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  [Slick2d] Retro-Pixel Castles > Now on Steam! <  (Read 65136 times)
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Offline ClaasJG

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #240 - Posted 2014-07-23 22:11:19 »

[...]is not being able to overlap any terrains other than the base layer and the layer on top. Sad

I dont know how your map works, but have you considert a 'layerd-tile'? It would be a simple tile which renders n tiles stacked on top of each other but for the engine it looks like a simple one. This way you could create the feeling of multiply layers very easy.

Great work.

ClaasJG

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

« JGO Spiffy Duke »


Medals: 256
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Resident Crazyman


« Reply #241 - Posted 2014-07-26 22:56:41 »

Been working my butt off on resource gathering, making great progress. It's pretty much done at this point, just working out some AI kinks.

I've also added randomized villagers, now they're assigned a random skin and hair color, and their clothing color is assigned based on their "job". Really makes the place look more lively Smiley









Weeee!!! Tie-dye villagers!!

- 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 #242 - Posted 2014-07-27 19:39:42 »

Finally actually built a "real" lumber mill graphic, what do you think?


- 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 ags1

JGO Wizard


Medals: 75
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Exp: 5 years


Make code not war!


« Reply #243 - Posted 2014-07-27 19:50:03 »

Nice lumber mill. To be honest, I would be more interested in the game if survival was possible... I get very emotionally involved with my villagers :-) Can I give them names?

Offline death_angel
« Reply #244 - Posted 2014-07-27 20:18:49 »

Its really nice Rayvolution  Pointing

Like a Boss Hacker
Offline Rayvolution

« JGO Spiffy Duke »


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Resident Crazyman


« Reply #245 - Posted 2014-07-27 22:36:49 »

Nice lumber mill. To be honest, I would be more interested in the game if survival was possible... I get very emotionally involved with my villagers :-) Can I give them names?
There will be a "Casual" mode that will be monster-free, where you only have to concern yourself with village balance/survival. (keeping them happy, fed, etc) No onslaught of monsters that will eventually destroy you. Smiley There may also be one that strikes a balance between the normal mode and casual, where the monsters will still spawn and attack you. But they won't continuously get harder to the point of over-running you. That way, you can just keep building/expanding endlessly.

The downside to both those modes are is I feel they will eventually get boring, and you'll reach a "well now what?" point in your gameplay, where there's really no reason to play anymore.

As for naming villagers, I was going to eventually allow you to rename them. But currently I was going to make up a pool of names that get randomly assigned to villagers based on people here on JGO, friends, and other people who contribute support to the game one way or another. Cheesy

Its really nice Rayvolution  Pointing

Thanks Cheesy

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

« JGO Overlord »


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Projects: 4
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Hand over your head.


« Reply #246 - Posted 2014-07-28 06:40:00 »

Look at the insidious knowledge gained from the Skinnerbox experiments. Introduce random perks (loot) to keep them pressing that 'lever', [with loot that gets exponentially stronger, just like the monsters get exponentially stronger], and you'll entertain them for months.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social
Offline Herjan
« Reply #247 - Posted 2014-07-28 07:37:56 »

Finally actually built a "real" lumber mill graphic, what do you think?



How about an upgradeable lumbermill/buildings, because they both are good Smiley

Offline dime26

Senior Devvie


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Should traffic wardens be armed?


« Reply #248 - Posted 2014-07-28 10:19:11 »

That smooth shaping looks like the Terraria game, good job! Now I have to look up how to do this...

After making all the drawing all the required terrain transitions tiles, you have to setup a way to check the 8 tiles around the tile you placed when you place it and change that one tile accordingly, I did it by building a small string of numbers like, say this for example:

111111000
..or.. when broken down it looks like this
111
111
000

Basically every "1" is where a tile is the same terrain type as the one you just placed, every "0" is a empty spot, or an unmatching tile. Then, depending on the arrangement of the string of numbers (I used an int btw, not an actual String) you tell the engine what type of transition tile it should put there. Keep in mind the center "1" is your tile being checked. So in this case, it would of be converted to a down facing straight transition tile.

