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  [Slick2d] Retro-Pixel Castles > Now on Steam! <  (Read 527984 times)
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Offline Springrbua
« Reply #450 - Posted 2014-11-06 06:56:36 »

The review says, that the game is far to early for an early access, but isn't that what an early access should be? 
As much as i understood an early access is here to give an impression what the game can and will become, not to make lots of fun and entertain you for hours/days. 
In my opinion the game has gone pretty far, i mean your first post was in may of this year and you are only one developer. 
Another thing i want to say is, that i really like the way you deal with reviews like that. Many other people would ignore it or become angry, but you stayed nice and shared your thougths in a very sympathetic way Smiley 
Respect for that and again good luck with the project!
Offline Rayvolution

« JGO Spiffy Duke »


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« Reply #451 - Posted 2014-11-06 22:43:59 »

I've decided to simplify the game versioning system, making is a lot easier for people to identify what version is what, and it also helps me talk about upcoming updates a bit clearer. With the old system I could talk about "the upcoming update", but because version numbers were assigned based on the date released I couldn't say "The 11-5-2014 update" or something to that effect, because I would have no idea what the release date actually was. The new system will be a lot more clear for everyone.

As I said previously, the original system was done by release date. Meaning the official current version is "InDev 10-31-2014", released October 31st 2014. I've decided to go with a much more simple system, where stable releases are just going to be numbered, the first version being InDev 1, then InDev 2 and so forth with hot fixes or minor revisions being listed as InDev 2b, 2c and so on. One we move into deeper phases of development it'll reset back to Alpha 1, Alpha 2 then to Beta 1, Beta 2 then to Release 1 and so forth.

As for unstable builds, they will be marked as something along the lines of "InDev 10 U1" for "InDev 10, Unstable Release 1". But currently I do not have a system in place to give you direct access to these unstable builds, but I'll probably set something up in the future so that all Steam users can access the bleeding-edge versions just to toy around with them and find bugs. Keep in mind most unstable builds have serious flaws and many half coded elements in the game. It is a very bad idea to any serious gaming with them.

I've gone back down the history of past builds and put together where we should be based on this new system. So here's the conversion chart if anyone is interested;

InDev 6-21-2014 is now, Indev 1.
InDev 6-21-2014b is now, Indev 1b.
InDev 6-21-2014c is now, Indev 1c.
InDev 6-22-2014 is now, Indev 2.
InDev 7-10-2014 is now, Indev 3.
InDev 7-17-2014 is now, Indev 4.
InDev 9-22-2014 is now, Indev 5.
InDev 10-14-2014 is now, Indev 6.
InDev 10-14-2014b is now, Indev 6b.
InDev 10-26-2014 is now, Indev 7. (Note: This was the first Steam Release)
InDev 10-28-2014 is now, Indev 8.
InDev 10-28-2014b is now, Indev 8b.
InDev 10-31-2014 is now, Indev 9. (Note: The version you're on now)

and finally, this all means the upcoming version I am working on will now be referred to InDev 10. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline kpars
« Reply #452 - Posted 2014-11-07 02:49:05 »

[snip]

Wouldn't it make more since to number the other builds like InDev 6-21-2014b as something like 'Indev 1.1' for example?

Seems more 'proper' IMO.

- Jev

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Gibbo3771

JGO Kernel


Medals: 128
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Currently inactive on forums :(


« Reply #453 - Posted 2014-11-07 12:13:46 »

Personally if it was me I would be doing something like release, update patch.

Indev v9.2.11 etc.


"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline aldacron

JGO Coder


Medals: 20
Exp: 19 years


Java games rock!


« Reply #454 - Posted 2014-11-07 12:53:40 »

Personally if it was me I would be doing something like release, update patch.

Indev v9.2.11 etc.



That's fine when your target audience is primarily other developers, but for the general public something without so many dots is much much more comprehensible.
Offline kpars
« Reply #455 - Posted 2014-11-07 19:08:22 »

That's fine when your target audience is primarily other developers, but for the general public something without so many dots is much much more comprehensible.

Terraria seems to handle the endless number of dots pretty well.

- Jev
Offline Grunnt

JGO Kernel


Medals: 143
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Complex != complicated


« Reply #456 - Posted 2014-11-07 19:42:52 »

Do you guys seriously think any user ever looks at a version number? Maybe a handful of modders, otherwise nobody cares Wink

Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
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Currently inactive on forums :(


« Reply #457 - Posted 2014-11-07 19:51:15 »

Do you guys seriously think any user ever looks at a version number? Maybe a handful of modders, otherwise nobody cares Wink

Yeah what this guy said tbh.

