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Satchmo
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Posted: 7th Jul 2013 20:54
Have you tried out pixelated trees yet? It could look good I mean you'll never know until you try.

baxslash
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Posted: 7th Jul 2013 21:53
Quote: "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.."

Absolutely, I want to add this. I want a whole bunch of creatures that can be tamed (by a ranger) and ridden. Including dragons

Quote: "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."

Arrows, definitely. Fire, definitely. Wildlife, difinitely. Enemy areas, I like the sound of that. Maybe I could have different map modes to check out safety in different areas of the map! Catapults, definitely!

Quote: "and ofcourse Jesus. i would like to see him walk over water. thank you."

No. Sorry. As a compromise I'm willing to let Wizards walk on water...

Quote: "Have you tried out pixelated trees yet? It could look good I mean you'll never know until you try."

Genius! I MUST try that


this.mess = abs(sin(times#))
baxslash
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Posted: 8th Jul 2013 15:47 Edited at: 8th Jul 2013 15:47
I just added my own particle system is so that my wizard could gather energy from the air around him to throw fireballs, also added some sfx for fireballs too. I'll work a little more on AI before I show a new video though as currently ogres ignore fireballs when they are hit by them.




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

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baxslash
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Posted: 8th Jul 2013 16:06
Screw it, here's a video too:



this.mess = abs(sin(times#))
haliop
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Posted: 8th Jul 2013 16:28
yeah!!!!!!!! thats awesome man!!!!!!!

Cliff Mellangard 3DEGS
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Posted: 8th Jul 2013 21:18
looks great bax.

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xCept
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Posted: 9th Jul 2013 01:39 Edited at: 9th Jul 2013 01:40
That is graphically amazing (even in its lofi form ). You're doing a lot with lighting effects that I wouldn't think would be possible without shaders and blend modes--so bravo!
Funnell7
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Posted: 9th Jul 2013 15:32
WOW... Just wow!!
baxslash
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Posted: 9th Jul 2013 17:41
I've been improving the AI and now all four modes are working for team members:


Enemies also respond to being hit now too


this.mess = abs(sin(times#))
The Slayer
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Posted: 9th Jul 2013 19:14


Whooooooooooaaaaah, bax! Really neat game you're creating here! I love it!
Nice particle effects also! Are they spritesheets? If so, and if you ever need some really great paricle FX (spritesheets), just let me know, k? I can create all kinds of sweet animated spritesheets (particle fx).

Keep it going, man!

Cheers

baxslash
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Posted: 9th Jul 2013 23:33
Thanks chris, I might just do that good to see you around here buddy


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baxslash
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Posted: 10th Jul 2013 14:01 Edited at: 10th Jul 2013 14:01
Here are a few quick screenshots of the new clouds added to the 3D background. These change colour to be pink in the evening and an orange / yellow in the morning




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

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haliop
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The Zoq2
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Posted: 10th Jul 2013 14:48 Edited at: 10th Jul 2013 14:48
Looks pretty cool, but they dont realy fit in when they are that pixelated. When they are in the distance, they look awesome though
baxslash
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Posted: 10th Jul 2013 15:03
Quote: "Looks pretty cool, but they dont realy fit in when they are that pixelated. When they are in the distance, they look awesome though"

When everything in the game is pixelated, what does it not fit in with?


this.mess = abs(sin(times#))
The Zoq2
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Posted: 10th Jul 2013 15:25
To me they look to pixelated, and the trees are not pixelated yet.

Also, most of the pixelation is vertical / horizontal while the clouds are diagonal which looks a bit off IMO. But I guess we should stop bothering you about the graphics
Matty H
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Posted: 10th Jul 2013 15:34
I think this game looked better at the start, I liked the original ground, I liked the original sky, I like the trees now and at the start(not sure if they are the same). Just my opinion right now, I'm sure it will look great, maybe I'm having a hard time adjusting to it

The characters are great, I love the wizard.

