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Gearslayer360

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  1. Hello guys, Brian here again. It has been a bit but man have we been busy. We are fast approaching our (hopeful) launch date of 4/15. This means it is crunch time. The to do list is thankfully getting shorter and things are coming together nicely. What we have is looking more and more like a game and less like a fancy tech demo Load/Save/Login So first up we have redone the UI of the Load/Save/Login. It looks cleaner now and is well on the way to 100% functionality as well. There is a nice screen with a render of what Morning currently looks like as well as your play time when you go to save/load. We are really happy with how this turned out and feedback is welcome too. Roof/Overlay System We have fixed roofs now. They were working previously, but somewhere along the way we broke them. They are now fixed again, so when you enter a building with a roof it will fade away properly. Also the collision is working on them so you can't walk on top of roofs anymore (no, this is not Assassin's Creed). Programatically Generated Art Since the early stages of the game take place in the same castle as the one from Morning's Wrath Raymond figured we could devise a way to import the art into Revel from MW and place it with code, saving a lot of time versus doing it manually. He devised a way to do that and it did save us a lot of time. Now the castle is fairly decorated in the Great Hall and Upper Halls. To go along with these changes he also touched up the motion layers around the castle and in the Market, making the areas you can and cannot walk more clearly defined. Quest System/Quest UI Finally, the quest system and UI got it's major, long awaited overhaul. We added objectives along the way to direct you as to the next step in the quest. As you complete each objective in the quest you will either learn the next thing that needs to be done, or the quest will be finished. We have the first few quests into the game, and we did a little name refactoring, to make it easy to reference the quests at all points in the game. Here is an example of one of the first quests. Closing Thoughts and Future Things are progressing quite well. The list of things to do on the technical side is shrinking rapidly and it is becoming clear that most of what is left is on the content side. We still have to add in the rest of the quests and get that all working properly. There is also still some more decoration to handle and little tweaks to get everything looking spiffy. We have about 3 weeks until our deadline, and it is looking more and more realistic by the day. Keep your eyes peeled for maybe one last update before then, but there will definitely be a big announcement on/ right before the 15th. That's all for now guys and as always thanks for the support!
  2. Our Progress on Locations Some good progress has been made since the last update. We have added 2 new locations and changed 3 locations from just a black room to make for a total of 5 new locations that are able to be explored. We have hooked up the East Woods and the Upper Halls as the 2 new locations, and added backgrounds, music, some NPC's and decor to Crypt, Dungeon, and Paliadur's Lair. We are beginning to add more NPCs and decor to areas and hope to have everything in good working order soon. But all of these places and NPC's are pretty useless in an RPG without... Quests....Quests Raymond and I have been hard at work discussing the design of the quest system and after much deliberation we believe we have come up with something that works.Our quest system will involve Notes for Morning to discover, Grails(quest items), and a system for presenting information to the player via on screen notifications, alerts and useful information. This weekend, with this system in place, Raymond is going to start integrating quests so Morning has something to do other than walk around talking to random people for no reason (it will all make sense in time Morning). New Minimap and Map Decor As your keen eyes may have picked up on in the earlier screenshots, we are no longer rocking the old minimap. It has been completely redesigned to take the data from the collision maps of the rooms from the editor and turn them into a unique picture. In the future we will be looking to add more things to it, but right now it has Morning's location (red dot) and the walk-able areas are tan/grey, and portals to other rooms are blue. While Raymond is hard at work on quests, I will be sprucing up the maps and adding structures and little decorations to make the places feel more alive and less like empty rooms. Here is an example of a little decor I added to the great hall. Small Update on Skills In the last update I mentioned some beginning work on skills for level ups. This has turned out to be a little more work than expected, and we are aiming for a release of v22 sometime in April(first half), so skills have been removed from the plans for v22. Right now we are scrambling to get all the important things in place, things that v21 had, and seeing as how skills were not included in that, they are not vital to the release of v22. Apologies...Again I'm sorry I haven't made a post in a while. I really want to try to keep these somewhat regular, and as such I won't promise weekly updates, but I do think that 2 weeks is a reasonable goal, and gives us time to get content in in case we have a dry spell one week. Thanks for your understanding and keep being awesome fans of EDI games :) Until next time guys.
