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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 07:51:43 AM

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1  Community / DevLogs / Re: Secrets of Mysria on: October 22, 2015, 11:06:46 PM
I’ve decided on the tools I’m going to be using, and also set up my environment.

I’ll be using Java as the programming language, and with Eclipse as the IDE. Regarding the framework, I’ve gone with LibGDX which I’ve never used before. Previously I’ve always used Slick2D, but I’ve seen some good things about this. As the game will rely heavily on tile maps, I’ve done some searching and I’m going to be using Tiled maps.

I started off with some basic tutorials for LibGDX, Tiled maps, and integrating the projects into Eclipse.

I was pulling my hair out on one of them though, as for some reason it wasn’t finding the .tmx Tiled file. I had followed the example perfecly, and I couldn’t find any helpful information on the internet until hours later! Turns out all I had to do was to set the working directory of the project.

But I got a basic tilemap drawing, which I know is nothing, but it’s all I’m doing tonight!

Here is a little screenshot:
2  Developer / Business / Re: How to release free copies of my priced game on iOS on: October 19, 2015, 01:27:33 AM
You could do something a bit more long winded.

What if your app was free to download, then an in-app purchase to gain access to the full version? You could then have a section for KS backers to enter a code to unlock the features without buying it.

Then you could always switch it to a full featured paid app after a while.
3  Community / DevLogs / Re: Secrets of Mysria on: October 19, 2015, 12:30:00 AM
I think I'm going to start working on this again!

I'm a bit excited.  Smiley
4  Community / DevLogs / Re: Nightpearl a jrpg in 64x64pixels on: October 18, 2015, 10:24:17 AM
This is looking great!
I was actually thinking of doing a 64x64 game myself Smiley
5  Developer / Business / Re: What does your physical workspace look like? on: October 18, 2015, 07:33:18 AM
Took a couple of new pics yesterday.





Wow, that really is spectacular!
6  Developer / Business / Re: What does your physical workspace look like? on: July 09, 2012, 12:03:58 PM
I've read it multiple times over! Have i prestiged?
7  Developer / Business / Re: What does your physical workspace look like? on: June 21, 2012, 01:54:03 PM
I have now got a temporary desk, my previous plans on having a desk/office in a cupboard under the stairs fell through because I am no longer living at home, but at my girlfriends.
She does have a desk, but its just a little workstation and her stuff was all over it. So I took it into my hands and moved her stuff away, to use it myself. The only bad point is I have to sit on loads of pillows as she has not got a chair! (I will order one myself) but I think it's much better now. Smiley



The equipment is as follows:
MacBook Pro 13" - Main computer
23" LG Monitor
Apple TV - Linked to Monitor
iPad 2 16 GB
External 1TB Hard Drive
Unicomp Spacesaver M keyboard (IBM copy)
Big Sony Headphones
iPhone
Wireless Mouse
Canon EOS 1000D (Not in photo)
White MacBook 13" - Backup! (Not in photo)
Facebook Mousemat of course!
8  Developer / Business / Re: What does your physical workspace look like? on: June 21, 2012, 01:41:26 PM
some friends and I set up a summer studio. I'm super proud of the whole thing.

I'm jealous! I would love to do something like that.
9  Developer / Design / Re: So what are you working on? on: June 18, 2012, 01:51:25 PM
My "current" project!

Mysria!

10  Community / DevLogs / Mysria on: April 04, 2012, 01:31:55 PM
Mysria!
Mysria will be a top-down adventure game, with a very very pixely monochrome look! This game will only feature tones of purple!

In the game you will travel through “Mysria”, doing stuff and not doing stuff. I want it to be some kind of single player/exploration/story thing. So you can level up your character, but it will only be temporary levels, so like Mario Bros. when you die you go back to you normal state, so for example for each level you go up your attack points rise and health rises and when you die you go back to standard specifications.

As you might know, development was going well, until it didnt get interesting anymore, I think it was because it didnt really seem to me as much different from other games out there, so I’m re-making it and its a lot better! Because of the monochrome, now using 16×16 tiles instead of 8×8 so things look (slightly) better, and I’ve also got better at coding so the game is a lot faster (try 180 fps).

I've just worked on a website for it so it will be hosted on www.mysria.com as soon as the name servers update! for now here's some screenshots,

Website


Game
11  Community / DevLogs / Re: Secrets of Mysria on: January 24, 2012, 02:44:26 PM
So I've finally returned to the world of development, after Ludum dare, Christmas, fixing iPhone apps. Etc. But now I have a bigger depiction to make and thought I'd ask peoples opinions.

