Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 23rd Jun 2013 00:24
Thanks swiss, I'll check that bug. I haven't had that one


this.mess = abs(sin(times#))
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 25th Jun 2013 18:37 Edited at: 25th Jun 2013 18:39
I've just about finished the basic system for castle building:


This system will allow you to build pretty much anything you want. It uses physics sprites which can be dragged into place. If unconnected to other blocks they remain dynamic, if connected they become static objects allowing the player to create some complex (and often impossible) structures but I really love the flexibility!

Next I just need to save any built structures along with the world and then get ogres and other characters to react to structures. Ogres will smash structures to get to the character they are trying to attack (for example).

Edit: I had to completely revamp the player movement code to work with these built structures better too


this.mess = abs(sin(times#))

Attachments

Login to view attachments
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 25th Jun 2013 19:10
Looks realy cool, the textres looks a bit to pixelated but im guessing they are just placeholders...
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 11:46 Edited at: 26th Jun 2013 11:49
Quote: "Looks realy cool, the textres looks a bit to pixelated but im guessing they are just placeholders..."

The gfx may all get an overhaul at some point but I'm actually happy with how these look, at least for now. I'm actually going for an animated / pixelated look that these blocks suit nicely. Perhaps they could do with being more "blocky"...

Anyway I now have structures being saved with the world! Also I have a defined "build mode" which can be switched on/off using the button in the top-middle of this screenshot:


As you can see there is a "palette" of blocks at the bottom that is very basic at the moment. I will be making a whole bunch of materials and objects (like flags) available from here as they get unlocked in the game. Also I'll improve the look of the build palette later.

Next I'll be working on Ogre AI a little so they can smash structures. The player will also cause damage to structures if he uses his sword on them.

The changes I've made to make the player "physics based" have really improved the feel of the game and opened up a bunch of possibilities!


this.mess = abs(sin(times#))

Attachments

Login to view attachments
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 26th Jun 2013 12:07
Overall the graphics look realy good, but the blocks look a bit blurry instead of pixelated IMO.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 13:26 Edited at: 26th Jun 2013 13:27
Ah, I thought you were saying they looked too pixelated. I've edited the images to be more pixelated and you were right, I hadn't cancelled the mag filter on these images so they probably were slightly blurred.

Here's a new version:



this.mess = abs(sin(times#))

Attachments

Login to view attachments
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 26th Jun 2013 16:00
Looks like I did say they where to pixelated

That looks a lot better though, but they do look a bit off when the trees and grass are realy crisp and the blocks pixelated though. Still, it's probably the best looking AppGameKit project I have seen
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 16:09
I know what you mean, I'm trying to decide whether the style is quite right but for now I'm happy. I quite like the idea that there is a mix of organic movement and pixelated gfx.

The new vegetation (animated using UV offsets) is much better but perhaps also needs to be pixelated. That's for later though, for now it adds some much needed life to each biome!




this.mess = abs(sin(times#))
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 26th Jun 2013 16:11
That new vegetation looks great, perhaps you should make the grass a bit thicker but I defenitivley don't think you should make it pixelated.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 18:40 Edited at: 26th Jun 2013 18:40
Just been playing at making a bridge




this.mess = abs(sin(times#))

Attachments

Login to view attachments
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 26th Jun 2013 20:31
Really cool !

Maybe a 2D RPG MineCraft ?
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 23:02
Quote: "Maybe a 2D RPG MineCraft ?"

