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  [Libgdx][Akka] TAnima- mmo rogue-like  (Read 5121 times)
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Offline ByerN
« Reply #30 - Posted 2018-04-28 15:18:28 »

<a href="http://www.youtube.com/v/e032oIRPiDI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/e032oIRPiDI?version=3&amp;hl=en_US&amp;start=</a>
Offline ByerN
« Reply #31 - Posted 2018-04-29 16:47:46 »

<a href="http://www.youtube.com/v/VVmiYE7GIJQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/VVmiYE7GIJQ?version=3&amp;hl=en_US&amp;start=</a>
Offline Springrbua
« Reply #32 - Posted 2018-04-30 06:03:18 »

Thanks, I guess I have to try that software Smiley
I usually use GIMP, but I don't know much about it, so it's pretty difficult to draw something, but I guess thats not the softwares fault Cheesy

I am still really impressed by your work, especially by the quick progress! Keep it up!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ByerN
« Reply #33 - Posted 2018-04-30 15:55:41 »

Thank you Smiley I used GIMP also but when I've found vector graphic, I've moved to Inkscape Smiley

New things added. Video below "how I see example dungeon in TAnima"
<a href="http://www.youtube.com/v/u61oaqErKF8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/u61oaqErKF8?version=3&amp;hl=en_US&amp;start=</a>
Offline Springrbua
« Reply #34 - Posted 2018-05-01 12:01:44 »

@ByerN thanks for telling me about inkscape! It is really great, I just created a logo for my game eThlete with it.
It was pretty easy and the result is much better then I expected Smiley

Thanks
Offline ByerN
« Reply #35 - Posted 2018-05-01 12:05:08 »

You are welcome Smiley
Offline meva

Junior Devvie


Exp: 3 years



« Reply #36 - Posted 2018-05-01 22:48:02 »

I admire you, great job:)

I see at your game nice effects, shining lights on walls, funny character moves, pieces on floor after killing monster or smashing something etc. How do you deal with fixing parameters for animations, elements sizes, sequences of moves. Is it a libgdx feature or do you develop it from scratch?
Offline ByerN
« Reply #37 - Posted 2018-05-02 00:12:44 »

Thank you very much @meva. It means a lot for me Smiley

Libgdx got some features for animation but I am not using them (stage for example). I only use the lower level api like Sprite and it's drawing on batch. I like to have more control over what I am doing. Programming along with designs patterns is helpful here (for example composite, listener, visitor, builder patterns. Lot of them is used here). If you know how to use them effectively it is fast, you don't need to learn your library's API (lower dependency) and you know what's going on.

Box2d and Box2dLights is used for physics (pieces on the floor) and lighting. Camera is a feature of libgdx. Really helpful for scaling the view Smiley

Server is taking care about the logic so all what client is doing is just changing the view on events. Size of elements is normalized by some reference value. Camera with it's zoom takes care about showing player what he has to see. For animations I've implemented some simple math functions. I had to create a simple shader to flash character white on hit. Smiley

So most of the things is developed from scratch on top of libgdx low level API but it ofc has a lot more to offer then I am using Smiley


Today I was thinking about music for my game. There are my thoughts:
<a href="http://www.youtube.com/v/e3F6sk_gBlk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/e3F6sk_gBlk?version=3&amp;hl=en_US&amp;start=</a>

What do you think? Smiley
Offline meva

Junior Devvie


Exp: 3 years



« Reply #38 - Posted 2018-05-02 21:07:53 »

Thanks for your answer, I've learned a lot.

In my game (designed for Android) I am using drawing in canvas which I found is not very convenient. So, I am looking for something better. Libgdx would be a right option.
I also developed some tools for my game, as you said, I like having control over what is going on inside code:).

I was considering Unity, but found it hard to learn. For example I could not find a good explanation how to design random world generator. So, I decided to do It by myself. Time spent learning Unity I could spent developing own tools.
I think it is also a good solution. You have to read about general ideas, try to implement them and you are increasing your programming skills. However, Unity and other engines are developed by professionals and are much more general then my solutions:), but much more complex at the same time.
Offline ByerN
« Reply #39 - Posted 2018-05-02 23:47:41 »

Game engines are making many things easy Smiley Libgdx as an framework is one level lower. It abstracts many things so it's easier to do something than in a more raw solution but it's still challenging.

If I would like to make more complex design (some fancy 3d for example) I would take unity or unreal. Making 3d engine by one person is a suicide:)


<a href="http://www.youtube.com/v/fIOf4ErXKC0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/fIOf4ErXKC0?version=3&amp;hl=en_US&amp;start=</a>
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline meva

Junior Devvie


Exp: 3 years



« Reply #40 - Posted 2018-05-03 08:23:41 »

You are right:)

However, I am working rather on a simple 2d game based on old idea. Player is flying a space plane and dropping bombs on enemy units and facilities. There are also enemy fighters which player have to avoid and may destroy them by firing missiles.

Hope, soon I will be ready to share a short movie.

Going back to your game. Music is great:). What is the software you are using?
You can also add some sound effects, for example when you hit something or when player is near monsters can hear their snarl.
Offline ByerN
« Reply #41 - Posted 2018-05-03 08:26:25 »

Thank you Smiley I've postponed music and sfx dev for now. Maybe I will find someone who will do it for me or find some assets Smiley
I am using FruityLoop Smiley
Offline meva

Junior Devvie


Exp: 3 years



« Reply #42 - Posted 2018-05-03 08:34:21 »

Thansk:)
Offline ByerN
« Reply #43 - Posted 2018-05-03 18:46:06 »

<a href="http://www.youtube.com/v/1MLDLj5iSoc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/1MLDLj5iSoc?version=3&amp;hl=en_US&amp;start=</a>
Offline ByerN
« Reply #44 - Posted 2018-05-05 23:04:16 »

I was working for two days on procedural generation of the dungeons in the TAnima. When I was thinking about the best abstraction for dungeon description, I've found the player's emotions and goals are the best method of doing it.