  3. Introduction Hello to all of you long time fans of EDI, or maybe some of you newcomers. As Raymond may have mentioned previously he has had a new addition to the team and I would like to formally introduce myself. I am [twitter]Brian_Matthys[/twitter] and I will be handling regular journal updates for the foreseeable future. Experience and Stats A lot has happened in the time since our last update. First, we are working very hard to release our next major update since Raymond decided to redo a large part of the game. Up until this time we have been lacking 2 major things: Combat and dialogue. A large part of our effort has been focused on those two things, with Raymond heading up the dialogue and quests, and with me working on combat. We have made great strides in both and we now have a functioning system that creates monsters based on the level of the player and awards exp based on the monster level. This will require some balancing, but the structure of the system is sound. Of course with this new system, and the addition of the new stats that this system brings, things in the old UI were getting a little bit cluttered. We have decided to move all of Morning's stats to a dedicated Stats Panel and keep only the life and mana in the overall Character Dialog. Of course with the addition of the Stats Panel, some wild new stats have appeared! We are now tracking Morning's level, her current experience, experience needed for next level, and how many skill points she currently has. There is even a nifty little bar that shows visual progress of how close she is to her next level. Skills Along with Morning's level ups, Raymond and I wanted the players to be able to "customize" their play style more than just adding random stats to Morning on each level up. Hence the need for skills. Along with the combat and leveling up, I was working on a screen and the architecture for the skills system. We now have the screen that shows the ranks of the skills along with their names, and when you click each skill another window pops up. This window explains what each skill does and will have a button to allow the player to allocate points for that specific skill. Right now everything is placeholder(please excuse the lack of a button to allocate points; right now we are doing it just by clicking in that general region, button to come soon). The actual skills are placeholder, as are their descriptions. In the future Raymond and I will have to discuss what we actually want, but now that the system is built this will be fairly easy to change in the future. Dialogue and Dialogue Editor Raymond meanwhile has been hard at work on the dialogue for the game, and this required him to make a tool to speed up the process of creating dialogue for the game, especially for the future and quests etc. Enter the Dialogue Editor. He has made it so that we can create nodes and make links between them, simulating a conversation between the player and the NPCs. This will really show it's value later when converting all the old quests from the last version of Revel and especially when designing new quests. Also Raymond has been sprucing up the way that dialogue and conversation works in general. We now have a dialogue system that is akin to Dragon Age. The NPC says a greeting and then the player is presented with choices to respond with. The dialogue also flows naturally as if it was appearing on the screen by someone typing. Currently Working On Right now I am working on making it so that enemies respond to players slashing at them with weapons. So far we have the correct functions for swinging the weapon and the small cooldown that it takes for allowing you to attack again. It also seems that it is properly dealing damage. Now we have to make sure all the values are correct and make it so the enemy dies and then trigger the experience from the system I was talking about earlier. We are also doing a small refactor on the current way that we handle attacks and where they come from so that we can introduce animations for the attacks. We were thinking of doing something called Limited Animation, where instead of having the character model do a full on animation of swinging the sword/casting a spell etc.. that we would just draw an effect over the enemy to show that he has been attacked and maybe adding damage text. As for Raymond, he is hard at work on getting locations back into the game and getting them up to par with art standards. He is also working on adding back the old quests that used to be in the game so that this actually feels like a game again. Promises (Hopefully) If you made it this far I want to thank you for sticking with us through all of this. We are sorry for the lack of updates, but as some of you long time fans may know, Raymond is more of a man of action and less of words. He prefers to finish his work and then showing it off. But I know ravenous hungry fans can't wait that long between updates, so I am going to make a promise to you guys, that I want to keep these updates regular. Hopefully every week. So until next week, see you later and hopefully you guys enjoy the insight into the development of another EDI game. Have a good weekend.
  4. @3Ddreamer Thanks for the reply as well. I looked at the website for C#/XNA and the amount of content available is amazing. So many helpful tutorials and things to help beginners. I think that definitely has a larger community than anything I've seen for Java, so I think I want to experiment with that. Thanks again
  5. Thanks for the reply. It kind of answers my question but I guess I also want to know is it more productive to use C# and XNA. Is the community better and is there more documentation available, or tutorials. Is it better for making games with than just Java with the standard libraries? And just how easy it is to get things done with as compared to Java? I appreciate all replies. Thanks
  6. Hello all. I have been doing programming for a while and was thinking of trying out C# with XNA for making games. So far I've been doing all my work with Java and I was wondering if there are any advantages to making the switch to C#. I keep hearing a lot of good things about C# and XNA, but is it any easier to get things done with that than in Java? For me my main problem is working with graphics as I'm not a good artist and I don't really know how to make art. So far I've been limited to what I can draw with basic shapes. If I was to stick to Java could someone give me a recommendation on how to make a decent 2D game with more than basic art? Thanks
  7. Pong is a great starting point. It is very straight forward and no real surprises. Just basic movement and collision detection. Space Invaders seems like a logical progression, but as Alpha mentioned, any of those games would be a great place to go as well.
