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  Nusarium Battle Engine  (Read 2862 times)
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Offline SkyAphid
« Posted 2012-07-11 19:03:49 »

Hey guys, just finished my battle engine for my project, Nusarium.

No, Nusarium isn't the title for the game, it's just what I've been calling it until I think of something better hahah.

Here's a screenshot and a game link, the controls are in a manual included with the ZIP(be sure to read it):



https://dl.dropbox.com/u/66337942/NusariumBattleEngine.zip

Let me know if you find glitches so I can smite them brutally and mercilessly.
Also, some of the animations are clunky. I'm working on them. The point of this demo is so I can sleep at night thinking that this is actually coming together.

Anyway, please enjoy it. Feel free to voice opinions.

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Offline ra4king

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« Reply #1 - Posted 2012-07-11 23:18:42 »

I read the PDF many times and tried to make sure I knew what I was doing. After multiple tries, I gave up, seeing how Shift never worked, no matter how many times I scrolled and clicked.

Oh and when I rage-quitted, I hit Alt+F4 to close the window........then got a BSOD....for the first time in 2 years. Error code 0x0000003B, with the error in win32k.sys.

What are you doing to my system?!?!?!?!? Shocked Shocked Shocked

Offline teletubo
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« Reply #2 - Posted 2012-07-11 23:48:34 »

Okay it run properly here.
The graphics looks really awesome, very original.

It's really difficult to understand what is happening. I don't know why I can't use the F attack after a while, and I don't know what the gauge is.

Apart from that, there are just too many keys!
I would need 3 hands at least to use the keyboard controls + mouse (or a left hand with 10 fingers).
Many of the controls in the left hand might be better (and more intuitive) if it were buttons on the screen.

Anyway, This might turn into something cool, but you definetely must make it easier to understand what is happening, and reduce the number of differente keys used.



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Offline SkyAphid
« Reply #3 - Posted 2012-07-11 23:49:24 »

I read the PDF many times and tried to make sure I knew what I was doing. After multiple tries, I gave up, seeing how Shift never worked, no matter how many times I scrolled and clicked.

Oh and when I rage-quitted, I hit Alt+F4 to close the window........then got a BSOD....for the first time in 2 years. Error code 0x0000003B, with the error in win32k.sys.

What are you doing to my system?!?!?!?!? Shocked Shocked Shocked
Can you give me screenshots of this happening? I've let 3 or 4 people test this on their machines before I uploaded to dropbox, and none of them had any problems.

Also, shift won't do anything until you equip attacks.

Okay it run properly here.
The graphics looks really awesome, very original.

It's really difficult to understand what is happening. I don't know why I can't use the F attack after a while, and I don't know what the gauge is.

Apart from that, there are just too many keys!
I would need 3 hands at least to use the keyboard controls + mouse (or a left hand with 10 fingers).
Many of the controls in the left hand might be better (and more intuitive) if it were buttons on the screen.

Anyway, This might turn into something cool, but you definetely must make it easier to understand what is happening, and reduce the number of differente keys used.




Everything you need to know is in the manual about the gauge, essentially it's just the loading bar until you can reload.
I'll add graphical UI for the reloading and shuffling real quick and upload an update if you think that'll make it easier.

I'll do some bug fixes right now, most of this is simple to fix.

The controls aren't really that bad, in fact, they use the same set up as Halo CE and don't use as many buttons. Hahah.

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Offline davedes
« Reply #4 - Posted 2012-07-11 23:53:45 »

Quote
then got a BSOD
Hehe... Good ol' Windows. Smiley

Will test after work.

Offline SkyAphid
« Reply #5 - Posted 2012-07-12 00:30:09 »

I updated the files on DropBox.

Fixed many minor and major bugs, this build is much more stable, like many animation bugs described above, and more potential bugs on closing of the window.

The controls have been extremely simplified, they should be easier to understand now. I updated the manual with the updated controls.

Tell me what you think now. Smiley

Download is here, same link:
https://dl.dropbox.com/u/66337942/NusariumBattleEngine.zip

I'm working on the music now, so once the music/sounds are in I'll update this again.

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Offline Jimmt
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« Reply #6 - Posted 2012-07-18 11:30:50 »

I can't download the game right now, but I must compliment you about the graphics. They look handrawn, and very nice.
Offline UprightPath
« Reply #7 - Posted 2012-07-18 18:00:08 »

Yeah, I'm envious about the graphics as well. I need to work on actually doing stuff like that sometime (I like to think-- a statement which always makes me laugh-- that I'm an alright artist. I just tend to stink at doing pixel art, hah.)

I tried it out, my only issue is that beyond the enemies flashing when they get hit there's no indication that they've been damaged. Some information about how much life they have left/their state of health would be nice, otherwise it's highly difficult to tell that you're even doing something when you bash away at them until you get hit too many times.

Offline SkyAphid
« Reply #8 - Posted 2012-07-20 06:56:32 »

Yeah, I'm envious about the graphics as well. I need to work on actually doing stuff like that sometime (I like to think-- a statement which always makes me laugh-- that I'm an alright artist. I just tend to stink at doing pixel art, hah.)

I tried it out, my only issue is that beyond the enemies flashing when they get hit there's no indication that they've been damaged. Some information about how much life they have left/their state of health would be nice, otherwise it's highly difficult to tell that you're even doing something when you bash away at them until you get hit too many times.
Oh, I know, I've already built in a lot of new stuff. I'll update the file soon with all of it.

Basically, I was thinking along the lines of animations slowing down the more they get hurt. I've also contacted one of spriter buddies to fix the crappy/unsmooth animations I built. Right now I'm focusing on minor engine fixes, more enemies, a ton of attacks, and then I'll implement dungeon crawling. (Generator is already done, provides really cool dungeons!)

Thanks for the input guys.

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
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