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  myWorld  (Read 6658 times)
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Offline jay4842
« Posted 2015-07-23 00:57:25 »

In the past I have showed two other java games that I have developed. This new one has been in the making for a good year now and I feel it is finally ready to be tested. Currently I haven't worked out a story our any kind of linear progression yet.

currently the features consist of a simple partial system, you can explore the world, fight the monsters that call it home, buy items at shops, collect items from fallen enemies, upgrade your items at the crafting table located in the hero's home, store items in the chest located near the crafting table, scrap your items to buy new items, and of course save and load your game.





download:
adfly: (use to support dev) http://adf.ly/1LDMOb
or standard: http://www.mediafire.com/download/6czcd8db8v9t9fm/myWorld+build+1.zip
web page:
https://lanterngames.wordpress.com

if you ever want to use any of my assets please give me credit.
Offline MrPork
« Reply #1 - Posted 2015-07-23 05:44:54 »

Don't know if you want some advice or whatever but here is that plus some problems.

First problem, collision detection when walking into objects feel really really awkward. Mostly due to the fact that it's going by the tile size, not the size of the actual object on it.



Second problem, the press "e" button to do a certain things appears under this house



Now for what I think should be improved:

When you get hit by an enemy the knockback is just to fast and too sudden. Why not gradually move the player?

The rain effects in my opinion, do not compliment the game's art at all. I feel it should use the same particle system you used for combat and the clicking animation thing when you click in a random place.

And that's pretty much it so far, everything else seems good!  Grin

Edit: This really doesn't affect much but it's visually frustrating: The loading bar is ass backwards.

"f**k it, maybe it'll work." -Me
Offline jay4842
« Reply #2 - Posted 2015-07-23 17:15:08 »

Don't know if you want some advice or whatever but here is that plus some problems.

First problem, collision detection when walking into objects feel really really awkward. Mostly due to the fact that it's going by the tile size, not the size of the actual object on it.



Second problem, the press "e" button to do a certain things appears under this house



Now for what I think should be improved:

When you get hit by an enemy the knockback is just to fast and too sudden. Why not gradually move the player?

The rain effects in my opinion, do not compliment the game's art at all. I feel it should use the same particle system you used for combat and the clicking animation thing when you click in a random place.

And that's pretty much it so far, everything else seems good!  Grin

Edit: This really doesn't affect much but it's visually frustrating: The loading bar is ass backwards.

Thanks! I really need feedback like this. I also was looking into making the rain like the partial system, but I really didn't know how to go about it. I was planning on working on that for the next update.
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Offline Jimmt
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« Reply #3 - Posted 2015-07-23 18:39:56 »

I removed your other post because it's the same as this one. If you want it moved to showcase, just ask (however, this seems like it's still being worked on, so WIP is probably the right board).
Offline ulixava
« Reply #4 - Posted 2015-08-15 14:14:05 »

Are you still working on the project?

Oh, well... Thought I'd report two bugs, anyway!

The title screen's right and bottom sides flickers for me. Not sure if you, MrPork, experienced the same thing considering you too seem to be on a Windows. Also, the particle effect for when you press your mouse cursor are offset by a bit (only in the title screen).



A random outlined circle seems to have magically appeared in the ground after killing a slime.



Other than that, I think the game is looking pretty cool. Smiley I've got to say however that the rain gets quite annoying whilst fighting due to the knockback. When you knock back the enemies it feels as though they're knocking you back and vice versa.
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