the source code it's all very easy to manipulate into being a dream game engine. You can get a lot more done than you think Wink
(cites rayvolution)

learning curve and I will help you switch from it to be a free person

Yes, the learning curve is steep, hence Slick2D. There's enough tools out there for making games, many of them far better than what a single person could pull off (just the truth)

Offline TritonDreyja
« Reply #96 - Posted 2016-06-14 23:01:07 »

I guess I should take some time discussing slick here before i dive any deeper into the porting. In the end I really don't have much to ask for from any engine, just that it uses OpenGL. What I have myself is fine but I was looking to implement the Scale2x algorithm when I upscale all of the graphics each render cycle, but with Java2D it absolutely destroyed performance.

On top of that, my menus are basically just scrambled code and It's tedious to work with. Slick completely fixed that for me at the moment however i may look into libGDX. Any engine won't limit me much because I'm willing to hack and make changes as needed. The game is not really engine dependant at this point either when it comes to anything other than graphics honestly.

Of course I could always completely rewrite the engine with util classes and OpenGL so that average computers can run this properly, but I'm pretty sure someone experienced would know about the best other options.
Offline Xolitude

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« Reply #97 - Posted 2016-06-15 04:07:56 »

To be honest, seeing this project and how much work has been done on it and how well done it is makes me want to continue work on my 2D RPG Sandbox game as-well, very similar to a Terraria clone.

Very nicely done.
Offline Hydroque

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« Reply #98 - Posted 2016-06-15 08:07:00 »

Lol. I wonder when making remakes curves into wanting to make something new and different. There are only people who want to make remakes or add another version of games, me included. This is in the AAA industry too. I crave for unique content now a days and I am tired of Ratchet and Clank 15. Smiley

I would just go with vanilla OpenGL if I were you. It would be better in the long run. But if you are trying to push this game out, I would just go until you hit a stopping point to where you can't do what you want to do with slick. I may have mixed feelings about slick, but its a bias and I am willing to not care about it Smiley
I have no experience with libgdx other than I don't like it because bias. Btw I am biased against all game engines seemingly. D:

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #99 - Posted 2016-06-15 21:22:14 »

I guess I will stick to slick for a while then, too lazy to learn vanilla openGL at the moment.
With the rate of work on this, pretty soon it won't be looking like a Terraria clone.

This game will be an RPG, that already decided. I can't wait to see what RPG char development can do for a sandbox game of this sort. If anyone knows of any games of this sort that already exist (REAL RPG 2d sandboxes), please either pm me or list them here so I can check them out and know how to make my game different.
Games published by our own members! Check 'em out!
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Offline TritonDreyja
« Reply #100 - Posted 2016-06-20 04:24:11 »

The port to Slick2D is done!
I'm extremely happy with the results, and performance is much better.

<a href="http://www.youtube.com/v/2d6SnQ3Pr50?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/2d6SnQ3Pr50?version=3&amp;hl=en_US&amp;start=</a>

My primary reason for this was that OpenGL has interpolated sprite rotations.
OpenGL and Slick also make particles easier, and give me flexibility with game states.

Time to roll with this till i hit another wall Tongue

Other than that, I'm looking in on how to store my Tile Arrays to the disk instead of to memory, I'm wanting to experiment with massive worlds but cant do that at the moment because of OutOfMemory errors.
Offline TritonDreyja
« Reply #101 - Posted 2016-06-21 03:17:20 »

Worlds can now be however big you want without getting out of memory errors.
Blocks in logic are loaded on the fly, and the rest of blocks out of sight are stored in a simple int array.

Therefore the general world is generated to an array of TempBlock(single int[]) objects that are much smaller than Block(all block variables) objects, so it doesn't take up all of the heap space.

This will make life better because i can dev test massive worlds and people with low ram will still be able to generate larger worlds.
Offline TritonDreyja
« Reply #102 - Posted 2016-06-21 21:54:10 »

Smooth lighting is here, and it made me realize i should scrap the black borders.

The game feels so bright and real now, i can't get enough of it!

It was pretty easy to do after porting to slick.

1.I print out every lighting value to an image the size of how many blocks are on screen.
2.I resize the image with bilinear filter and use that as a spritesheet
3.I draw the sprite of the tile that corresponds to the lightmap on the screen




As you can see, the results are veeeeeeery satisfying with this particular art style.
Offline Hydroque

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« Reply #103 - Posted 2016-06-22 02:11:12 »

I am not a fan of the current character. I would like to see blending between the seams of the background between different tile types.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #104 - Posted 2016-06-22 03:49:48 »

I am not a fan of the current character. I would like to see blending between the seams of the background between different tile types.
Block blends can be toggled on and off for anyone's liking.

