16 Re: Game updates thread | ||
---|---|---|
Thanks . I've made more updates in the meantime, including a few new sprites, enhancements to the sprite editor, and other things I forgot about...
I'm not sure about an official release yet... I have time to add features and small things, but I'm not sure if I'll have time to go through the ordeal of packaging and documenting everything . |
||
17 Re: Game updates thread | ||
---|---|---|
Tile groups are now working.
For example, this allows you to lay down a 6x6 tile house, including obstacles, using a single mouse click . |
||
18 Re: Discussion on resolution | ||
---|---|---|
I guess there is a lot of quietness here, but I did bump up the resolution for the Tile Editor now.
This allows me to easily draw tiles using the touch screen of my new netbook. Especially for decorations etc. it should now be much easier and faster to make tiles. I will also create a portrait and item image editor in SMEE, so that people can easily draw portrait and item images as well . A downside of this is that SMEE is heavily optimized towards a 1376x768 resolution now, but I think that this may be a good decision for the longer term . |
||
19 Discussion on resolution | ||
---|---|---|
Hi everyone,
Given the recent developments in electronics, it seems that nowadays even phones and small laptops are using relatively high resolutions, e.g. 1376x768 for my new 10" netbook and an even higher one from my phone. Now I'm considering to bump up the resolution of SMEE to that resolution, to allow more space for developing, and to enable the tile editor to be more easily operated with a touch screen. What do you guys think of this? (I might also bump up the game resolution, but for the time being I'll simply modify the scale factor perhaps...) |
||
20 Re: Game updates thread | ||
---|---|---|
Thanks . I don't promise any new demos soon, and I expect progress to slow in the near future, but at the moment I am putting in some interesting things. I somehow feel I want to throw in a bit more story flavor and gameplay before making an official release.
For one, I started on a second large town (Talakku) and I am also implementing a mechanism for Tile Groups. Tile Groups will allow you to lay down multi-tile structures (e.g. large trees, houses or towers) with a single mouse click. Tile groups will be simplistically stored as a set of numbers, and will be tileset specific. The main advantage of Tile Groups is that it saves me time in making maps, and...on the long run... that it makes it much easier to build a sophisticated random map generator. |
||
21 Re: Game updates thread | ||
---|---|---|
And another update today. I put in the new context menu interface for the walkabout maps.
In addition, it is now possible to switch party leaders, allowing you to do dialogues with a different character. In time I will also add mechanisms that will adjust how NPCs will respond to different party leaders . |
||
22 Re: Game updates thread | ||
---|---|---|
Revision #100 has been comitted . This revision contains a fully working church of the question mark puzzle quest, and I started on pictograms for a better walkabout interface. I also made exp and gold giving case insensitive.
|
||
23 Re: Game updates thread | ||
---|---|---|
Custom AIs are relatively easy to make by the way. All the AI code resides in AIEngine.java at the moment, and the moving strategy (which goes through a point scoring system for each accessible tile) is defined in one, relatively short, function.
|
||
24 Re: Game updates thread | ||
---|---|---|
Well, the default mode charges in if an enemy is within range. However, it will only very gradually move towards the player when an enemy is not in range.
In aggressive mode, the 'range' is deliberately extended by a factor 3, and the enemy will prioritize closer ranges over longer ones, but even enter a longer one although it may not be able to attack yet that turn . The AI system is very easy to change, so I'll just see how these ones work and change them, or add new ones. The type is just an entity specific variable, so I could have it easily changed by land type, or through events if convenient . |
||
25 Re: Game updates thread | ||
---|---|---|
And today I enhanced the AI. There are now not one, but 5 AI modes.
random, aggressive, careful, default and healer (latter one seeks friendly units as well as enemy ones). I still have to implement enemy spellcasting, but this is an important step towards it. |
||
26 Re: Game updates thread | ||
---|---|---|
Hey Elv,
I forgot to answer this, but currently the sprite editor is still sort of grafted to SMEE. I would have to split off the code in a separate exercise for that, but you can use it in its current form already. Today I fixed a few small bugs and I added a blur button in the tile editor. While at it, I blurred a few of the terrain tiles, so that the soil on the walking maps becomes a bit easier on the eye... |
||
27 Re: ShiningSource.org is back | ||
---|---|---|
Hey Ty,
I do notice that my latest commits are not popping up on the project page. Do you know perhaps why that could be? |
||
28 Re: ShiningSource.org is back | ||
---|---|---|
Oh, that looks brilliant!
Now all I have to do is to make my unofficially released content consistent with the project page by officially putting it up . Well done |
||
29 Re: First Beta of Shiny Sword: The Dark Dimension (working title) | ||
---|---|---|
Hey Ty,
Brilliant! Thanks a lot for all the nice words and comments, and please do feel free to leave any additional comments here and even to commit changes to the game's source code. The current version also still packs a sprite editor which can be used for other games (click the strawman symbol in SMEE), but unfortunately I've been too time constrained the last few weeks to add any major features. But the game is on my radar, and I definitely do expect to boost it further in the coming months, and make the early battles a little easier and more numerous . |
||
30 Re: Game updates thread | ||
---|---|---|
Added a Guard Barracks quarter, and implemented a first rebels quest. I also made several new guard sprites using the modular sprite editor.
The color replace buttons are in now, but the widen buttons may not arrive at all (they seem less practical than I thought ). |
||
Pages: 1 [2] 3 4 ... 74