Where as something like this would have become a south west corner transition.:
011
011
000

Eventually after you hammer out every single possible variation that could exist, and code in a very fast way to do the checks, you'll end up with what I have. Cheesy

One critical step is to make a "no valid connection at all" terrain tile (note my little tree "dots" in the gif) because there will be some illegal transitions that are impossible unless you want to make like 30 more texture transition variation possibilities. You'll see when you get there, but there's many very awkward transitions that require very awkward tiles, like this for example:
111
111
010
What do you do with that? Now you need a T-joint thing. In my game, in this situation the center just becomes the same tile as in my first example (Straight down facing transition)

..and the oddball 1 in the bottom row, does it's check and it sees this ..so it becomes an "illegal transition" and becomes a single stand alone texture:
111
010
000

So while I *could* make transitions for these situations as well, you get to a point where it's just overkill.

Here's one of my terrains, if you want to see how many transition tiles each of my terrains have. Only the top row is important, I just added texture variations on top of all this. But it's not required.




EDIT: I think the theory behind this a lot of people may miss is they probably think you need to check the entire terrain/map as a whole, you really don't. You only need to check each tile 1 by 1 and the 8 tiles around it, if it's done correctly all the tiles will end up lining up perfectly.. being completely unaware of the rest of the map, just the 8 tiles around it.

Interesting reading through these posts, the game looks great thus far! I did the exact same thing with a iso tile map generator, created a code that could be used to assign the correct tile type; land surrounded by water:

000
010
000

The codes were in an array as I had a few different checks of surrounding tiles. When I changed by tiles to a MineCraft style I found the number of variations dropped dramatically but I do like the look you have created here and it is worth working out all the combos!

Offline Rayvolution

« JGO Spiffy Duke »


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Resident Crazyman


« Reply #249 - Posted 2014-07-28 15:38:47 »

Look at the insidious knowledge gained from the Skinnerbox experiments. Introduce random perks (loot) to keep them pressing that 'lever', [with loot that gets exponentially stronger, just like the monsters get exponentially stronger], and you'll entertain them for months.

The evil benefits of being a psych major who is developing a video game. Muwha ha ha haa.

How about an upgradeable lumbermill/buildings, because they both are good Smiley

Already planned, most buildings will probably have a top-end upgrade limit. But the upgrade mechanics won't be worked on until the game is in Alpha probably. Wink

- 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 cebarks

Senior Newbie


Projects: 1
Exp: 4 years


Wannabe Software Engineer


« Reply #250 - Posted 2014-07-30 07:05:31 »

I absolutely love this project, I'll buy it the second it becomes available!
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 256
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Resident Crazyman


« Reply #251 - Posted 2014-07-30 19:19:36 »

I'm proud to announce RPC now has a musician! "Bibiki" García has just officially signed on as RPC's music producer/composer, and he will be doing all of Retro-Pixel Castle's music!

RPC's music will feature a hybrid mix of orchestral and 8-bit melodies, blending both retro and modern music together. In the future, RPC will feature at least 10-12 tracks that will play in the background randomly, shuffle playlist style. So you won't hear the same song over-and-over, you'll get a nice, full album of original music to enjoy!

Click the link below and listen to the first track, "Dark Sunshine" and let us know what you think. We both look forward to hearing your feedback! Smiley
http://www.indiedb.com/games/retro-pixel-castles/videos/dark-sunshine

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

« JGO Spiffy Duke »


Medals: 256
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Exp: 1 year


Resident Crazyman


« Reply #252 - Posted 2014-07-31 15:23:41 »

3-Month Mark Technical Demo!
<a href="http://www.youtube.com/v/kId6uQVqHeo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/kId6uQVqHeo?version=3&amp;hl=en_US&amp;start=</a>
See it on IndieDB, or on YouTube

Enjoy!! Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline CogWheelz
« Reply #253 - Posted 2014-07-31 18:50:37 »

This seems to have gone a long way. It's amazing and the pixel art is great. Can't wait to see it's future!
Offline Rayvolution

« JGO Spiffy Duke »


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Resident Crazyman


« Reply #254 - Posted 2014-07-31 23:18:55 »

This seems to have gone a long way. It's amazing and the pixel art is great. Can't wait to see it's future!