That's the genre I'm aiming for more or less


this.mess = abs(sin(times#))
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 26th Jun 2013 23:14
I dunno if I'm really a fan of the new ground style bax It doesn't really fit in right to me.

swis
Joined: Tue Dec 16th 2008
Interstellar
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 23:18
Sorry to hear that swiss, I really like it personally...


this.mess = abs(sin(times#))
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 26th Jun 2013 23:25
it could be cool to explore other player's worlds and their buildings and why not meeting them if they are connected :p

A network message to a main server to notify the presence of the player in his map (with a regular http refresh with a timeout to prevent hard disconnections) and a list of "active maps" to encourage the meetings

When you meet someone, you can chat with, you can fight with him or play mini games (building challenge of a predefined architecture plan etc etc) :p

Just some ideas i still have an idea to create auto-generated persistents world with a social and game side (2D or 3D)

If you want to test something like that i can help you for coding specific functions on server side (i don't think you need help but glad to help and providing to you my 24/24 7/7 AppGameKit PHP Linux dedicated Server(s) for network messages for testing
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Jun 2013 23:31
Mm, I seriously like the idea of that. I will let you know if/when I need your help. My PHP leaves a lot to be desired...


this.mess = abs(sin(times#))
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 26th Jun 2013 23:44
lol ok no problem

Keep up the good work on Kingdom !
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 27th Jun 2013 14:57
New style for the vegetation (and soon the trees), hope you like it because it REALLY works for me:



this.mess = abs(sin(times#))
Ancient Lady
Valued Member
20
Years of Service
User Offline
Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 27th Jun 2013 16:19
You are definitely getting the pixelation thing going well.

Pretty cool.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 27th Jun 2013 17:02 Edited at: 27th Jun 2013 17:03
Still working on it. I have a MUCH better idea for the trees to suit the vegetation better but for now this is getting closer to how I want it.



this.mess = abs(sin(times#))

Attachments

Login to view attachments
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 27th Jun 2013 18:22
I'm loving the style. I think you should avoid anti-aliasing on objects and keep it that pixel/cartoon style. Mainly aiming that comment towards the tree.

To add more life to the world, I'd add some 'pixel' ground kick-up when the player moves over terrain, or splashes through water. Night scenes have flashing florescent green 'pixels' move about randomly. Maybe have swarms of smaller black 'pixels' swarm in a small area, or in a tree. Some longer green/brown 'pixels' fly through the air to mimic leaves blowing in the wind.

Small things like that. Just shooting off random idea. Great work, looking forward to more.

Inmortalis Nox
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 27th Jun 2013 18:24
Hi Josh! Yes, that's totally the kind of stuff I'll be adding later. Like the idea of fireflies

I'm already redeveloping the trees now in a totally different style.


this.mess = abs(sin(times#))
lilpissywilly
AGK Developer
13
Years of Service
User Offline
Joined: 10th Sep 2010
Location: Office Chair
Posted: 27th Jun 2013 19:38
Quote: "Really cool !

Maybe a 2D RPG MineCraft ? "


Like Terraria?

Love it Bax, keep going!

My hovercraft is full of eels
MikeMax
AGK Academic Backer
12
Years of Service
User Offline
Joined: 13th Dec 2011
Location: Paris
Posted: 27th Jun 2013 20:46
Damn ! Terraria seems to be the perfect opponent for Bax :p
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 27th Jun 2013 21:57
Terraria is a LOT better than the last time I looked at it, but the gameplay is different. The purpose of mine is to build a kingdom, including NPC's and a team of characters. My impression of Terraria is that it's more like Minecraft where you are generally alone against the world.

Kingdom will be a about building more people up and improving their skills, protecting NPC's to increase resources etc. Hopefully a less personal quest where you might actually get sad when your high level wizard gets killed on a quest... I'm thinking of the old D&D style of gameplay but a little more real-time.


this.mess = abs(sin(times#))
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 27th Jun 2013 22:35
@bax
I think the lack of outlines around ground tiles were what was setting them apart so much. They fit quite well in the picture above

swis
Joined: Tue Dec 16th 2008
Interstellar
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 27th Jun 2013 22:58 Edited at: 27th Jun 2013 22:58
Here is the latest version, I spent a lot of time fiddling with trees and came to the conclusion that the original trees were better:



this.mess = abs(sin(times#))

Attachments

Login to view attachments
RickV
TGC Development Director
24
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 28th Jun 2013 10:50
Hi Steve,

My first thought when I saw those pixelated trees. The original ones were fine. Now get on with the game play!!!

