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999456 Posts in 39224 Topics- by 30628 Members - Latest Member: Biggzlar

April 23, 2014, 04:15:05 PM
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31  Feedback / DevLogs / Re: Polycode on: January 15, 2014, 10:48:04 AM
Polycode binaries are coming soon

Time verified it as a terrible lie Epileptic

Dat UI, though Tongue
32  Developer / Technical / Re: Graphics libraries for c# on: January 06, 2014, 12:46:31 PM
I wonder if SFML.net has the same bug as SFML for C++, where you cannot get proper text height. (It returns a value smaller than it actually is. Atleast for me, when I tried that today)
33  Feedback / DevLogs / Re: Dungeoneering on: January 05, 2014, 03:34:11 AM
So, I've changed the logo (I'm still not sure about it - it doesn't seem to be customized enough. Oh well, we'll see), it's in the first post. I have also recorded some basic footage showcasing the game's small engine as it is of today.

Here's the video:

Unfortunately, there are still no sounds in the game, so I am using youtube's music to fill in the silence Tongue

Today and tommorow, perhaps, I'll be implementing some shadows & lighting. When that's done, it'll come time for some additional shaders to juicy everything up. (Like reflections from torches & flames, perhaps?)
34  Feedback / DevLogs / Dungeoneering on: January 04, 2014, 09:53:10 AM

   The noble king who rules the great city of Magnarlia has heard of monster attacks on neighbouring villages, thus he sent his finest royal knights to avert the danger. Few days have passed, and his men still haven't returned. He fears of the worst and summons the grand masters of three dominating orders in the city. Each order cultivates a certain skillset.

   Those orders are: order of sorcery, order of the assassins & order of swordsmanship. As they hail the great king, he explains the situation, and asks them to select their finest apprentices that would together form a company and investigate the case of misterious monsters and their attacks on peaceful villages. None of the grand masters wishes to lose a fine and promising apprentice, so each of them exposes rather feeble student.

   And so the party of three students - Forthwind of sorcerers, Francis of assassins and Bryce of swordsmen is formed. The team will have to face horrible monsters, penetrate countless dungeons and caves to bring peace to their homeland and unveil the mistery that covers the appearance of terrifying creatures in a greedy, but peaceful world.

All art is WIP (actually, the whole game is WIP). Also, you can see that assassin is an archer, because I haven't done his sprite yet. Durr...?

Click to display in full size.

(Old GIF, movement mechanics & graphics have changed now)

I intend to have ~23 levels that together will unfold the story. Each level is filled with monsters, and from time to time with a special boss.
Those maps will contain light puzzles (go there & there to open up this, for example), and will be set both in the dungeons and on free air.

As player progresses through the game, he gets better and better weaponry and skills. Each character (archer, mage and swordsman) has separate skills. For now I plan to let each character have four skill slots, one of which is occupied by obligatory melee attack. Before starting a level, player can customize his characters' skills (aka. select three out of all skills he has)

The game is purely turn based, like Dungeons & Dragons.
At the moment the whole mechanics & engine is nearly ready. Art and levels will follow later.

The main platform is android (2.3+). I'd like to port the game to iOS and desktops (Linux, OS X, Windows), but to support Apple devices I would need some money (to buy myself a mac mini), so we'll see about that.

- Everything is written from scratch with Java and OpenGL
- The development started around september, 2013
- I intend to add some sort of lighting & shadowing
- I am doing everything myself, so if you'd like to talk about helping me with the graphics, I'd be open for a chat Wink Though, I cannot offer money per hour of work, only revenue (that's why I didn't ask anywhere, only left the notice here)

Ask if you have any questions. Feedback is more than welcome Smiley (Nobody likes dead silence!).
35  Community / Competitions / Re: Linux Game Jam - Discussion on: January 04, 2014, 01:55:22 AM
You probably should set a start date (like within a week), and promote the event. Others could help you via twitter. (Actually, twitter could be your main promotional source)

If it's a barely-known jam, I doubt anybody's gonna actually enter. (Besides a few [2? 1?] people from this forum)
36  Developer / Technical / Re: Version control for your games on: January 04, 2014, 01:52:04 AM
Ehh.. Just the dates? I haven't really used many forums before. On the topic Tortoise/SVN is great. Dropbox is what I use for personal projects as well.

Sarcasm Wink

Well, since it got ressurected, I use GIT.
37  Community / Competitions / Re: Linux Game Jam? Would you be interested? on: January 03, 2014, 02:36:22 PM
I don't understand this:
The jam will last 31 days, 3 hours, 35 minutes and 53 seconds longer.

And it keeps on increasing. Will it never end?! Waaagh!
38  Developer / Technical / Re: Version control for your games on: January 03, 2014, 01:08:58 PM
I guess this topic is dead

No. It's tottaly alive. Why?
39  Developer / Technical / Re: Static recompilation on: January 01, 2014, 06:45:39 AM
Maybe polly meant that even though it could be a viable idea under certain circumstances, nobody is willing (or has the skills, perhaps), to create such advanced compiler. (and even if it would be created, the compiler's source would be a mess. Well, maybe in this case the "JIT" compiler would be a mess here [the one that recompiles the bytecode into machine code])

As a theoretical topic, it's good as anything. In practice, it's not-so-possible.
40  Developer / Technical / Re: What are you programming RIGHT NOW? on: January 01, 2014, 03:53:01 AM
@RobJinman is that a custom UI? Or Qt or anything else? I'm not familiar with that look, but it's nice.
41  Developer / Technical / Re: Static recompilation on: January 01, 2014, 02:27:41 AM
This approach seems familiar. Isn't that what most JITs do? For example, there is LUA. It normally compiles to bytecode, but then you can run JIT on it, and be greeted with machine code.
I suppose your only adventage would be compiling with support for platform specific features?

I'm not sure - is it that much?
AVX are extensions for microprocessors - that's a niche, I guess
SSE could be useful, but does it matter for end user? (does it bring performance increase? I don't know, really)
hyper threading most certainly is useful

Well, overall it could be a good idea. Maybe I'm not able to verify it.
42  Feedback / DevLogs / Re: The Lame Knight on: December 27, 2013, 02:39:45 AM
It looks suprisingly nice. The design reminds me of BYOND games. Tongue

Though, the code structure ofcourse leaves a lot of space for improvement. But since it's a small game, it's not that bad.

You should probably switch to classic arrow keys and/or WASD controls.

Keep it up Wink
43  Feedback / DevLogs / Re: Star Wars KOTOR online on: December 25, 2013, 12:38:03 PM
I'm sorry to say that ( even though you might know ), but I doubt any programmer / developer would be willing to spend his time on a non-paid project, that is set in a commercial universe. ( Simply put: a fangame )

I thought I'd share my point of view, just to make sure you knew why nobody's volunteering.

Besides that, it's still pretty amazing what can you put together being ( kind of? I don't know how do you actually "steer the computer" ) disabled. I hope you can, by any chance, cure yourself, atleast to some degree.

I hope you are able to keep on developing, and doing what you love? Like?
44  Feedback / DevLogs / Re: Best DevLogs of 2013 (Poll) on: December 24, 2013, 04:57:25 AM
45  Feedback / DevLogs / Re: moonman on: December 18, 2013, 01:42:50 PM
Because when moonman gets to have more and more items, think how silly would it be to pick an item from a huge list, rather than just type it's name!


Well, atleast that's my point of view.
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