Funnell7
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Posted: 10th Jul 2013 15:40
I feel bad as we keep banging on about the graphics and you're desperately pleading with us to drop it... But I have to agree with Matty H, personally I liked the visuals in this post the best:

http://forum.thegamecreators.com/?m=forum_view&t=205764&b=48&msg=2466279#m2466279

Sorry Bax, its only because we know this is going to be AMAZING!
Van B
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Posted: 10th Jul 2013 15:43 Edited at: 10th Jul 2013 15:56
I think the clouds need to be stylised. Like, right now they are like standard clouds, and they are pixelated - but to me it's like they are pixelated because they are low res, not because you want them that way. Hope you know what I mean.

I think that if you made the clouds from scratch, like a simple cloud design, not curvy, but square, they would fit a bit better. Let me throw some pixels down to show you what I mean...

That's a rough idea of what I mean - solid, pixelated clouds, with varying levels of transparency, maybe 2 layers moving a different speeds. Even if you don't like too much pixelation, I'd still suggest that you stylise the cloud texture somehow and avoid using a photo-real image for them.

I got a fever, and the only prescription, is more memes.

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The Zoq2
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Posted: 10th Jul 2013 15:56
I have to agree with all the previous posts
baxslash
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Posted: 10th Jul 2013 15:59
Quote: "I think that if you made the clouds from scratch, like a simple cloud design, not curvy, but square, they would fit a bit better. Let me throw some pixels down to show you what I mean..."

I get what you mean, that's probably more like I imagined it to be I'd appreciate that VanB. The problem is I think that there are too many conflicting viewpoints at the moment which is why I'd rather not keep banging on about it until I fully revise the art. I want to get a lot more in before I fully commit to a style.

I'm considering not putting any more updates up for a while just so I can concentrate on the game.


this.mess = abs(sin(times#))
Van B
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Posted: 10th Jul 2013 16:08
Hehe, well it's probably a good thing Bax - shows that people are interested in your game and want to see it do well, I think some members would kill for this level of interest in their project

I agree though, maybe hold off on posting screenshots for a couple of days, just post about the gameplay aspects your adding - get people more interested in that side of things instead of just the eye-candy.

I got a fever, and the only prescription, is more memes.
baxslash
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Posted: 10th Jul 2013 16:13
I hope no-one thinks I'm ungrateful, I really do appreciate all the comments. I'm grumpy at the moment because I'm out of work and this is the only thing (other than my family) keeping me sane.

I feel like the style of the game is at a similar stage of development to the code. It shows what I'm trying to do but is a bit messy and un-finished

I just finally have a great idea growing (in terms of style) and I don't want to be pushed away from that by outside influences, not when I'm so sure it's going to work when it clarifies.


this.mess = abs(sin(times#))
The Slayer
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Posted: 10th Jul 2013 17:43
Quote: "Thanks chris, I might just do that good to see you around here buddy "

Waiting for your call, Steve ! And, thanks! It's been a while, right?

Regarding the pixelated clouds, the degree of pixelation on the close up clouds is too heavy. It would look much better if they had the same small pixelation as the clouds in the distance.

But, I'm sure you'll get it fixed somehow.

greenlig
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Posted: 10th Jul 2013 19:11
Bax your game looks amazing!! Keep up the fantastic work, and blow our minds with another demo when you are good and ready

ZacDuff.com
lilpissywilly
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Posted: 10th Jul 2013 19:35
Sorry to hear about your reasons for grumpiness Bax.

Quote: "I just finally have a great idea growing (in terms of style) and I don't want to be pushed away from that by outside influences, not when I'm so sure it's going to work when it clarifies."


I completely understand your predicament. But you also, I'm sure, understand that all this attention your game is getting is because of that very reason. People recognize it as something special, take pride

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unlikely
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Posted: 10th Jul 2013 21:13 Edited at: 10th Jul 2013 23:00
Looking great Baxslash! Good luck with continuing this, I'm looking forward to seeing more about the castle building mechanics.