Rick

Financial Director
TGC Team
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 28th Jun 2013 11:39
Looks really cool Baxslash. Terraria inspired?

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 28th Jun 2013 11:41 Edited at: 28th Jun 2013 11:43
Put your whip away Rick I don't work for you no more!!

Actually I have abandoned this tangent for now. I am back on gameplay now. The main thing now is to get some more AI in for enemies and team.

1-I will be adding team members to the enemy search mode so that team members can be attacked and killed too
2-I will be adding four modes for team members which can change the way they react (selected by the player) - Attack, Defend, Protect and Follow

Attack - Will attack the nearest visible enemy
Defend - Will fight only enemies that attack them
Protect - Will use protective spells or attack enemies that attack other team members (including the player)
Follow - Will follow the player even if being attacked and only fight back if close enough to the player

Here are the buttons for each mode:


These are pretty vital elements of gameplay and as anyone who's done AI knows it needs to work right in any given situation so I don't expect it to be working quickly. See you all at the other end of that tunnel...

Quote: "Looks really cool Baxslash. Terraria inspired?"

No, actually I hadn't seen that game in a long time. The gameplay will be quite different though from what I've recently seen...


this.mess = abs(sin(times#))

Attachments

Login to view attachments
Hodgey
14
Years of Service
User Offline
Joined: 10th Oct 2009
Location: Australia
Posted: 28th Jun 2013 11:55
Quote: "Put your whip away Rick I don't work for you no more!!"

So there's an opening at TGC now? Interesting... Just kidding.

I liked the original trees and grass as well.

I hope you get the AI working Bax!

Now that I'm on holidays, I can really get cracking on that menu.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 28th Jun 2013 11:57
Quote: "Now that I'm on holidays, I can really get cracking on that menu."

Woohoo Can't wait!


this.mess = abs(sin(times#))
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 28th Jun 2013 16:49 Edited at: 28th Jun 2013 18:09
Ok, not a bad bit of work today. I now have Ogres chasing the nearest player / team member and Wizards can now be killed. Next I'm going to have Wizards attacking Ogres back and start adding those controllable AI modes for team members

Actually first I think I'll save team members and enemies in the save game so they don't just disappear when you reload a world

Edit: That was much easier than I thought! Now team members and monsters are all saved with each world. Now on to Wizard AI and attacks (been looking forward to making some level 1 magic spells!)...


this.mess = abs(sin(times#))
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 29th Jun 2013 01:58
Ah, I notice a few peeps have said the same thing about Terraria! Still not a bad thing to be compared to, it is pretty successful Sounds interesting, will keep an eye on this one.

DazzyF
11
Years of Service
User Offline
Joined: 13th May 2012
Location:
Posted: 29th Jun 2013 10:23
The game looks awesome already, great idea, looking forward to see how this develops

http://www.yorkshirereflections.com
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 5th Jul 2013 18:21 Edited at: 5th Jul 2013 18:28
Finally got some more work done! I've been adding AI and attacks for the wizard.

He now throws fireballs at any ogres that attack him in follow mode, or any ogres in range if he is in attack mode team player AI modes can be set by the player by clicking on the correct icon. I just need to add some more effects such as a small explosion on hitting the target and some particles while summoning the spell then I'll be working on the other AI modes.

Edit: Also these fireballs are lit so that at night they light the area around them and any objects they pass




this.mess = abs(sin(times#))

Attachments

Login to view attachments
haliop
User Banned
Posted: 5th Jul 2013 18:53
well done ! it looks awesome! but i think you need to pixelate the trees cause they dont seem to fit ...