  8. I seem to have fixed my issues. Thank you for the help.
  9. You could also do space invaders. That seems to be popular and there's plenty of help online if you get stuck.
  10. I'm sorry the box to where I copied my code didn't seem to pick up my > and < signs...that's what those single = signs were. Also it seems to have left out huge chunks.....I'm very sorry..but that wasn't my code. Also @Freya the values of bx and by are where the bullet is drawn. It is the x and y position of the enemy plus a little because they are basically tanks made of two rectangles and I want the bullet to look like it comes out of their cannon/gun. Also I just as of right now managed to get an odd version of this working. Here's the new code. I can include the other two classes as well if you want to see how it looks when it runs. package game; import java.awt.Color; import java.awt.Graphics; import java.awt.Rectangle; import java.util.Random; public class Enemy implements Runnable { int x; int y; int xDirection; int yDirection; int health; int p1Score; int pHealth = 10; int bx; int by; boolean shot = false; public static boolean readyToFire; Rectangle enemy; Rectangle bullet; Player p1 = new Player(290, 15, 10); public Enemy(int x, int y, int health) { p1Score = 0; this.x = x; this.y = y; this.health = health; Random r = new Random(); int rDir = r.nextInt(1); if(rDir == 0) { rDir--; setXDirection(rDir); } int yrDir = r.nextInt(1); /*if(yrDir == 0) { yrDir--; setYDirection(yrDir); } */ enemy = new Rectangle(this.x, this.y, 100, 30); } public void draw(Graphics g) { //draw the enemy initially g.setColor(Color.BLUE); g.fillRect(enemy.x, enemy.y, enemy.width+5, enemy.height); g.fillRect(enemy.x+45, enemy.y+25, 15, 30); if(shot) { g.setColor(Color.BLUE); g.fillRect(bullet.x+5, bullet.y-10, bullet.width, bullet.height); } //if the enemy dies remove it //Need to delete the current one and make a new enemy if(health <= 0) { enemy = new Rectangle(x, y, 100, 30); health = 10 ; } } /* * Always seems to create the enemy bullet in the same place *...need to figure a way for it to always fire * if within range of the player */ public void shoot() { readyToFire = true; if(!shot && enemy.x >= p1.x) { if(readyToFire) { shot = true; readyToFire = false; bullet = new Rectangle (enemy.x+45, enemy.y+65); by = enemy.y+65; bx = enemy.x+45; bullet = new Rectangle(bx, by, 3 , 15); System.out.println("Hi"); } } if(bullet.y >= 595) { bullet = new Rectangle(0, 0, 0, 0); shot = false; readyToFire = true; } bullet.y+=5; } public void collision() { //Collision between the bullet and the enemy. //Checks first if the player bullet is null //Checks if the bounds of bullet and enemy intersect if(enemy.getBounds().intersects(p1.player)) { setYDirection(-1); } if(p1.bullet != null && enemy.getBounds().contains(p1.bullet.getBounds())) { //setYDirection(-1); p1Score+=100; health-=1; p1.bullet = new Rectangle(0, 0, 0, 0); } } public void move() { enemy.x+=xDirection; enemy.y+=yDirection; //Checks if the enemy hits the left side of the screen //if so reverse the direction to the right if(enemy.x <= 0) { setXDirection(1); } //Checks if the enemy hits the right side of the screen //if so reverse the direction to the left if(enemy.x >= 700) { setXDirection(-1); } //Checks if the enemy hits the top of the screen //if so reverse the direction to the bottom if(enemy.y <= 30) { setYDirection(1); } //Checks if the enemy hits the bottom of the screen //if so reverse the direction to the top if(enemy.y >= 570) { setYDirection(-1); } } public void run() { try { while(true) { move(); shoot(); collision(); Thread.sleep(3); } } catch(Exception e){System.err.println(e.getMessage());} } public void setXDirection(int direction) { xDirection = direction; } public void setYDirection(int direction) { yDirection = direction; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public int getHealth() { return health; } public void setHealth(int health) { this.health = health; } public int getP1Score() { return p1Score; } public void setP1Score(int score) { p1Score = score; } public Player getP1() { return p1; } public void setP1(Player p1) { this.p1 = p1; } public Rectangle getEnemy() { return enemy; } public void setEnemy(Rectangle enemy) { this.enemy = enemy; } public int getXDirection() { return xDirection; } public int getYDirection() { return yDirection; } public int getPHealth() { return pHealth; } public void setPHealth(int health) { pHealth = health; } }[/source]