Buuuut....

http://forum.thegamecreators.com/?m=forum_view&t=205764&b=48&msg=2466612#m2466612

I had to. I loved that style... it was quite consistent. Granted, I didn't see it in motion.

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baxslash
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Posted: 11th Jul 2013 12:59 Edited at: 11th Jul 2013 12:59
Well you can say whatever you like about the new sky, I like it




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Van B
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Posted: 11th Jul 2013 14:06
Nice!
To me that looks much more deliberate and a lot more stylish

I got a fever, and the only prescription, is more memes.
The Zoq2
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Posted: 11th Jul 2013 16:22
That looks a lot better! We probably give you a bit to many complaints about your style This is probably one of the best looking AppGameKit games yet anyway.
Ancient Lady
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Posted: 11th Jul 2013 16:25
I like it.

This is progressing very nicely. Quite cool in fact.

Cheers,
Ancient Lady
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unlikely
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Posted: 11th Jul 2013 17:39
Cool moon.

Go baxslash go!
Satchmo
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Posted: 11th Jul 2013 18:24
The new sky is quite nice looking. Like van said it doesn't look unintentionally pixelated anymore.

haliop
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Posted: 11th Jul 2013 20:17
BAX really good job , its what i always say about games or programs
it dosent matter how it looks as long as it all fits together.
thats why i had a bit of problem when everything was pixalated but the trees werent... so .. now it just looks awesome.

baxslash
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Posted: 16th Jul 2013 01:23
Ok, after some hard work I finally have ogres destroying castle blocks that get in the way of their target. Next I will be adding the breadcrumb style follow AI I have in mind for team members following the main character.

That will make the general gameplay much more complete.

I have already changed the whole team / enemy character controller system into a physics based system which plays much better.

The next demo is going to be so much more fun!


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Satchmo
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Posted: 20th Jul 2013 20:01
Are you planning on having this game on mobile platforms as well?

baxslash
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Posted: 20th Jul 2013 23:08
I might if it runs but I'm aiming for Windows only to start.


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baxslash
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Posted: 8th Aug 2013 13:01
This is now on the backburner until I get Spine working in Tier 1. I just started a new job too and need to work evenings to make up for the massive wage drop I had to take just to get a job, my estimate for finishing this game is now 2016... late 2016.


Yes, he's me
haliop
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Posted: 8th Aug 2013 13:45
WOOT?!!??!!?!?!?!??!?!?!?!?!?!?!?!?! i dont belive you man!!!

WE DAMAND TO PLAY KINGDOM!

hope everything works out fine man.

Van B
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Posted: 8th Aug 2013 13:55
Sucks Baxslash ehh, but life has to come first.

At least there's still holidays, I tend to have development holidays which are like staycations, except you just buy a lot of junk food and booze and stay up late developing something . Sad to say, that appeals to me more than going somewhere for a holiday - it's enough just to get decent time to work on something fun.

At least now, you have the problem of not having enough time to work on your game, a small issue compared to having all the time in the world to work on it
Maybe Kingdoms will end up a better game because of it - rather than dwelling on it then cutting corners to get it finished, you'll have gone over any feature you want to add in your head, you'll appreciate the time you get to work on it, rather than it becoming a chore.

I got a fever, and the only prescription, is more memes.
baxslash
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Posted: 8th Aug 2013 14:01
Quote: "At least there's still holidays, I tend to have development holidays which are like staycations, except you just buy a lot of junk food and booze and stay up late developing something . Sad to say, that appeals to me more than going somewhere for a holiday - it's enough just to get decent time to work on something fun."

Wish I could but with three kids that kind of holiday is a little difficult. I'm actually on hols in just over a week (it was already booked), but if I get any time I'll probably be working on making money by other means IE.Freelancing.

