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  Exiled Kingdoms -Classic RPG- now on Steam!  (Read 251811 times)
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Offline DavidBVal
« Reply #180 - Posted 2015-09-11 09:26:20 »

Thanks! fixing it.

Offline DavidBVal
« Reply #181 - Posted 2015-09-11 10:20:19 »

For all the testers here that have already reached level 9ish, you may already have seen most of the content. Currently this means you found Tremadan's Tower and recovered the Crystal of Fire. However, I'd like if possible to test all the existing quests and areas, and for that I have this thread with a full quest list (spoiler). Use it at your convenience!

Offline ulixava
« Reply #182 - Posted 2015-09-11 14:00:50 »

It appears some really interesting updates have come around since I last checked in on the little project of yours! I especially like the whole "traps!" thing.

Still waiting for the permadeath option! Wink
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Offline JaredBGreat
« Reply #183 - Posted 2015-09-11 16:55:03 »

I tried loading the crashy save again with all the google gaming stuff turned back on (I turned it off while my internet was down) and version 5.800 and it didn't crash, though there was a strange shadow -- a big thing black shape that looked like the social media silhouette avatars with a white question mark in it (I'm guessing so entity) that appeared a few time until I left the map.  That game seems fine now (other than seeming to be out of quests).

That is not the save where things disappeared, that didn't involve a crash -- I think my inventory was just too full and so some things were just left out.  I expected to open the chest at the end of the dungeon before going into the sewer and swapping out my stuff.  Instead the chest was empty but I got my stuff back afterwards automatically in the sewer (I guess Aadon was supposed to have found it?).  Only the stuff I picked up inside plus what I got back left my inventory full and with some of my best gear left out.  Thus Fingolfin lost the barron's sword of sparks and the holy shield (and perhaps a couple other things that I haven't missed so much).  After this Aadon ran off and vanished (perhaps because Grisselda was waiting on me).  I guess I shouldn't have been carrying so many potions and bits of alternate equipment?
Offline DavidBVal
« Reply #184 - Posted 2015-09-11 17:24:56 »

I tried loading the crashy save again with all the google gaming stuff turned back on (I turned it off while my internet was down) and version 5.800 and it didn't crash, though there was a strange shadow -- a big thing black shape that looked like the social media silhouette avatars with a white question mark in it (I'm guessing so entity) that appeared a few time until I left the map.  That game seems fine now (other than seeming to be out of quests).

That is not the save where things disappeared, that didn't involve a crash -- I think my inventory was just too full and so some things were just left out.  I expected to open the chest at the end of the dungeon before going into the sewer and swapping out my stuff.  Instead the chest was empty but I got my stuff back afterwards automatically in the sewer (I guess Aadon was supposed to have found it?).  Only the stuff I picked up inside plus what I got back left my inventory full and with some of my best gear left out.  Thus Fingolfin lost the barron's sword of sparks and the holy shield (and perhaps a couple other things that I haven't missed so much).  After this Aadon ran off and vanished (perhaps because Grisselda was waiting on me).  I guess I shouldn't have been carrying so many potions and bits of alternate equipment?

Lack of prevision on my part. Since then I have added a message when inventory is full and items are dropped. I should make sure somehow you don't lose stuff  after relooting the chest. I'll find a way to prevent it in the future.

The only possible way in the world to recover your equipment is by activating that chest yourself, really, but maybe your inventory was full due to the other stuff you had found. Like I said, my fault.

Offline JaredBGreat
« Reply #185 - Posted 2015-09-13 19:03:48 »

There is one other thing mI should mention, though it's probably become obvious -- the title music keeps playing over the usual scene music, often not mixing well now.
Offline DavidBVal
« Reply #186 - Posted 2015-09-13 22:51:15 »

do'h, had no idea!

Thanks, I think I know why. Will fix it as soon as I can.

Status update: the Traits system is almost ready, but as it affects dozens of classes, and required some new UI widgets and windows, it has taken me almost a week during which there have been no updates.