Thanks! Wink

I'm working on AI now, having a blast with it. I wish I had more game play to show in the video, but a lot of it relies heavily on the AI. Wink

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

JGO Coder


Medals: 13
Projects: 1


Follower of Nurgle


« Reply #255 - Posted 2014-08-01 05:00:22 »

Are you going to animate the water? I think it would look especially awesome if water is pouring into space. Would also make the world a bit more lively and less static.
Offline Rayvolution

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« Reply #256 - Posted 2014-08-01 13:22:22 »

Are you going to animate the water? I think it would look especially awesome if water is pouring into space. Would also make the world a bit more lively and less static.

Yep, I plan on animating several tiles, I just haven't written the tile animation class yet. Wink

- 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 #257 - Posted 2014-08-02 14:46:05 »

A lot has been added over the past few days, mostly I've been working on the villagers themselves, developing their AI to be much more intelligent and adding leveling up and statistics. Now villagers know to look for food when they're hungry, go home and sleep when they're tired, and when there's no work to be done at their assigned building they just head home.

Nearly everything your villagers do will gain experience, including gathering material, managing the city, killing monsters, building structures and reproducing. As they gain experience and level up they automatically distribute 5 points into strength, dexterity and intelligence. As they level up and gain STR/DEX/INT it has a trickle-down effect adjusting all their other statistics, including; gathering speed, building speed, waking/running speed, attack damage, hit points, and energy decay rates for example. So higher level villagers usually live longer and are much more productive overall.

Another large part of the villager's statistics system is some future plans for villager traits in the the upcoming trait system. Villager will have a random chance of being born with up to 5 random traits, these traits can have minor to drastic effects on the villager's AI or his statistics growth. Just a few of the traits planned are:
- Strong/Quick/Intelligent: A villager with one of these traits will get a chance at additional stat points in their inclination area. For example, a villager that is "Naturally Strong" will have a 50% chance every level up to gain an additional strength point.
- Weak/Clumsy/Dumb: Same as above, but instead you have a chance of not gaining a point where you normally would have.
- Fast/Slow: A small walking speed bonus/penalty.
- Hyper: AI clock ticks faster, resulting in them bouncing around more often and not holding still. They may get more done when they're awake, but their energy levels drop faster.
- Homosexual: Doesn't reproduce, but is generally happier.
- Lazy: Doesn't want to work as often, and attempts to sleep or eat more frequently.
- Rabbit: Breeds more often.
- Scared: Runs from monsters more often.
- Fearless: Attacks monsters, regardless if they have drastically higher statistics than the villager instead of running.

Also planned, when your villagers reproduce, the offspring will gain a 20% bonus to their stats, based on their parents based stats. Meaning higher level parents will produce higher level offspring. They will also have a 25% change (per trait) to inherit one of their parent's traits. So it's in your benefit to keep your villagers alive as long as possible, if your constantly losing your villagers, you'll have a much harder time keeping everyone at high levels.
 
A little shot of the current WIP "statistics pane".

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline CogWheelz
« Reply #258 - Posted 2014-08-02 17:14:46 »

Really great project. Is there a possibility you could add a time where they get space aged and travel to the moon?(or mars  Wink)
Offline Rayvolution

« JGO Spiffy Duke »


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Resident Crazyman


« Reply #259 - Posted 2014-08-02 17:39:12 »

Really great project. Is there a possibility you could add a time where they get space aged and travel to the moon?(or mars  Wink)

That's planned (sort of). Part of the charm of the final game is kind of being a bit purposely unrealistic for fun's sake. For example, there could be a "moon" themed map, where they will build an old medieval village on the moon, or a "candy land" map where everything is made of sugar/candy. Tongue

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Slyth2727
« Reply #260 - Posted 2014-08-02 18:30:04 »

The homosexual trait is great! Can't wait to see all them homophobes raging  Roll Eyes
Very impressive game.

