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879689 Posts in 32998 Topics- by 24376 Members - Latest Member: xnothegame1

May 24, 2013, 05:03:24 PM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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Author Topic: Delver  (Read 230968 times)
Leonick
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« Reply #1005 on: July 13, 2012, 11:54:52 AM »

I feel that the textures from the 'newtex' folder should be an option if you were to fully implement them into the game, otherwise the game would loose its bright and creative feel, and would just be lost in the other dungeon crawlers of the same style.

Great game though!  Hand Thumbs Up Left Smiley Hand Thumbs Up Right
No need to worry. That was something they experimented with way way back :p many felt just like you. Textures just happen to still be in there I guess.
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LittleBigAlex
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« Reply #1006 on: July 13, 2012, 11:58:22 AM »

Quote
No need to worry. That was something they experimented with way way back :p many felt just like you. Textures just happen to still be in there I guess.
Ahh, good good. I can sleep easy now!
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AfterburnerMadman
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« Reply #1007 on: July 13, 2012, 12:00:06 PM »

I need to make a wrapper .exe for windows to directly launch the Jar file for people, it's crazy how messed up the java installations on some peoples Windows machines are.

OSX will be easier, it looks like there's a Java Application Stub App framework out there, just need to give it an icon and to put the jar in the resources.
my good sir i am already tinkering with the .app launcher and have made it but i need an update script that will be implemented into the jar soon please
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AfterburnerMadman
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« Reply #1008 on: July 13, 2012, 12:01:30 PM »



Just trying to visualize what 3D geometry might look like in Delver. This is a very rough WIP(the chairs especially, also no lighting). Trying to establish an aesthetic and keep the "Delver" feel. What do you guys think?

Edit

Found this old model in a corner of my hard drive and thought I'd see what it looks like with my texture pack. Colors need tweaking, but it could be interesting.
me likey
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Interrupt
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« Reply #1009 on: July 13, 2012, 12:09:35 PM »

http://www.intrrpt.com/downloads/delver/delver-alpha-7-13-12.jar
* Mesh rendering fixes (fog and static lighting now are applied properly)
* Fixed issue where textures.png wasn't able to use new textures when it was given more room
* The 'F' key puts the game in a proper fullscreen mode now. yay!

my good sir i am already tinkering with the .app launcher and have made it but i need an update script that will be implemented into the jar soon please

Yeah, I need to make a launcher Jar file that looks at the website and grabs the new version if available. Probably won't get to that right away, will just package up stable versions with those launcher programs at first.

It actually says Model in the .dat, but not in the logg.
I copy pasted your info.dat.

By the way, what about having a themes.dat file instead of several info.dat?
And moving the default-tile stuff from dungeons.dat into themes.dat?
There's a lot of places to keep track of atm, and it gets worse with several info.dat :D

Weird, try using the new version - I was able to spawn models fine using that example info.dat and changing the pixel to something common like #ff0000.

That was about my thought exactly after I added info.dat, that it should collect all the theme specific info. Makes it harder to reskin existing tiles though, maybe I can add a default tile definition to the themes.dat file, and let dungeons.dat override those if they're supplied.

Also, regarding expanding the textures.png and sprites.png files, I fixed a bug in this version that lets you use textures past 32 now when it's expanded vertically. Other packs like sprites and entities can also be expanded  but I believe those need to have the height be a power of 2 to be read by some graphics cards. (The wall textures go through a fancy repacking process to be able to tile vertically, so that's taken care of automatically)
« Last Edit: July 13, 2012, 12:37:15 PM by Interrupt » Logged
ImHereForDelver
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« Reply #1010 on: July 13, 2012, 12:27:56 PM »

I want to know how to spawn in the meshes if anyone can explain and try not to dumb it down if its not to complicated

Edit:Nevermind I figured it out
« Last Edit: July 13, 2012, 12:36:40 PM by ImHereForDelver » Logged
Interrupt
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« Reply #1011 on: July 13, 2012, 12:38:11 PM »

Bonus development screenshot:

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aceaces
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« Reply #1012 on: July 13, 2012, 12:43:09 PM »

Bonus development screenshot:


HOLLLLLLLLLLLLLLYYYYYYYYYYYY SHEEEEETTTTTTTTTTTTTTTT Who, Me? Now that is nice! i liek where your taking the game keep up the excellent work!
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Joshua
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« Reply #1013 on: July 13, 2012, 12:43:32 PM »

Bonus development screenshot:
Screenshot

I am pleased and terrified all at the same time! I need to buckle down and get you some proper models.  Grin

Edit:

Refactored the chairs a bit, and better textures/uv's.
« Last Edit: July 13, 2012, 09:41:46 PM by Joshua » Logged

MrDaaark
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« Reply #1014 on: July 14, 2012, 02:38:49 AM »

When I last updated on Android, I still had an old save from level 5 that I could continue. The game had changed so much between versions, that those first 5 levels were all lies! I had different monsters, different drops, health that refilled on it's own etc...

Should the old saves be nuked when a new version is downloaded?
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...
Seiseki
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« Reply #1015 on: July 14, 2012, 08:11:28 AM »

Been playing around with meshes, but how do I assign textures?
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ninja
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« Reply #1016 on: July 14, 2012, 08:46:06 AM »

So I am  confused.  Have waterfalls been added so that we can see them in the dungeon without editing the data files?
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
                 Smiley
irishcream
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« Reply #1017 on: July 14, 2012, 09:10:36 AM »

Hey,

I really like what you have here - I went ahead and bought your Android version to support you guys =)

Look forward to seeing how this progresses.
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Joshua
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« Reply #1018 on: July 14, 2012, 09:11:46 AM »

How about randomizing the vertices on static geometry? This would help break up the strictly rectilinear appearance of Delver. I think that I first saw this technique in Dungeon Keeper 2. I believe that the randomization is based off of the position of the vertex so you don't get holes on geometry.

Code:
Vector3 TransformVertexByPosition(Vector3 vecPos) {
   Random.setSeed(vecPos.x * vecPos.y * vecPos.z);

   float scale    = 16.0f;
   float strength = 0.1f;
   
   return new Vector3(vecPos.x + (Random.float() * 2.0f - 1.0f) * strength * scale,
                      vecPos.y + (Random.float() * 2.0f - 1.0f) * strength * scale,
                      vecPos.z + (Random.float() * 2.0f - 1.0f) * strength * scale);
}
Pseudocode


Mockup
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Seiseki
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« Reply #1019 on: July 14, 2012, 09:16:00 AM »

I love that idea!
I remember back when a certain famous block-building-game dev experimented with the same thing, but said it made him nauseous, so he removed it..

I really love how it looks though, but perhaps limit it to roof/floor?
Or make based on block type. Rock and dirt would look awesome with that effect.
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