Offline Hydroque

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« Reply #105 - Posted 2016-06-22 03:56:40 »

I don't see any difference between the tiles. They are all hard lines.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #106 - Posted 2016-06-22 04:40:58 »

Ahh, I'll have to look into that. There's probably a simple system out there I can adapt.
It shouldn't be too hard to do because I can probably find a procedural way to do so through OpenGL.
If not, guess i just have to make a crapton of sprite variations.
Offline Hydroque

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« Reply #107 - Posted 2016-06-22 05:47:43 »

Well you are drawing using all the tiles draw calls, inherently you are using a shader coupled. Using this and samplers, you can extend the tiles you have from 48 pixels to 64 pixel, for example, and draw the 48-48 range in the shader. Lets say 0.2-0.8 is the actual tile. The 0-0.1999 and 0.8001-1 are the blending parts where you mix the colors together in some gradient fashion, using a 64 pixel blendmap. In the 12 pixel range between 48 and 64, you would have some more of the tile of course, and you can even get away maybe using a solid color or a real low res pixel variation of the image.

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

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« Reply #108 - Posted 2016-06-22 06:21:52 »

I believe that this is relevant to this discussion.

https://web.archive.org/web/20120526084938/http://www.m4x0r.com/blog/2010/05/blending-terrain-textures/

Offline TritonDreyja
« Reply #109 - Posted 2016-06-22 19:04:34 »

I can generate an alpha map successfully, but I'm having trouble implementing it properly.
Tiles:

Map Example

The white is opaque, black is transparent.
I want transitional tiles to draw on the white by using it as an alpha mask, but I can't get it to do that properly.
If someone familiar with this in lwjgl or slick could provide a link or some advice, It would be appreciated greatly.
Offline TritonDreyja
« Reply #110 - Posted 2016-06-23 02:07:00 »

It turns out that the problem that made me waste hours and hours wasn't with my code, but with my alpha tileset Tongue
I didn't know that it needed to actually be transparent in the .png, so before i just had fully opaque gradients.
But that's history, and now fading can be played with by making different mask tilesets  Cheesy




Does this look alright? Or should i consider a harsher transition like Terraria's?
Offline TritonDreyja
« Reply #111 - Posted 2016-06-23 05:31:49 »

Experimented with more blend masks, and thought it would make sense to share the results:


What do you guys think so far?
Offline Hydroque

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« Reply #112 - Posted 2016-06-23 11:25:18 »

Looks noticably better. Now work on alternating the background terrain tiles so that they don't look all griddy Smiley

You can do this with a simple boolean or something. You just have to reverse the Y axis of the texture coordinates. For example 0 becomes 1 and 1 becomes 0. You may even do it on the X axis too.

One more thing, you should try to experiment with the gradient length too. It may be short. I don't know because im not the one testing it Smiley

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #113 - Posted 2016-06-23 14:19:19 »

Looks noticably better. Now work on alternating the background terrain tiles so that they don't look all griddy Smiley

You can do this with a simple boolean or something. You just have to reverse the Y axis of the texture coordinates. For example 0 becomes 1 and 1 becomes 0. You may even do it on the X axis too.

One more thing, you should try to experiment with the gradient length too. It may be short. I don't know because im not the one testing it Smiley

I will look into the background tile alternating, but about the gradients. I can't really make them any longer
since the tiles are only 12x12 in size. I already had a pass where I made them bigger too.

Maybe in the future I'll downscale the graphics with resetTransform() and use 24x24 alpha map tiles.
Yeah, I think that I will for sure.  Grin
Offline TritonDreyja
« Reply #114 - Posted 2016-06-23 15:30:02 »

Doubled the alpha map resolution, and I didn't need to change the code because my system
doesn't lose pixels when downscaling (Forgot about this)




I think its pretty safe to say we have a winner here, so now I can move on to mobs and
actually using the XP bar I added last week Tongue
Offline ItsAJavaGame

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« Reply #115 - Posted 2016-06-23 16:52:13 »

Looks cool  Cheesy

What're you using to make it(Java obviously haha)?  Tongue

Why the donation button?  Huh
Offline Hydroque

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« Reply #116 - Posted 2016-06-23 19:21:00 »

ItsAJavaGame its a java game.

I wish he used Lua Tongue

He uses libgdx Slick2D and Java2D.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline TritonDreyja
« Reply #117 - Posted 2016-06-23 20:11:17 »

Looks cool  Cheesy

What're you using to make it(Java obviously haha)?  Tongue

Why the donation button?  Huh

Lol the donation button isn't super serious, but I hope this game reaches production before I finish highschool, the donation button is there just in case the one odd person would enjoy contributing to marketing this game(website, ads, greenlight etc.)

You really never know.
Offline TritonDreyja
« Reply #118 - Posted 2016-06-23 21:15:30 »

New Video up! Closer look at tile blending.

<a href="http://www.youtube.com/v/HouWB_1ODfc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/HouWB_1ODfc?version=3&amp;hl=en_US&amp;start=</a>

I used the bitwise method described here for both alpha masks.

http://www.saltgames.com/article/awareTiles/

And just for fun, a better version of the minimaps I sometimes render:



Offline Hydroque

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« Reply #119 - Posted 2016-06-23 21:24:13 »

+1 for fully copyrighted stuff

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