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

« JGO Spiffy Duke »


Medals: 256
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Resident Crazyman


« Reply #261 - Posted 2014-08-02 19:50:53 »

Finally did the nasty deed... and got a twitter account going!

You know what to do.. *wink wink*

https://twitter.com/RaymondDoerr

- 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
Exp: 3 years


White-bearded OGL wizard


« Reply #262 - Posted 2014-08-02 21:04:20 »

Haha, LOLed on the homosexual and the rabbit traits. Good stuff. Smiley
Also followed you on twitter. By the way is it just me or your posts really show up with a green background? Tongue

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 BurntPizza

« JGO Bitwise Duke »


Medals: 289
Exp: 5 years



« Reply #263 - Posted 2014-08-02 21:08:13 »

By the way is it just me or your posts really show up with a green background? Tongue

http://www.java-gaming.org/topics/new-feature-highlighting-posts-of-specific-members/24250/msg/257382/view.html#msg257382
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 256
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Resident Crazyman


« Reply #264 - Posted 2014-08-02 21:29:20 »


hah! that explains it. I was wondering why some people here on JGO (You and Cas are two of them, for example) are always green for me.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline saucymeatman
« Reply #265 - Posted 2014-08-02 23:19:16 »

Wouldnt it be cool if there was an interface for adding new traits without having to change any code?
Maybe a folder full of JSON files named after the traits they describe and at launch-time, the game could parse and uses all the traits from that folder.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 289
Exp: 5 years



« Reply #266 - Posted 2014-08-02 23:28:09 »

Wouldnt it be cool if there was an interface for adding new traits without having to change any code?
Maybe a folder full of JSON files named after the traits they describe and at launch-time, the game could parse and uses all the traits from that folder.

Are you asking for this in RPC or are you suggesting it as a concept? I consider it standard issue by now.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 256
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Resident Crazyman


« Reply #267 - Posted 2014-08-02 23:41:28 »

Wouldnt it be cool if there was an interface for adding new traits without having to change any code?
Maybe a folder full of JSON files named after the traits they describe and at launch-time, the game could parse and uses all the traits from that folder.

I'm a bit confused on what you're suggesting. Are you recommending a way I code the traits or are you asking for a way to make the traits editable? (or both? Tongue)

Really as far as coding does, I wasn't going to do anything too complicated, the method that controls their base stats are just going to run through a filter that modify the output based on whatever trait flags are set to true. Well, that's the plan anyway! I haven't even started the trait system yet. Smiley

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

« JGO Bitwise Duke »


Medals: 289
Exp: 5 years



« Reply #268 - Posted 2014-08-02 23:53:11 »

I believe he meant it would be neat if the villagers were serialized in an easily editable format (JSON), perhaps something like this:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
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{
  "type": "villager",
  "name": "Bob",
  "level": 1,
  "happiness": 87,
  "str": 5,
  "dex": 5,
  "int": 5,
  "hp": [20, 20],
  "hunger": [93, 100],
  "energy": [88, 100],
  "job": "lumberjack",
  "traits": [
    "lazy",
    "hyper",
    "crazy",
    "strong",
    "fast"
    ]
}


I figure you have (or plan to have) something like this anyway for saved games.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 256
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #269 - Posted 2014-08-03 00:01:15 »

I believe he meant it would be neat if the villagers were serialized in an easily editable format (JSON), perhaps something like this:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
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{
  "type": "villager",
  "name": "Bob",
  "level": 1,
  "happiness": 87,
  "str": 5,
  "dex": 5,
  "int": 5,
  "hp": [20, 20],
  "hunger": [93, 100],
  "energy": [88, 100],
  "job": "lumberjack",
  "traits": [
    "lazy",
    "hyper",
    "crazy",
    "strong",
    "fast"
    ]
}


I figure you have (or plan to have) something like this anyway for saved games.

ah, yeah, I already have something like that planned. I just wasn't using JSON. Tongue

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