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 5th Jul 2013 21:10
It looks better when you see it in action. The movement of the trees and grass are very similar. The style is not strictly "pixel", it is supposed to be minimalistic with organic movement. I'm not going to argue over the style any more anyway, none of it is definitively final until I see the game really take shape. The fireball for example is definitely going to change, it's just a stock animation for now.


this.mess = abs(sin(times#))
haliop
User Banned
Posted: 6th Jul 2013 07:34
Satchmo
18
Years of Service
User Offline
Joined: 29th May 2005
Location:
Posted: 6th Jul 2013 08:11
Baxslash, Have you considered pixelating those trees? Might fit better, just a thought.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 6th Jul 2013 10:11
Quote: "well done ! it looks awesome! but i think you need to pixelate the trees cause they dont seem to fit ..."

Quote: "It looks better when you see it in action. The movement of the trees and grass are very similar. The style is not strictly "pixel", it is supposed to be minimalistic with organic movement. I'm not going to argue over the style any more anyway, none of it is definitively final until I see the game really take shape. The fireball for example is definitely going to change, it's just a stock animation for now."

Yes I have tried it thanks. It looked awful.

When you see the game in action you'll see how good it looks, what I might do is make the leaves bigger and the branches a little thicker so the style is a little more obvious and defined. That might make it fit a little more clearly. Also I might add a pixel texture to the branches and leaves too... Maybe.

There.are far bigger fish to fry at the moment like general gameplay.


this.mess = abs(sin(times#))
swissolo
14
Years of Service
User Offline
Joined: 9th Jan 2010
Location:
Posted: 6th Jul 2013 19:30 Edited at: 6th Jul 2013 23:13
Since we're all still pestering bax about the visuals I really did like your high-res graphics baxslash. I know it's not the route you wanted, but it was so clean and unique!

swis
Joined: Tue Dec 16th 2008
Interstellar
haliop
User Banned
Posted: 6th Jul 2013 20:03
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 7th Jul 2013 09:37
Still ignoring


this.mess = abs(sin(times#))
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 7th Jul 2013 15:18
Maybe a compromise would be to use pixelated leaves - that way the trunk and branches wouldn't be brutalised by pixelation and the leaves could match the grass. Just a thought.

I got a fever, and the only prescription, is more memes.
haliop
User Banned
Posted: 7th Jul 2013 15:38
Van i think baxslash gonna "block" "ignore" us all eventually.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 7th Jul 2013 15:44
Thanks VanB that's a nice idea. The thing I keep trying to get across is that I have a developing idea that the grass / plants and probably the trees too don't match (yet). I will be changing a lot of it but not yet.

The style of the game not something I am opening up to be made by committee. Once I have the style in place and more or less the way I am imagining it you will see how well it works.

I do appreciate everyone's ideas but I would rather get some input on what you'd like to see in the game rather than how it should look (which is more or less fixed in my mind).


this.mess = abs(sin(times#))
haliop
User Banned
Posted: 7th Jul 2013 15:45
you know what i would love to see?
Mounts.

players can mount horses and flying dragons!
that is a MUST!

well at least the horses..

Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 7th Jul 2013 16:41
Yeah, with that animation style, mounts would look cool, and obviously make travelling a lot quicker.

Some other things I'd like to see...

Arrows - enemy archers on top of structures firing tons of arrows that imbed in the ground.

Fire - Maybe even flaming arrows - but it might be cool to be able to set wooden structures on fire, then have them break and collapse - would add some strategic angles as well.

Wildlife - A rabbit or two, some birds, insects - I know that's not your focus right now, but adding fun things along with the heavy work can really lighten the load.

Enemies - Not just the enemy characters, but maybe highlight enemy areas on the map, show which roads are safe, that sorta thing.

Catapults, Trebechet - The typical physics game stuff, I'd love to see a tower get smashed down, some destruction would be interesting to see.

I got a fever, and the only prescription, is more memes.
haliop
User Banned
Posted: 7th Jul 2013 17:00
and ofcourse Jesus. i would like to see him walk over water. thank you.

Login to post a reply

Server time is: 2024-05-01 23:59:20
Your offset time is: 2024-05-01 23:59:20