Now on each level you'll distribute points among strenght, endurance, agility, intellect, awareness and personality. You can decide what is most important to prioritize, for your character, be it more HP, damage, mana, perception, etc. In exchange, several skills that simply increased your hp/damage/armor will be removed; new skills, with cool powers and abilities, will replace them in time.

The traits window, before you increase anything:


How it looks in the Character Sheet:


The trait system will allow several things to improve the game. Some advanced skills will have trait prerequisites. For instance, a few warrior samurai-like skills could have intelligence or personality requisites, so you can decide to go the standard way, and pick physical skills, or aim for more specific builds. Similarly, now I have the mechanics I needed to finish the implementation of traps, both in detection and in disarming.

Stay tuned!

Offline ags1

JGO Kernel


Medals: 367
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Make code not war!


« Reply #187 - Posted 2015-09-14 05:49:34 »

Looking good... But there is a typo on the main traits window: Strenght.

Offline EgonOlsen
« Reply #188 - Posted 2015-09-14 17:06:59 »

I had a quick game for some minutes and I noticed what caused the missing texture exception that I reported earlier. The exception itself was gone, but the poison shots from the spiders all looked like rotated silhouttes with a red marker on it. Killing these spiders and resting after that seemed to have fixed it though. They are now back to spitting poison instead of persons... Wink

Offline DavidBVal
« Reply #189 - Posted 2015-09-15 01:08:21 »

Thanks, that's something that I forgot to "patch" from one game version to the next, should never happen again.

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Offline DavidBVal
« Reply #190 - Posted 2015-09-19 15:39:57 »

Uploaded a new build that includes all the new traits system; it also de-allocates all skill points so they can be selected again.

This means everything is likely very unbalanced... any testing & feedback is appreciated.

Now working on all the new skills, and a few new maps and dungeons.

Offline DavidBVal
« Reply #191 - Posted 2015-09-25 00:20:47 »

Moar and moar updates!

v.0.5.806 - 24/9/15

-New skills UI, including the ability to assign them to slots.
-New skills added, and all skill points reset. Added a button in the Skills window to reset all skills for alpha testing, so reset will no longer be neccessary in future updates.
-Game Fonts changed. No more sans comic!

v.0.5.805 - 21/9/15

-Charge skill added (Warrior). All skill points reset.



I am now working in the Trap Master skill, so rogues can set traps, and also in a couple new dungeons and the next step of the main quest.

Offline JaredBGreat
« Reply #192 - Posted 2015-09-26 19:03:27 »

It's hard to tell if the balance has changed, but seems similar?

The system of picking slots for active perks through me off at first as I didn't notice or use itmat first and thought passive perks showing up in place of active ones was a bug.

Got a crash on exit (none in game so far).
Offline DavidBVal
« Reply #193 - Posted 2015-09-26 20:32:25 »

it was a bug, yeah, pasives shouldn't show in slots. Fixed already.

also, now if you have available slots and train an active skill, it will go into the first available slot (you can change it later).

uploading now, there's also a new dungeon: minotaur maze (level 10-13). Still not complete, but you can kill some stuff and get good loot.

Edit:

v.0.5.809 - 26/9/15

-Added new dungeon (Maze of Lamth).
-Secret doors are now more easily visible once spotted.
-Balance: base hit points reduced, but Endurance trait increases more your total hit points (each point grants +5hp, +1hp per level).
-Bugfixes, mostly related to skills.

Offline DavidBVal
« Reply #194 - Posted 2015-09-27 18:37:51 »

More stuff for rogues:

v.0.5.810 - 27/9/15

-Traps can now be disarmed. If you are not a rogue, the chances will be very low.
-New Rogue skill: Trap Master. It gives a high bonus to disarm traps, and allows the rogue to set traps too.
-New skill level 4 for Whirlwind, Charge and Stab.
-Button added to reset all Traits (similar to the one that resets all skills), for Alpha testing purposes.

I would say the traps implementation is complete now (except the AI part, as NPCs need to avoid traps if they can, and rogue NPCs will try to disarm the ones they detect)

As rogues now have less hp, skills like Trap Master can help with crowd control, to split groups of enemies, etc.

