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  [Slick2d] Retro-Pixel Castles > Now on Steam! <  (Read 54380 times)
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Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #180 - Posted 2014-06-29 07:26:47 »

Still working on objects, walls and a lot of behind the scenes stuff. Inching closer and closer every day to working on the play state!

Few notable changes:
- Time of day adjustment moved to the center of the top GUI.
- Walls are now "objects" (they used to be treated like terrain because objects didn't exist yet).
- Object placement is mostly done, assuming there's no kinks all that's really left is code cleanup.
- Started adding some basic sound effects; button clicking, object placement, etc.
- Grid mode updated, now is color coded so you can easily see whats passable by entities and what isn't.
- "Select" tool is now a "grab" tool, original plan was to have it select objects, but there's no need for that in the map editor. So now it picks up objects so you can move them around.
- Lots of refactoring/behind the scenes stuff.

Some shots with the new walls/object placement, and a shot with the new gridmode enabled.
(EDIT: Fixed screenshots, silly me linked the wrong ones)



- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Asterion

Junior Newbie


Exp: 2 years



« Reply #181 - Posted 2014-06-29 18:46:58 »

This looks outstanding!!! Shocked
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 219
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« Reply #182 - Posted 2014-07-01 00:43:14 »

By popular request, round brushes! I've also increased the max brush size from 20 to 30.

Once the new brush system is done, there will be at least 3 brush types;
- Square
- Chamfered Square (rounded off edges)
- Circle

I may also add some other shapes, like diamond.


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Longarmx
« Reply #183 - Posted 2014-07-01 03:42:14 »

A chamfered square would have angled edges. You are looking for a filleted square, which has round edges.  Wink

Offline kingroka123

JGO Ninja


Medals: 41
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Gamer's Helmet


« Reply #184 - Posted 2014-07-01 03:55:37 »

A chamfered square would have angled edges. You are looking for a filleted square, which has round edges.

I noticed that too! Yeah for Architecture 1  Grin. Seriously though, this game is looking great

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 219
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« Reply #185 - Posted 2014-07-01 04:27:57 »

A chamfered square would have angled edges. You are looking for a filleted square, which has round edges.  Wink
I noticed that too! Yeah for Architecture 1  Grin. Seriously though, this game is looking great

hah, good catch! Whoops!

I'll fix that in a bit when I add a few more brushes, maybe I'll have a chamfered *and* a filleted square brush. I built an entire brush class specifically to handle brush shapes, so why not have more options just for the sake of having them? Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #186 - Posted 2014-07-01 06:24:28 »

Wrapping up work for today, and finishing up the brushes (for now).

There are now 4 brush types; Round, Chamfered, Filleted, and Square. The GUI also now has a toggle button you can use to cycle through the brushes (Left hand tab), and when the brush is displayed on screen you now only see an outline instead of the entire brush.


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline kevglass

« JGO Spiffy Duke »


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Coder, Trainee Pixel Artist, Game Reviewer


« Reply #187 - Posted 2014-07-04 18:09:31 »

This really looks incredible, great work!

Kev

Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #188 - Posted 2014-07-05 01:57:22 »

Been experimenting with map sizes. I think I've settled on each map being 1024x1024 with multiple starting spots. The idea behind the massive map sizes is for replayabliliy. That way, you can play a map over and over again, trying to find that "sweet spot" you can survive the longest on.

Here's an idea of just how large these maps are!

Here's the raw minimap, where 1 pixel = 1 tile. Obviously this is an incompleted map. I just drew in the top corner.
(1024x1024 image, but the width is locked to 800 on the forum)


Here's the same minimap image above, but actually in game on the full screen minimap. Notice the white bounding box in the top leftish, that's the current location of the map in the game.


...and here's the spot the map was focused on.


So as you can see, this games going to have massive maps that are impossible to fully explore on one play through. The current plans are that depending on the maps configuration, maps will have a single starting point, a complete random one or a collection of preset/selectable ones.

This really looks incredible, great work!

Kev
Thanks, means a lot coming from someone who literally built the library I am using to make the game. Wink


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Longarmx
« Reply #189 - Posted 2014-07-05 02:05:54 »

Wow, that is a big map. It is going to take forever to make one. Have you considered procedural generation?

This is coming along great by the way!

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #190 - Posted 2014-07-05 02:08:40 »

Wow, that is a big map. It is going to take forever to make one. Have you considered procedural generation?