Quote: "At least now, you have the problem of not having enough time to work on your game, a small issue compared to having all the time in the world to work on it
Maybe Kingdoms will end up a better game because of it - rather than dwelling on it then cutting corners to get it finished, you'll have gone over any feature you want to add in your head, you'll appreciate the time you get to work on it, rather than it becoming a chore."

Very true. I have a little time (about 1.5 hours a day) while driving to/from work to think up ideas and sharpen them into a razor fine point ready for those moments when I get to code...

Quote: "WE DAMAND TO PLAY KINGDOM!

hope everything works out fine man."

Thanks dude. 2016 is a conservative estimate...


Yes, he's me
_Pauli_
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Posted: 8th Aug 2013 15:18 Edited at: 8th Aug 2013 15:20
Damn, hhis project looked really promising! But keep your head up, the time will come.

Quote: "you'll have gone over any feature you want to add in your head, you'll appreciate the time you get to work on it"

Quote: "Very true. I have a little time (about 1.5 hours a day) while driving to/from work to think up ideas and sharpen them into a razor fine point ready for those moments when I get to code..."


I'm in a similar situation - except being a bit younger I guess, and not having three kids to feed - but I know how you guys feel! Sometimes about 2 weeks pass by until I can write down another line of code but until then I'll have some really refined concepts in my head ready for action.

But anyway, good luck with your future plans!

Visit my blog: sebastianpauli.tumblr.com
Ancient Lady
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Posted: 8th Aug 2013 22:16
Congrats on the new job baxslash!

Cheers,
Ancient Lady
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baxslash
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Posted: 8th Aug 2013 22:27
Thanks AL

If GetDayOfWeek()=5 then initParty()
Cliff Mellangard 3DEGS
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Posted: 14th Aug 2013 00:18
Could you post a video of the clouds in motion

Congrats on the job and maybe we should start a kickstarter so bax can do games instead

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baxslash
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Posted: 14th Aug 2013 01:23
Hi Cliff, just for you here's a quick view of the clouds:


"Here I am trying to do some good for the world..." - Fluffy Rabbit
SoftMotion3D
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Posted: 14th Aug 2013 09:04 Edited at: 14th Aug 2013 09:12
looks cool....the clouds...but....

from what I think im seeing....are you using a few 3d plains to create the clouds ...or is it a single plain textured with those clouds?

Actually the cloud systems not bad..... I really like how it gives the game almost a 3d perspective... looks neat!


great job!

baxslash
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Posted: 14th Aug 2013 09:13
Hi SMD, no the screenshot is the same. The image I'm using for the clouds uses the same drawing style as the character art which is similar in effect to Minecraft yes, that wasn't deliberate but I am happy with the style for now.

"Here I am trying to do some good for the world..." - Fluffy Rabbit
Van B
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Posted: 14th Aug 2013 10:38
Looks great, the effects when fighting the ogres are really cool. I think the sky makes it look like the game is a cross section of a vast world, rather than a purely 2D game.

I am the one who knocks...
baxslash
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Posted: 14th Aug 2013 11:36 Edited at: 14th Aug 2013 11:37
Quote: "Looks great, the effects when fighting the ogres are really cool."

Thanks VanB! I'm still adding to that, also as the characters get more attacks to choose from the overall effect will be even better.

Quote: "I think the sky makes it look like the game is a cross section of a vast world, rather than a purely 2D game."

Exactly what I'm aiming for, so glad to hear someone say that!!

I started making a new path-finding system so that the wizard (and other team members) can easily follow the player even over structures that he has built. I'm using a "breadcrumbs" system where the player drops invisible breadcrumbs as he walks / jumps around that the npc's can follow. It's not quite there yet but it's getting there. It will be possible to trick this system so I am going to have to have some way of detecting when the breadcrumbs can't be followed and have the npc show a "?" symbol to show they are stuck or cannot follow the route.

When I have this working I'll try to release a demo but I am snowed under in my spare time at the moment.

"Here I am trying to do some good for the world..." - Fluffy Rabbit

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