  11. Ok so my problem is in my game I have two enemies. One of them is human controlled and can shoot at will. The AI however, seems to be a little broken. In my shoot method in this class, which is the enemy class, I try to use the system for shooting that I used for the player and I call the shoot method in run so it continuously updates. I can get one shot off right at the beginning, but I can't shoot any more after that. I've tried everything I know...and now I'm basically stuck. I want to see if I can do more with this game but for weeks I've struggled to no avail trying to figure this out. Help please? It would be very appreciated. I can include the other classes if needed just ask. So maybe you can run the game to see what I mean. [source lang="java"]package game; import java.awt.Color; import java.awt.Graphics; import java.awt.Rectangle; import java.util.Random; public class Enemy implements Runnable { int x; int y; int xDirection; int yDirection; int health; int p1Score; int pHealth = 10; int bx; int by; boolean shot = false; public static boolean readyToFire; Rectangle enemy; Rectangle bullet; Player p1 = new Player(290, 15, 10); public Enemy(int x, int y, int health) { p1Score = 0; this.x = x; this.y = y; this.health = health; Random r = new Random(); int rDir = r.nextInt(1); if(rDir == 0) { rDir--; setXDirection(rDir); } int yrDir = r.nextInt(1); /*if(yrDir == 0) { yrDir--; setYDirection(yrDir); } */ enemy = new Rectangle(this.x, this.y, 100, 30); } public void draw(Graphics g) { //draw the enemy initially g.setColor(Color.BLUE); g.fillRect(enemy.x, enemy.y, enemy.width+5, enemy.height); g.fillRect(enemy.x+45, enemy.y+25, 15, 30); if(shot) { g.setColor(Color.BLUE); g.fillRect(bullet.x+5, bullet.y-10, bullet.width, bullet.height); } //if the enemy dies remove it //Need to delete the current one and make a new enemy if(health <= 0) { enemy = new Rectangle(x, y, 100, 30); health = 10 ; } } /* * Always seems to create the enemy bullet in the same place *...need to figure a way for it to always fire * if within range of the player */ public void shoot() { readyToFire = true; if(!shot && enemy.x >= p1.x) { while(readyToFire) { shot = true; readyToFire = false; bullet = new Rectangle (enemy.x+45, enemy.y+65); by = enemy.y+65; bx = enemy.x+45; bullet = new Rectangle(bx, by, 3 , 15); System.out.println("Hi"); if(bullet.y >= 595) { bullet = new Rectangle(0, 0, 0, 0); shot = false; readyToFire = true; } } } bullet.y+=3; } public void collision() { //Collision between the bullet and the enemy. //Checks first if the player bullet is null //Checks if the bounds of bullet and enemy intersect if(enemy.getBounds().intersects(p1.player)) { setYDirection(-1); } if(p1.bullet != null && enemy.getBounds().contains(p1.bullet.getBounds())) { //setYDirection(-1); p1Score+=100; health-=1; p1.bullet = new Rectangle(0, 0, 0, 0); } } public void move() { enemy.x+=xDirection; enemy.y+=yDirection; //Checks if the enemy hits the left side of the screen //if so reverse the direction to the right if(enemy.x <= 0) { setXDirection(1); } //Checks if the enemy hits the right side of the screen //if so reverse the direction to the left if(enemy.x >= 700) { setXDirection(-1); } //Checks if the enemy hits the top of the screen //if so reverse the direction to the bottom if(enemy.y <= 30) { setYDirection(1); } //Checks if the enemy hits the bottom of the screen //if so reverse the direction to the top if(enemy.y >= 570) { setYDirection(-1); } } public void run() { try { while(true) { move(); shoot(); collision(); Thread.sleep(3); } } catch(Exception e){System.err.println(e.getMessage());} } public void setXDirection(int direction) { xDirection = direction; } public void setYDirection(int direction) { yDirection = direction; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public int getHealth() { return health; } public void setHealth(int health) { this.health = health; } public int getP1Score() { return p1Score; } public void setP1Score(int score) { p1Score = score; } public Player getP1() { return p1; } public void setP1(Player p1) { this.p1 = p1; } public Rectangle getEnemy() { return enemy; } public void setEnemy(Rectangle enemy) { this.enemy = enemy; } public int getXDirection() { return xDirection; } public int getYDirection() { return yDirection; } public int getPHealth() { return pHealth; } public void setPHealth(int health) { pHealth = health; } }[/source]
  12. Thank you for the suggestion. I found a way to implement the destroying of the bullet upon impact. It now works correctly.
