thanks !
no it’s definitely not an easy genre to develop, especially the network debugging !!! (not coding, but damn debugging is hard !)
what is your project ?
new version out !
download dev build here : https://www.dropbox.com/s/kwrqel34vm2ix6j/clashtune_nightly.zip
lots of improvements :
- new UI
- new shaders
- new logos
- still a lot of bug fixes
First, really nice GUI and very cool graphics/surroundings.
The ingame GUI was a little bit confusing at first, but I found out that you need to press ‘sandbox’ to place stuff. I would prefer this at the bottom bar like in most games when you want to build buildings/players.
When I pressed on a building (tower/castle whatever), my screen turns black (when I pressed escape it came back though).
This was the exception I got in error.log:
java.lang.ClassCastException: com.clashtune.engine.rendering.drawable.unit.units.DrawableUnitJump cannot be cast to com.clashtune.engine.rendering.drawable.unit.buildings.DrawableBuilding
at com.clashtune.scenes.sandbox.layers.widgets.WidgetSandbox.act(WidgetSandbox.java:84)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.clashtune.engine.InputLayer.act(InputLayer.java:33)
at com.clashtune.scenes.battle.layer.BattleUILayer.act(BattleUILayer.java:145)
at com.clashtune.scenes.sandbox.layers.SandboxUILayer.act(SandboxUILayer.java:48)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
at com.clashtune.engine.Director.update(Director.java:117)
at com.clashtune.ClashTune.render(ClashTune.java:100)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
At least I suppose it has to do with this building thing (and not with the error when I placed a horse while moving the map so the program freezed, which I had only the first time), but that building problem remained and I didn’t get that exception again.
When I press quit (in the game), the screen goes black and doesn’t react to anything. error.log:
java.lang.NullPointerException
at com.clashtune.scenes.battle.layer.ui.BattleUI.update(BattleUI.java:180)
at com.clashtune.scenes.battle.layer.BattleLayer.act(BattleLayer.java:404)
at com.clashtune.scenes.mapeditor.layer.MapEditLayer.act(MapEditLayer.java:55)
at com.clashtune.scenes.main.layer.WanderingUnitsLayer.act(WanderingUnitsLayer.java:51)
at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
at com.clashtune.engine.Director.update(Director.java:117)
at com.clashtune.ClashTune.render(ClashTune.java:100)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
A graphical funny detail: the horses are a little bit small with respect to villagers (the buildings too).
But as already said, the art looks really awesome in my opinion and menu/game is really smooth (like when you place buildings on top of villagers etc.).
I hope you can do something with this feedback (that’s where you posted this game for, right? ).
Edit: I did get that first exception again, when I closed the game instead of pressing ‘escape-quit’ (which gave the second error).
I investigate right now !
Should take only a few minutes…
- Wow ok, just I just reproduced the first bug : I have to build some units then click on a building and boom !
-
I reproduced the second when trying to quit the game and having a unit selected in the sandbox tab.
Fixed and reuploaded !
Thanks for your feedbacks !
About the sandbox :
The sandbox is totally a debug tool, so I will only keep it in future versions for debug purposes and the menu will be hidden.
(in fact, all the tabs you see on the right are only for debug)
I plan to add much simpler tool, probably in the army editor or near, to test units fighting with others, displaying some stats, for army tuning purposes (for maths nerds )
About horses (and units in general) :
All units have to respect a certain size (which is 8x3xheight[8-12]) so for now they will be small. It’s part of the graphical choices I made at the beginning of the project. I didn’t want to have enormous mounts and wanted to keep units quite simple.
The goal is to design beautiful and stunning units with only a few cubes (which was hard when I started designing this default army. lookt at the blocks editor, there is a probable some spongebob characters )
Despite the graphical choice, there is also a very critical strategy aim : when you’ll fight online, you’ll meet totally different armies, in design and in abilities. So I don’t want to add another layer of complexity when dealing with enemies units, too big to take a path or another, blabla. It will be hard enough to find which strategy to use against other armies
About buildings :
Their size is a mix of graphical choice and game design problems.
When I began working on the game, I used little boxes for buildings. They were in 3d and every other things was 2d. And it was graphically effective. So I decided to keep this unreal aspect ratio between units and buildings when I switched to full 3d. After all, in every RTS the buildings aspect is totally unreal, warcraft, starcraft, … and I like the way it is ! Like for units, it’s much much easier to design a 8x8x12 cubes building than a 32x32x24 building !
For the game design aspect, it’s due to the army tuning : when you create a building and set abilities, stats, design, etc. why would a building be bigger than another one ? How should I calculate building size according to abilities ? The more abilities -> the bigger ? What should be the step between a building taking 1 tile to a building taking 4-square tiles ? But on the other way, you could recognize important enemies’ buildings only by their size ?
Some questions are still unanswered, but for now I try to keep some aspects simple.
I am totally not closed to the aspects of sizes, but it is too son.
And I have a lot of ideas to implement, so I must calm down on functionalities to focus on a effective and stable version.
And later we’ll see.
If the game is a success ( )
for those interested, I just put the game on greenlight !
http://steamcommunity.com/sharedfiles/filedetails/stats/283021930
This just looks painfully awesome!
Great work!
Cheers,
Kev
thanks !
ok so now, I’m actively looking for an artist mainly for the UI and probably for some some others things !!! (logos, icons, screen arts…)
If you are interested, MP me and we’ll discuss about it !
Thanks
currently working on the army editor design, here are some screenshots of the work in progress.
let me know what you think !
Not sure, but doesn’t this break completely with your game’s color scheme?
the army editor redesign is the first step before all the other screens !
Other than yellow, I’d prefer the background of panels to be white with 25% transparency. I think that fits the logo style too.
I’m still looking for a 2d artist, if anyone is interested
:point: I’m interested!!!
send me by pm some of your works
new logo, new army editor, first demo !