The thing is, I have some more projects in mind for apps/games and was generally wondering if I should continue working on Secrets of Mysria or if I should abandon it completely. I was thinking this because there are so many games that look like this so it will be he'd to stand out, but I was going to try a different art style so I'll try that anyway.

But overall, I want to know if this game is worth spending time on or not.

Please feel free to write good and bad comments.
12  Community / DevLogs / Re: Secrets of Mysria on: December 13, 2011, 04:21:04 PM
Another update on Secrets of Mysria!

I haven't been able to spend as much time as I wanted in the past few days on this because I was getting a bit stuck with collisions between the player and tiles and making the tiles react to the collisions. But I've had some help at the love2d forums and been told how to do that.

I'm working my way towards 0.0.3 which will hopefully have real features, so people will start to understand the game. Here's what I've done since 0.0.2 already:
- Added in better fencing
- Changed water and lava
- Added some more grass
- Mini Trees, Shrubs and Big Trees were added
- Sign posts added (not readable yet)
- Different floor tiles added
- Added menu screen
- Added option to change gender
- Added female sprites
- Object collisions now work better, the tile can change after colliding/doing an action.
- Buttons! You can now push space next to a button to press it (They don't do anything yet.)

Here are some screenshots:





Expect a playable 0.0.3 either friday, or monday because I'll be participating in Ludum Dare!
13  Community / DevLogs / Re: Secrets of Mysria on: December 07, 2011, 02:49:04 PM
This is the first "public" alpha of Secrets of Mysria, it's not really a game yet, just a little area so people can check the style of the game and see whether they like it or not. And also to see if they can suggest anything.

Here's the changelist:

- Changed sprite images
- Added in levels (can't access them yet)
- Added in a character bar at the top, which will show the characters name, picture and level
- Added Bed, Chairs, Table and Bookcase
- Made the Bookcase give you experience (Only for debug reasons while there are no enemies)
- Using the bed refresh's your health

Please remember, it's no where even near "playable" so don't expect anything. Smiley

Mac OS X

Windows
14  Community / DevLogs / Re: First Person RPG (mobile) on: December 07, 2011, 09:10:23 AM
I don't know if you can do this in Corona, but if its just for iPhone you could just make it so to use the weapon in each hand you actually move the phone. And make use of the gyro, then it will feel like you're really hitting things, and you could even push the phone to do an action, etc.

I think if you use more of the built-in features of the phone more, you're game will probably get a lot more attention.
15  Community / DevLogs / Re: Secrets of Mysria on: December 07, 2011, 06:33:22 AM
@KomradeJack
Will do!
And atm just the wiki for main things and irc. But the libraries I'm using are Advanced Tiled Loader and TESound.

I think I'll start using the forums more soon though, what about you?
16  Community / DevLogs / Re: Secrets of Mysria on: December 07, 2011, 03:37:52 AM
Just to let people know, I will put up version 0.0.2 tonight no matter how far I get. It won't be gameplay, just walking round the "town" as I've pretty much just started, but I still want people to test it.

Because I'm developing it in Love2d, I'm unsure how to compile it for windows. I can do it for mac, because thats what I use myself, but I'll do some investigating and hopefully get that up tonight as well.

And another little thing, I am currently talking with a Sound Designer Wink
17  Community / DevLogs / Re: First Person RPG (mobile) on: December 07, 2011, 02:44:35 AM
I like this a lot! I know for sure I'll try it out.

And I like how only the 2 zombies have buttons haha.
18  Community / DevLogs / Re: Secrets of Mysria on: December 06, 2011, 08:49:23 AM
Just put in a little Character area in the top-left, it will show your character image (static), your character name, and your current level.



Here's how the levelling will go:
- You will be able to get to a top level of 5.
- As your level increases, your skills, health and ability to damage enemies increases.
- When you die, you return to spawn with the level reset and back to level 1.

So it's not meant to be a feature that determines your skill in the game, like a game like WoW. The levels are meant to help you through the game. Plus I think it looks good, and gives something for players to try and maintain while playing.

19  Community / DevLogs / Re: Secrets of Mysria on: December 06, 2011, 03:02:26 AM
If I get a few more things done tonight, I'll probably do a short video showing the area, etc.

Also if anyone has any suggestions, please share. Smiley
20  Community / DevLogs / Re: Secrets of Mysria on: December 05, 2011, 03:24:43 PM
Just a small improvement before I go to bed:
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