  13. Ah you could be right. I could probably do that but I don't know how to destroy it. I have looked on the internet but I haven't really found any good information. Any suggestions on how to do it?
  14. I copied the code from Eclipse because the adding it seemed to cut it off after 60 lines. I can fix it if you tell me how and you want it in the special box. Anyways this is the enemy class in my game. Currently what I have is a little tank that moves and shoots bullets at an enemy(moving square). When he shoots the enemy health decreases, it reverses the enemy direction and the score goes up by 100. My problem is basically that the collision detection seems to be random...Sometimes it will count the bullet as 1 hit...sometimes 2 or 3. I don't know why it's doing this. Can anyone help or give suggestions? All help appreciated. Thank you. package game; import java.awt.Color; import java.awt.Graphics; import java.awt.Rectangle; import java.util.Random; public class Enemy implements Runnable { int x; int y; int xDirection; int yDirection; int health; int p1Score; Player p1 = new Player(290, 15, 10); Rectangle enemy; public Enemy(int x, int y, int health) { p1Score = 0; this.x = x; this.y = y; this.health = health; Random r = new Random(); int rDir = r.nextInt(1); if(rDir == 0) { rDir--; setXDirection(rDir); } int yrDir = r.nextInt(1); if(yrDir == 0) { yrDir--; setYDirection(yrDir); } enemy = new Rectangle(this.x, this.y, 30, 30); } public void setXDirection(int direction) { xDirection = direction; } public void setYDirection(int direction) { yDirection = direction; } public void draw(Graphics g) { //draw the enemy initially g.setColor(Color.white); g.fillRect(enemy.x, enemy.y, enemy.width, enemy.height); //if the enemy dies remove it //Need to delete the current one and make a new enemy if(health <= 0) { g.clearRect(enemy.x, enemy.y, enemy.width, enemy.height); } } public void collision() { //Checks first if the player bullet is null //Collision between the bullet and the player. //Checks if the bounds of bullet and enemy intersect if(p1.bullet != null && enemy.getBounds().contains(p1.bullet.getBounds())) { setYDirection(-1); p1Score+=100; health-=1; } } public void move() { //enemy.x+=xDirection; enemy.y+=yDirection; //Checks if the enemy hits the left side of the screen //if so reverse the direction to the right if(enemy.x <= 0) { setXDirection(1); } //Checks if the enemy hits the right side of the screen //if so reverse the direction to the left if(enemy.x >= 780) { setXDirection(-1); //Add to score p1Score++; } //Checks if the enemy hits the top of the screen //if so reverse the direction to the bottom if(enemy.y <= 30) { setYDirection(1); } //Checks if the enemy hits the bottom of the screen //if so reverse the direction to the top if(enemy.y >= 570) { setYDirection(-1); } //collision(); } public void run() { try { while(true) { move(); collision(); Thread.sleep(3); } } catch(Exception e){System.err.println(e.getMessage());} } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public int getHealth() { return health; } public void setHealth(int health) { this.health = health; } public int getP1Score() { return p1Score; } public void setP1Score(int score) { p1Score = score; } public Player getP1() { return p1; } public void setP1(Player p1) { this.p1 = p1; } public Rectangle getEnemy() { return enemy; } public void setEnemy(Rectangle enemy) { this.enemy = enemy; } public int getXDirection() { return xDirection; } public int getYDirection() { return yDirection; } }