Astrofirm

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? :frowning:

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!

new Video ;D:

_mYKLg6fIQU

I’m coding a website! I don’t know if I’ll finish it, but it looks pretty good for right now.

Screenshot (it’s big so i provided a link):

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 :stuck_out_tongue:

[EDIT]

A for Astrofirm (ooh corner shading :slight_smile: ):

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.