I have some long term plans for a random map generator, but the main game will be handcrafted maps. The map generator would a bonus side thing for fun and not part of the main game.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline PandaMoniumHUN

JGO Coder


Medals: 32
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White-bearded OGL wizard


« Reply #191 - Posted 2014-07-05 08:13:14 »

I have some long term plans for a random map generator, but the main game will be handcrafted maps. The map generator would a bonus side thing for fun and not part of the main game.
You could make the maps semi-procedural. Generate a few for yourself, pick one that you like and clean up and add the important parts by hand.
Making 1024x1024 maps by hand will truly take a long time, but who knows, if you have the patience and creativity (which I'm sure you do) it'll might worth the time investment in the end. Smiley

My Blog | Jumpbutton Studio - INOP Programmer
Can't stress enough: Don't start game development until you haven't got the basics of programming down! Pointing
Offline Rayvolution

« JGO Spiffy Duke »


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Resident Crazyman


« Reply #192 - Posted 2014-07-06 15:14:11 »

Making progress on this massive beast of a map:


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline ClaasJG

Junior Devvie


Medals: 7
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« Reply #193 - Posted 2014-07-06 15:21:33 »

[OT]
I found a smily...

My english has to be tweaked. Please show me my mistakes.
Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #194 - Posted 2014-07-07 03:10:39 »

I tweaked the minimap generation to make the topography more defined, and then started working on the map again.

Twelve hours later (admittingly not all spent working on the game though) we have come to this:

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline BurntPizza

« JGO Bitwise Duke »


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Exp: 5 years



« Reply #195 - Posted 2014-07-07 03:25:06 »

I like how the undone areas look like rips in the map as if it was paper, it would be cool if your fog of war or whatever looked like that... not sure how practical that would be though.
Offline Grunnt

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Complex != complicated


« Reply #196 - Posted 2014-07-07 10:04:35 »

Great work!

One idea I got while reading this is: maybe keep ruins etcetera of earlier playthroughs on the map? I believe Dwarf Fortress does something like that. E.g. you play and get overrun at some point, then next playthrough maybe you run into the ruins of your earlier castle, now overrun with goblins.

Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #197 - Posted 2014-07-07 10:31:55 »

I like how the undone areas look like rips in the map as if it was paper, it would be cool if your fog of war or whatever looked like that... not sure how practical that would be though.

That was the idea! I was themeing(theming?) most of my maps after, well, "maps". The theme for the forest maps were kinda tattered and torn like an old treasure map. Where as the theme for the desert maps were charred and burned up maps. Many of the others may not even look like paper maps at all, but those two were. Generally every map would also have a decay/damage theme to it of some kind. The running most common theme being paper. Some of the more off the wall maps may go in totally different directions though.

As for fog of war, I'm debating not actually having it at all. Reason being is you don't do much exploring in this game as much as you scramble to find a safe place to survive. But once you're there, you will seldom leave the general area. So fog of war will just take away from the "grand" perceptions of the map. Although the entities will probably have line-of-sight, but you as the player will still be able to see the entire map, mobs included. The idea behind doing it that way is to make the world look that much more intimidating because you can actually watch as the entire map is slowly overran by hundreds upon thousands of bad guys. Wink

Great work!

One idea I got while reading this is: maybe keep ruins etcetera of earlier playthroughs on the map? I believe Dwarf Fortress does something like that. E.g. you play and get overrun at some point, then next playthrough maybe you run into the ruins of your earlier castle, now overrun with goblins.

I really like that idea, although I'm not 100% sure it could work in the standard game mode. But I'll put it on my list of ideas to play with down the road. Cheesy If anything, I could add a special "replay" mode that does exactly that. One mode could be your standard "new game" where as the other mode is "replay" mode, that takes the map you've already played (and died) on and restarts you somewhere else.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Longarmx
« Reply #198 - Posted 2014-07-07 19:42:21 »

I tweaked the minimap generation to make the topography more defined, and then started working on the map again.

Looks cool! How are you doing outlining the different terrain types?

Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #199 - Posted 2014-07-07 20:25:10 »

I tweaked the minimap generation to make the topography more defined, and then started working on the map again.

Looks cool! How are you doing outlining the different terrain types?

I have a final check before it applies the pixel color to the minimap's topography buffer that checks the tiles in the positions in all 4 directions of the tile you're updating. If any of those return 0 (IE: no tile), it darkens itself before applying the color.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline JVallius
« Reply #200 - Posted 2014-07-08 08:31:19 »

How's the gameplay mechanics? Any demo available?

Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #201 - Posted 2014-07-08 10:06:05 »

How's the gameplay mechanics? Any demo available?

wait, this things supposed to have gameplay!? Shocked (j/k)

The gameplay is minimal at the moment, a lot of the work I've been doing has been in-prep to get the gameplay going. Right now the gameplay consists of a collection of pieces and parts but the actual "playing" doesn't quite exist yet. I had/have to finish the map editor first since a lot of the gameplay needs a lot of the map manipulation functions and object placement functions working. Smiley

..and, it finally does! But I'm just polishing off the last of the map editor functions and completing the first full map. Once that's done I'll be moving into gameplay mechanics. It should go pretty fast once I do, since so much boilerplate stuff is done already (Blood particles, terrain manipulation, pathfinding, search patterns, basic AI/combat, basic spawning). The big thing that was holding me back from working on the gameplay was the lack of a proper object system for buildings, since you can't control entities directly. The only way to control them is through the buildings and balance controls, so up until recently (about a week ago) I was unable to really do anything in the play mode. But, now I can! So I should start working on the play mode pretty soon. My list of things left to add to the map editor is extremely short right now. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Rayvolution

« JGO Spiffy Duke »


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Resident Crazyman


« Reply #202 - Posted 2014-07-09 20:34:35 »

Work on the map editor is drawing to a close, all of the required features are completed. There are a few more I'd like to add down the road, but the "bare minimum" is done!

Here's a shot of one of the last major features added; The ability to hide the topography layer so you can draw under it!






..and the latest version of the first map:

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline SauronWatchesYou
« Reply #203 - Posted 2014-07-10 11:02:02 »

Looking really good! Smiley love the artwork especially
Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #204 - Posted 2014-07-10 17:47:26 »

>>Download the Map Editor TECH DEMO HERE<<
http://retropixelcastles.com/junk/rawbuilds/RPC-InDev-7-10-2014.zip
(Disclaimer: Don't forget to provide constructive feedback!)

This is the first 100% functional (and hopefully stable) build, ready for producing maps!

Notable features since the last build:
- Mac and Linux support.
- Updated to LWJGL 2.9.1
- Added new "float" font for floating descriptions.
- Button descriptions don't leave the bounds of the view port.
- Antialiasing forced to 0. (Should help with some people who have funky video card settings)
- Objects system, can now place, grab, and delete objects.
- Lighting system now runs faster
- Minimap almost completely rewritten, now instead of a drop down it takes up the entire screen.
- Map size increased to 1024x1024
- Tabs are now opened/closed by clicking on tab categories.
- Erase tool can now be toggled between Erase All, Erase Terrain, Erase Topography and Erase Objects.
- Can now use the "Hide topography" button to see whats under the top layers.
- Few basic sound effects added (most of them are temporary)
- 4 Brush types; Circle, Chamfered, Filleted and Square.
- Brush size maximum increased to 30.
- Map writer now does not cause a heap. Sends output to /maps/yourmapname/yourmapnameFull.png
- Added a basic loading screen.
- Can now select various map sizes. (Large, Medium, Small and Empty)
- "Black Lines" glitch potentially fixed.
- Tons of other tweaks and optimizations.

EVERYONE: Please report back with every single glitch you find, no matter how tiny. Wink

MAC AND LINUX USERS: Please report back with any problems. I have limited capabilities to test both systems. Smiley

ENJOY! I look forward to hearing your feedback!

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline CopyableCougar4
« Reply #205 - Posted 2014-07-10 18:13:56 »

Hi

Quick Question: Can objects be rotated? (like the lumber mill). If not, they should be able to be Smiley

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 219
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Resident Crazyman


« Reply #206 - Posted 2014-07-10 18:18:45 »

Hi

Quick Question: Can objects be rotated? (like the lumber mill). If not, they should be able to be Smiley

CopyableCougar4

I honestly haven't decided yet.

It wouldn't be all that hard to add, but that would mean drawing more building angles. (Although it would mostly just be rotating+reshading).  Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline DarkCart

JGO Knight


Medals: 23
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Power of the mind over flesh


« Reply #207 - Posted 2014-07-10 18:25:56 »

I found one bug.

- When exiting the game, I see for a split second, I see the "Loading" screen.

Hope this helps.

Play Mazer | Or visit Sticks | Or try out SJGL
Offline Rayvolution

« JGO Spiffy Duke »


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Resident Crazyman


« Reply #208 - Posted 2014-07-10 19:55:58 »

I found one bug.

- When exiting the game, I see for a split second, I see the "Loading" screen.

Hope this helps.

That's on my list already. The current loading screen pops up between all transition states, even if it's just exiting (when it's unloading)! Smiley

Eventually it'll be a bit smarter, and only pop up if the delay is longer than a second or two.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Slyth2727
« Reply #209 - Posted 2014-07-11 05:46:09 »

I dunno if you already mentioned this, sorry if you did. It crashes when I load in the quiet forest, if I don't run the jar by command line. It's probably unique to my system because of it being... my system.. but you said to report everything so there you go Smiley

On a side note, the sound that occurs when you place something from the building section scared the shit out of me. I'm guessing you already have this planned, but some background music or at least some additional sounds wouldn't make that one thing sound so abrupt.

I love it!

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
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