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

VIDEO (LONG)
<a href="http://www.youtube.com/v/yHP32vd9DPE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/yHP32vd9DPE?version=3&amp;hl=en_US&amp;start=</a>

What do you think? Smiley
Offline Shatterhand

Junior Devvie


Medals: 7
Exp: 5 years



« Reply #45 - Posted 2018-05-06 10:07:17 »

Seeing your progress every day is quite interesting, wish I was similiarly productive.

Over time I've learned that you've to be skilled in many different areas when making a game on your own: programming, art, music, maybe storywriting, etc. And as I can see you are exactly that Smiley. For me there's still a long way to go…

Are you planning on realeasing this game on Steam or something? I was just thinking because it's a MMO with multiplayer and so on…

Cheers

Micro$oft broke Volkswagen's world record: Volkswagen only made 22 million bugs!
Offline ByerN
« Reply #46 - Posted 2018-05-06 10:43:02 »

Thank you very much! It means a lot Cheesy I still have a long way Smiley Sound/music and balance will be the hardest one I think.

Yeah, I want to release it on Steam Smiley and I want to make this game interesting even without community so it's nice enough to play single if servers are not crowded.
Offline SolitudeGaming

Junior Devvie


Medals: 5
Projects: 1



« Reply #47 - Posted 2018-05-07 03:20:15 »

Look so good! run 3


Stop.
Offline ByerN
« Reply #48 - Posted 2018-05-08 21:52:11 »

Thanks Smiley Weird spam Tongue

vlog:
<a href="http://www.youtube.com/v/fDD6v6juPlM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/fDD6v6juPlM?version=3&amp;hl=en_US&amp;start=</a>
Offline meva

Junior Devvie


Exp: 3 years



« Reply #49 - Posted 2018-05-09 19:55:53 »

I have to say that your work inspires me to much more effort developing my own game;)
I wish I could spend more time working on it
Does your algorithm generate rooms and whole map or just only map?
Offline ByerN
« Reply #50 - Posted 2018-05-09 20:49:39 »

Nice to hear it Smiley I wish you the best Smiley
I am sacrificing a lot by spending time on it but I can't look at myself in the mirror if I am not following my dreams Cheesy
My algorithm is generating map and now I am working on generating rooms. Today I am finishing next algorithm for "fight rooms". Some of room types will be based on fixed set of patterns (entrance, exit, shop etc) and some will be procedurally generated.

Click to Play
Offline ByerN
« Reply #51 - Posted 2018-05-13 20:00:20 »

Update:
Item categories in eq:
Click to Play


Balancing enemies:
Click to Play


Balancing economy:
Click to Play


Game balancing needs much more work but it is a good start Smiley
Offline ByerN
« Reply #52 - Posted 2018-05-14 20:04:25 »

Click to Play


Dungeon ticket- save-continue mechanism Smiley
Offline ByerN
« Reply #53 - Posted 2018-05-15 18:35:09 »

<a href="http://www.youtube.com/v/ED7vgW0ipw4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ED7vgW0ipw4?version=3&amp;hl=en_US&amp;start=</a>
Game balance and new features Smiley
Offline ByerN
« Reply #54 - Posted 2018-05-17 15:54:57 »

<a href="http://www.youtube.com/v/ULqzjh0k0Sc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ULqzjh0k0Sc?version=3&amp;hl=en_US&amp;start=</a>

Click to Play


Click to Play


Click to Play


Click to Play


Click to Play


I've created the fury mode.
In fight, player is gaining fury points when attacking enemies. It's decreasing in time. If it reaches some level, it can be used the enter the fury mode for a limited time.

In fury, character is not loosing stamina and hp and not gaining fury points.

Each of weapon has got it's own fury:
-sword- knockback enemy
-dagger- sliding through enemy
-wand- increased speed

What do you think? Smiley

Offline meva

Junior Devvie


Exp: 3 years



« Reply #55 - Posted 2018-05-17 20:46:03 »

Great idea.

You can add some trade off for it and leave decision for player to turn on/off the fury option.
For example when fury passes away player is moving slower.
Nothing is for free:).
Offline ByerN
« Reply #56 - Posted 2018-05-17 21:09:05 »

Thank you Smiley Your suggestion is a nice one Smiley But I've wanted to make it "fatality" move. It's impossible to see it on the movies up here, but player has to fight a little to get enough fury points to activate it. After activation it will be decreased to zero and player has to get it again. Player can activate it when he wants if he has got enough fury points, but... If he will pass the wave and there will be nothing to fight (and get more fury points) it will be depleted very fast.

I was thinking before about trade offs like "wand fury mode will disable movement" but I think that player will get more fun with getting rampage and destroying everything for a few seconds Smiley
Offline ByerN
« Reply #57 - Posted 2018-05-19 16:07:22 »

Click to Play

Scaling levels along with number of players (up to 4)
Offline ByerN
« Reply #58 - Posted 2018-05-19 19:30:20 »

I need your help! I was thinking about adding post processing effects after damage (second part of video). Which one is better?

<a href="http://www.youtube.com/v/Y2faU_uhezM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Y2faU_uhezM?version=3&amp;hl=en_US&amp;start=</a>
Offline SolitudeGaming

Junior Devvie


Medals: 5
Projects: 1



« Reply #59 - Posted 2018-05-19 21:53:37 »

The 1st. The second is far too... erratic.
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