Last post was Jan. 22. Pretty sure it would’ve been still possible to post.
no i had 6 consecutive posts. It doesn’t allow any posts after 6 consecutive. I’m able to post now since you guys replied
Hey guys quick “update” on the game:
Well I took a little vacation from this project for a while to just recenter my thoughts. After a few weeks, I’ve decided to start up again on Astrofirm. I really want to finish this game and get it released into the world.
Currently I am working on Improvements to the terrain system and other aspects to the game.
So don’t give up just yet! :point:
I’ll be honest, I haven’t been working on Astrofirm (or any recreational programming for that matter) for a while. I’ve been a little stressed with school so I focused on that. But, since it’s spring break here, I took up Astrofirm again. I still intend to finish the game.
Here is a quick update:
Astrofirm: pre-Alpha 3.0
- I took out biomes for now (due to other changes)
- I revamped the GUI System. Astrofirm now have more responsive Buttons and Text Windows!
- I started a chunk system for the terrain. It’s not complete, but it has already improved performance by a lot!
- New Logo that changes color each time the game is loaded (made it myself :point:)
Screenshots:
New Logo:
http://i.imgur.com/w2u0ghs.png
New Gui is more uniform and easier to use:
http://i.imgur.com/rf8HSnK.png
What change made you remove biomes?
The Chunk change, I removed them for testing purposes. I have just been to lazy too add them back. They will be back though.
Working on re-doing minions:
I decided to go with a more simplistic look than before.
Also, I’ve added Biomes back in. Woo!
Looks good man!
I’m coding a website! I don’t know if I’ll finish it, but it looks pretty good for right now.
Ok, this post is just here to say that I am still working on this and here is what it is I have finished since the last update.
Change Log V.3.5(as of 6/5/2014):
- Seeds: You can set the seed and get the same world each time
- Loading Game+ Saving Game: 3 Save Slots
- New GUI Skin
- Pathfinding: Units now use pathfinding in order to get from point A to point B
What I’m working on:
- Bug Fixes (many)
- Gameplay (once this is done, I’ll release a demo)
- Engine Optimization (After I added Pathfinding, frames are at least 9 fps lower when pathfinding so that is unacceptable)
Screenshots:
next video when I get this version stable
I thought the main menu needed a little sprucing up so i did this:
http://giant.gfycat.com/DisloyalRipeGoat.gif
;D ;D
The gif really does not do the background justice though :point:
How do you think the UI text would look with some anti-aliasing on the text? I think it would look great but it could just be me (I love AA). Also, I think the blue outline doesn’t quite go with the background.
That said, the background is looking great. Keep up the good work!
Thanks, GUI and font textures are both work-in-progresses. I too think that the gui skin doesn’t really fit. It’s actually like the 3rd one that I have tried. :point:
Are you building your own GUI library or using something like Nifty?
Yup. I don’t like the gui libraries in LibGDX so I built my own.
A simple base design in Astrofirm–>
http://i.imgur.com/UqTGNMs.png
Yep, I’m still going
[EDIT]
A for Astrofirm (ooh corner shading ):
New little video showing off some new features in Astrofirm. Nothing in here is final, but I decided to release something since it has been a while since the last Update.
IWDqIX-CpgE
PS: it would be pretty sweet if you guys could Like, Favorite, and Subscribe in order to help make Astrofirm a bit more popular ;D
Cool work! This project has come a long way! (Love the lighting by the way. Especially at night)
If it isn’t already doing so, your lighting algorithm should react to solid tiles. It would look great.