Have 2 versions mate.

LATEST, STABLE. Sorted.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #458 - Posted 2014-11-24 06:02:29 »

I've decided to put together a curator page for SixtyGig Games. If you're interested in seeing games I've played, and that probably have inspired development aspects of Retro-Pixel Castles in one way or another, follow it!

This page is mostly about finding developers who are releasing quality games that follow my philosophy of what a game dev should be. I'd love to get a fan base going so we can all share in the great indie community, and weed out all those nasty cash grabs. So come support my new curator page, and in turn, support the honest developers out there that need your support!

http://store.steampowered.com/curator/7243200/

Also, don't forget to recommend some games you feel follow the SixtyGig philosophy and I'll go check them out. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #459 - Posted 2014-11-26 19:20:23 »

Just a friendly reminder to fans everywhere, Retro-Pixel Castles is now on sale during the length of the Steam Autumn sale! If you've been eyeballing the game but haven't decided if you want to fetch it, now is the time!

Already own a copy? Go convert-- err tell your friends!

http://store.steampowered.com/app/328080

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Seiya02

JGO Coder


Medals: 7
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #460 - Posted 2014-12-04 18:29:36 »

I wanna be able to draw tiles like that Sad the terrain and the buildings look so nice, I allways stop the game i'm developing because I'm not ok with they way my textures look, your art is so awesome man Cheesy

Offline Slyth2727
« Reply #461 - Posted 2014-12-04 21:30:20 »

I wanna be able to draw tiles like that Sad the terrain and the buildings look so nice, I allways stop the game i'm developing because I'm not ok with they way my textures look, your art is so awesome man Cheesy

It's not about the textures, it's about the code. If you stop coding a game because you don't like textures (which is completely unrelated to the actual game development) you need to rethink something.
Offline BurntPizza

« JGO Bitwise Duke »


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Exp: 7 years



« Reply #462 - Posted 2014-12-04 21:41:21 »

you don't like textures (which is completely unrelated to the actual game development) you need to rethink something.

I'd argue that it is part of gamedev, just not the same part. It can theoretically at least be somewhat postponed relative to parts like code.
Really the most important (and hard) part anyone should worry about is the design phase.
Offline Seiya02

JGO Coder


Medals: 7
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #463 - Posted 2014-12-04 22:19:04 »

But when i test it and it doesn't look good due to the textures, I stop because it's not fun to develope something when it doesn't look good :/

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #464 - Posted 2014-12-04 22:27:56 »

OT, but making it look good early on is a waste of time. It just makes it harder to change the game design and the game mechanics.

Offline MrPizzaCake

Senior Devvie


Medals: 8
Exp: 3 years


Hello, another wonderful human being :)


« Reply #465 - Posted 2014-12-04 22:29:49 »

But when i test it and it doesn't look good due to the textures, I stop because it's not fun to develope something when it doesn't look good :/

First use place-holder art that looks somewhat good, and when you're finished, make better art. I spent about two months making art for my old project until I was happy with it. Or you can always find stuff online, or someone to make it for you.

How am I? Tough question, since emotions are confusing as heck Tongue
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #466 - Posted 2014-12-04 22:50:35 »

But when i test it and it doesn't look good due to the textures, I stop because it's not fun to develope something when it doesn't look good :/

First use place-holder art that looks somewhat good, and when you're finished, make better art. I spent about two months making art for my old project until I was happy with it. Or you can always find stuff online, or someone to make it for you.

Case in point:







..and now:
...
...

Click to Play


Click to Play


Click to Play




everyone's work looks like crap at first, it's an evolutionary process. You shouldn't be let down by what your stuff currently looks like. Just as long as you keep working at it. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Mr.CodeIt

Senior Devvie


Medals: 2
Projects: 1



« Reply #467 - Posted 2014-12-04 23:02:04 »

Beautiful work ray! If the first gif was supposed to be rain, I think it would look nice if the grass turned darker after a few seconds (as if it were wet) instead of staying blue.
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #468 - Posted 2014-12-04 23:25:55 »

Beautiful work ray! If the first gif was supposed to be rain, I think it would look nice if the grass turned darker after a few seconds (as if it were wet) instead of staying blue.

That's just generic water particles, but I plan to use it somewhat with rain.