Offline DavidBVal
« Reply #195 - Posted 2015-10-04 19:56:08 »

I've been toying with dynamic lighting and particles. The dungeons look much more alive now!













As soon as I finish a few UI improvements, I'll make a new video.

Offline EgonOlsen
« Reply #196 - Posted 2015-10-07 19:34:28 »

The dungeons are looking nice with the additional light sources. It really adds to the atmosphere. I like the city lights too...but just imagine if you wouldn't need them at all, because there wouldn't be a day/night cycle...wouldn't that be even better...?   Grin (yeah, I know...)

Offline DavidBVal
« Reply #197 - Posted 2015-10-14 23:57:36 »

Here we come again. Lots of new things, mostly I've been working on Archery mechanics, which has just been added, and in completing all the skills (Warrior and Rogue already have their 8 skills working, cleric still sits at 4/8).

As soon as I finish the cleric skills, I'll be working on AI, to improve the so-so pathfinding, and to enable certain enemies into using skills.

I know, those of you which already tested, won't play again until there's more content. But I decided not to expand content until all the mechanics are done. It has been hard enough to add lighting, traps and secret doors to update the actual 48 areas... I need to do it in the right order. I expect to be working exclusively on content by November.

v.0.5.818 - 14/10/15

-Bows added! You can now equip and use them, or put them on companions. Both Warriors and Rogues can use bows, but Rogues will be more skilled with them, especially if they pick the Archery skill. Balance still in progress.
-Companions now change in appeareance as you equip them.

v.0.5.816 - 12/10/15

-All 8 rogue skills are available and working now. Added Archery and Sprint.
-Fixed a bug, in which certain enemies could stay frozen after being pushed.
-World map thumbnails are a bit bigger now.

v.0.5.815 - 10/10/15

-Warrior skills are now complete. Bash has been included, replacing Kick which is now a rogue-only skill. 2-Handed Expert and Shield Expert are fully implemented now.
-Added a small thumbnail to each area in the World Map.
-Procs implemented (effects with a chance to fire each attack). Right now, the only one is the Stun chance, if you use 2-Handed Expert.
-Bugfixes.

v.0.5.814 - 7/10/15

-Bugfixes.

v.0.5.813 - 6/10/15

-More hidden secrets, and a new quest added (Relics of the Mangled God)
-Bugfixes.

Offline JaredBGreat
« Reply #198 - Posted 2015-10-16 01:27:37 »

I like the cleave ability, but it actually feels a bit OP as is -- damaging so many at once, makes whirlwind seem obsolete (except for the knockback).  Maybe cleave should only have one level and cost 2 or 3 for it?
Offline DavidBVal
« Reply #199 - Posted 2015-10-16 08:19:37 »

or maybe it should do less damage to secondary targets. I'll look into it.


Offline DavidBVal
« Reply #200 - Posted 2015-10-17 10:00:58 »

New gameplay trailer for the Rogue class. Others will follow soon.

<a href="http://www.youtube.com/v/8sbvkehkjlA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/8sbvkehkjlA?version=3&amp;hl=en_US&amp;start=</a>

Rogues can fight, but they can't take as much damage as a Warrior. This means they have to be especially careful to avoid getting surrounded by enemies or exposed to some heavy-hitter. They can deal a lot of damage with the Stab skill, but against strong enemies, it may be a good idea to disengage while Stab is cooling down. They can set traps, kick enemies away, use stealth, and other similar tricks. It is probably a more challenging class to play than Warrior, but also more rewarding when you figure out how to use your skills, and if you get the right equipment, they can even tank decently in higher levels.

They also are the best archers, and get big bonuses to disarm traps, find secret doors, or even gossip at taverns.

Offline ShadedVertex
« Reply #201 - Posted 2015-10-17 12:12:14 »

I really love the style. The game seems to be one of the best 2D RPGs out there, or at least among the ones that I've seen and played. However (my personal opinion) I feel that the GUI seems to be...all over the place and a little disorderly. The settings menu icon looks out of place. You should try re-arranging the buttons and make the game a lot more finger-friendly. That's what I think, anyway.

