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1075763 Posts in 44140 Topics- by 36112 Members - Latest Member: Nbohlsen

December 29, 2014, 12:53:36 AM
TIGSource ForumsFeedbackDevLogsTrapped `til Doom-1.0a2 Out!
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Author Topic: Trapped `til Doom-1.0a2 Out!  (Read 5270 times)
makerimages
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« Reply #40 on: August 29, 2013, 01:17:19 AM »

Collision, Block inside yourself are already noted and will be adressed in future versions.

As for OS X, is there any specific things a jar file needs to run in there? Could someone else also try to run the game on OS X?

This is 1.0a2 - meaning version 1.0 alpha 2.

Regarding your final gustions, the game`s focus will be on survival, exploration and effectively eliminating hordes and hordes of monsters, for which traps and such will be added.
« Last Edit: August 29, 2013, 01:50:12 AM by makerimages » Logged

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« Reply #41 on: August 29, 2013, 01:55:34 AM »

1.0a2c

There was a 1.0a2b, but that had some unneccessary stuff in it.

Changes:
  • Should run on OS X

Get it at: http://makerimagesstudios.net16.net/files/Trapped%20%60til%20Doom%201.0a2c.zip
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« Reply #42 on: September 08, 2013, 02:34:16 AM »

Starting a 4hr( WTF WTF) coding session, stay tuned to the twitter(button below) for more info&updates!!

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« Reply #43 on: October 02, 2013, 05:40:32 AM »

Just a quick update to let you guys know-I`m not dead, neither is the game! Just been on a rather long hiatus, now remotivated, and getting back into business. Check the twitter for up-to-minute updates whenever we add anything to the game!
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« Reply #44 on: October 02, 2013, 06:57:16 AM »

Just a quick update to let you guys know-I`m not dead, neither is the game! Just been on a rather long hiatus, now remotivated, and getting back into business. Check the twitter for up-to-minute updates whenever we add anything to the game!

Don't give up. Even if you make a Terraria clone, you've made something and you'll probably learn a lot through doing it. Keep it up, guys - will try follow this ^^

So, I agree that the terrain generation needs a bit of work Smiley Although to be honest, the first time I did terrain generation, it ended up like a crumpet. It will definitely be worth your time reading up on it Tongue

Oh! And as for the saving and loading (You use the Y/L keys, right?) Don't do it! Make a menu screen, it will be a lot better!
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« Reply #45 on: October 02, 2013, 08:58:31 AM »

Thanks!
There is a menu screen , press "Esc", the keyboard keys are just leftovers from pre-menu era.
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« Reply #46 on: October 03, 2013, 12:20:56 AM »

Thanks!
There is a menu screen , press "Esc", the keyboard keys are just leftovers from pre-menu era.

Can you put the save/load options in there as buttons?
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« Reply #47 on: October 03, 2013, 05:19:03 AM »

Well, there is save, I dunno why youd like to load a save while playing it... but if you insist on doing so, suggestions go to https://bitbucket.org/makerimages/trapped-til-doom/

Devlog 12

First thing I did after remotivating myself: Potion systemand graphics retouch. The potion system is far from being finished, thoug-potions dont do anything yet, except draw themselves. Graphics were just lightened a bit.  Here is a picture displaying both of these:
(click for bigger)

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« Reply #48 on: October 28, 2013, 10:21:18 AM »

Been on another bloody hiatus for WAY too long, need to get going again! We're having trouble drawing the contents of the hotbar right now, might use a way by me that worked, atleast for drawing. Need to discuss..
 I'm hopefully gonna make the potion system work fully within a few days time, so that the potions actually do something useful.. like poison you or speed you up.

Stay tuned!

Ps. I may be going to make a small Java sideproject, perhaps an adventure game..
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« Reply #49 on: November 20, 2013, 06:27:12 AM »

Been working on the Inventory slots recently, want to get things fully working, and then I will make the Potions work aswell. ETA for 1.0a3 does not exist yet. Also, got a 2008. used laptop, to code and do my stuff on. Had a OpenGL issue on it, that almost caused me to end the project, but we got it fixed nicely at the end, and I was even able to move oer to editing with IntelliJ.
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« Reply #50 on: November 24, 2013, 09:31:47 AM »

Ahem,

Since I find 1.0a4 to feature more exiting updates, I will now do this.

1.0a3 is out!

Yup, this way is easier for us to get to creating better content MUCH faster than before, since we already have a 1.0a4 brabch fuuu is working on!

Updates include:
Inventory hotbar system.
Potion that runs when you start game(that is why your xp is not empty at the beginning)

Please bare with us and dont be too harsh

also, sorry we`ve lost a1 and a2!

Download 1.0a3: https://www.dropbox.com/s/hlxtklha1vfw1c0/Trapped%20%60til%20Doom%201.0a3.zip
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« Reply #51 on: December 13, 2013, 09:32:41 AM »

About 1.0a4

I have hereby delegated development lead for 1.0a4 over to fuuu, it will be on his shoulders to get 1.0a4 out sometime Q1 next yr. I myself will be making a lil something with C++ you will hear about soon, i also wont quit Java, so maybe Ill try 3d with it. Or something.
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« Reply #52 on: February 17, 2014, 06:26:29 AM »

The future

Hello, dear fans! Hereby I want to say that we have decided to put this project on hold for a little. There is too much to do, and since we aren't feeling very motivated, and fuuuu is practically homeless for now, and cant find a place to implement the new features, so we thought, that it is best to have it rest for a while.

Stay tuned, I have some ideas to take up as my next big project Smiley !

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« Reply #53 on: February 17, 2014, 06:47:16 AM »

.. to take up as my next small project ..

Seriously. Do that. Finish something small.

Just.
Finish.
Something.

You know I've told you that numerous times and I'm growing tired of repeating myself. Reading those "I've stopped working on this" posts is getting old real fast.
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« Reply #54 on: February 18, 2014, 08:47:47 AM »

Yeah, perhaps I should do something small... But what? my ideas roll around various types of simulators/management games... . We'll see....
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« Reply #55 on: April 06, 2014, 02:54:41 AM »

Announcement!
Hey there, We have now picked up the project again and, for the sake of simplicity, we are converting this to Slick2d. While LibGDX is good, it primarily features a lot of unneccessary clutter, ornamentation. Both of which are not good for simple, streamilined development. I hope the conversion will be done within a few weeks time. The best feed for updates is the github over at https://github.com/makerimages/TTD
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