It actually does darken a bit (making the terrain look wet). I just can't capture that in the gif since it takes too long and I typically make these for twitter, and they have a 3MB limit. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Emmsii
« Reply #469 - Posted 2014-12-04 23:34:41 »

Congrats on getting the game on Steam! Do you think its possible to integrate Steam achievements/cloud saving with a Java game like this?
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
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Exp: 2 years


Resident Crazyman


« Reply #470 - Posted 2014-12-04 23:36:59 »

Congrats on getting the game on Steam! Do you think its possible to integrate Steam achievements/cloud saving with a Java game like this?

oh yeah, totally. I just haven't gotten that far yet. I also plan to add Workshop support so people can share maps on Steam. But that's all really far down the pipeline. Wink

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #471 - Posted 2014-12-05 06:13:43 »

Click here for help on accessing the Unstable branch!

InDev 11 Unstable 4 has been released. This build features the first release of the new particle system, refined AI, and a new monster, the zombie! As with Unstable 3, this build is brutally hard, since you really don't have many ways to defend yourself yet. Hopefully soon I'll get some towers added. We're inching closer to a stable release every day! Smiley

If you have any trouble with the build, let me know!

InDev 11 Unstable 4 Change Log


- All of the changes from Unstable 1, 2 and 3.
- "Emergency" icon when a mob is startled.
- Fixed a bug where monsters wouldn't spawn if the void was right on the edge of the map.
- Added tons of new animations for all mobs where applicable, including; Get hit, attack, sleep, death, flee, hold and face(stand/idle).
- Re-added starvation to the game (Has been disabled since Unstable 1)
- Slimes can now split in to two, or even three slimes when killed.
- Completely brand spanking new particle system, with blood, water, fire, smoke and more.
- Improved fleeing AI.
- Mobs get stunned for a moment when hit.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Emmsii
« Reply #472 - Posted 2014-12-05 10:14:25 »

oh yeah, totally. I just haven't gotten that far yet. I also plan to add Workshop support so people can share maps on Steam. But that's all really far down the pipeline. Wink

Wow I didn't think it was possible to use the Steam API with Java. Be interested in hearing how its done.
Offline princec

« JGO Spiffy Duke »


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Eh? Who? What? ... Me?


« Reply #473 - Posted 2014-12-05 13:47:22 »

I haven't implemented full workshop support in Steampuppy yet, mind.

Cas Smiley

Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #474 - Posted 2014-12-05 19:45:59 »

I haven't implemented full workshop support in Steampuppy yet, mind.

Cas Smiley

But I will!




. . . eventually Tongue

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #475 - Posted 2014-12-12 04:39:20 »

Steam is trying out something new! Up until the start of the Holiday sale, you can bid on select Steam titles, including Retro-Pixel Castles by recycling your old inventory items, like cards, backgrounds and emoticons into gems that can be used to bid on games that have opted in to be part of the event.

I've made 100 copies of Retro-Pixel Castles available for the event, so if you want to fetch yourself a copy of RPC for (basically) free, try your luck and go bid!
 
Quote from: Valve
Recycle Steam Community items like Trading Cards, backgrounds, and emoticons from your Inventory into Gems and use them to bid on games up for auction. The first auction round ends on Dec 15 @ 9:45am with a new round ending every 45 minutes until the last auction round ends on Dec 18 @ 12:00pm. At the end of each auction round, the top bidder for each title wins.

Here's the link directly to Retro-Pixel Castle's auction page, if you're interested:
http://steamcommunity.com/auction/item/1273-Retro-Pixel-Castles

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Phased
« Reply #476 - Posted 2014-12-12 05:32:10 »

looks like you have a bot bidding on your game, every time I try and get into #1 spot, the bot has put 100 more then me before I even see my name as the highest bidder!
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #477 - Posted 2014-12-12 05:39:57 »

looks like you have a bot bidding on your game, every time I try and get into #1 spot, the bot has put 100 more then me before I even see my name as the highest bidder!

I haven't tried it myself, but it's possible it has a sort of ebay-like system where you put in a max bid, and it gives you the minimum bid required to be on top.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Phased
« Reply #478 - Posted 2014-12-12 05:48:37 »

you seem to be right.

according the FAQ the bid is the max you want to spend, and steam will automatically increase

Quote
Can I place a "max bid"?
Your bid should be the most you are willing to spend. Steam will automatically increase your bid up to that amount to keep yours the highest bid. Steam will never exceed your bid unless you increase it.

from what it looks like, steam puts it to the next nearest 100 gems
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #479 - Posted 2014-12-12 06:01:26 »

How are you guys getting so many gems? All my cards are only worth about 20 or 30, yet even "cheap" games are going for 10,000+ gems? Am I missing something here? Tongue

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
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