Good luck, and I'm looking forward to play the game Cheesy
Offline DavidBVal
« Reply #202 - Posted 2015-10-17 21:18:11 »

yeah, I'm not entirely satisfied with the UI, however when people play they tend to be more positive towards it.

are you already a tester? if not, and you have an android, feel free to join the alpha and play it.

Offline bornander
« Reply #203 - Posted 2015-10-26 08:47:33 »

The game seems to be one of the best 2D RPGs out there
You are not wrong.

Try my Android games: Grapple | Hovercraft | Lala
Offline DavidBVal
« Reply #204 - Posted 2015-10-27 20:31:51 »

So, I've been busy!

v.0.5.823 - 27/10/15

-The 2 remaining Cleric skills have been added. All 28 base skills are in the game now.
-Some enemies use skills now, be careful...
-Balance: enemies do less damage from level 3 and onwards.
-Balance: some armors have been adjusted, especially chain and plate have been slightly nerfed.
-Rogue companions now try to disarm traps.
-Companion AI is able to use some active skills now: Stab, Whirlwind, Heal Wounds, and others.
-New item: Scroll of Detection.
-Bugfix: Cleave will no longer hit allies.
-Bugfix: Player now spawns a bit deeper inside the new area, so it's less likely to zone back accidentaly.

v.0.5.822 - 18/10/15

-Implemented cleric skill Crusader, Arebenos' Might, and improved holy Shield.
-Nerfed Warrior skill Cleave.
-Added new tip dialogue about sleeping at inns.
-Bugfixes

Full changelog here.

Thanks for all the support. I can't wait to finish implementing all the game mechanics and getting to content design and writing!

Offline ShadedVertex
« Reply #205 - Posted 2015-10-28 00:59:39 »

Awesome Cheesy
Offline bornander
« Reply #206 - Posted 2015-10-29 08:01:33 »

I've not played this for a while (trying to learn a new language instead of playing games on my way to work) but I gave it another go today. I really like the lighting you've added, the towns look much more of welcoming, safe havens when you arrive at night. Really adds to the feel of the game, well done.

Try my Android games: Grapple | Hovercraft | Lala
Offline DavidBVal
« Reply #207 - Posted 2015-11-16 18:20:49 »

Hello friends! I've been quiet for a couple weeks here, but development keeps going on, and on schedule. A lot of elements have been added to the game engine, which is now lacking just a handful of features.

Still no new content except for a few details, so old testers still can't do much unless they want to start from scratch. Most dungeons have been updated with secret doors, levers that activate/deactivate things, unique items, etc, but no new areas added yet.

Last updates:

v.0.5.828 - 15/11/15

-Save your game at will! You can save in any outdoor area.
-Levers and other switches added to dungeons. Once activated, they may open doors,rise bridges, etc.
-Conversations are now affected by your traits. You will have new replies available, if your scores are high enough. Personality, Intelligence and Awareness will be the ones with more options. It only affects the early quests and conversations for now.
-The "More Goblin Hunt" quest has been entirely replaced with a more interesting one, "The Lost Explorer".
-Lannegar conversations have been improved.
-Conversation UI updated and improved.

v.0.5.827 - 6/11/15

-Bugfix: some games couldn't be reloaded, they'll work now.

v.0.5.826 - 2/11/15

-Changed the game files storage system, for faster loading speeds.
-Game screen is now zoomed out a little, so vision range will be increased.
-Adjustable controls size, so you can make UI smaller in tablets.

v.0.5.825 - 31/10/15

-Internal optimizations.
-bugfix:Firedancer Itharrak no longer spawns in the initial area.

Full changelog here

Offline EgonOlsen
« Reply #208 - Posted 2015-11-16 20:55:57 »

-Save your game at will! You can save in any outdoor area.
Finally!  Grin Too bad that I lost my save game in my transition from Nexus 4 to Nexus 5X... Sad

Offline DavidBVal
« Reply #209 - Posted 2015-11-16 21:19:04 »

If you stil keep the old phone, you can export backup, then send the file to the other phone and import backup!

An example of conversation affected by Traits



How the Character Sheet looks now, with all elements added




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