How do I play the demo? I can try out the editor but I can’t play. When clicking on “Clash!” I get a message: “Coming soon”… ???
This is only the army editor for now !
The sandbox is coming in a few weks and later online play ! (working but need refactoring)
So try the army editor and share with us some of your creations
Hi all !
No news since a long time but I am still hard-working on the game.
Changes since two months :
- new musics and sounds
- IA (a bit basic but hard to beat !)
- UI polishing
- new animations
- auto-updater
- lots of bugs fixes
- and much more !!!
We plan a stable build for the end of the year, and then we’ll add much more content.
The game is now on closed alpha, contact me if you want to try, create and play with us !
You can find us on steam, here :
http://steamcommunity-a.akamaihd.net/public/images/sharedfiles/ig/greenlight_browse_logo.jpg
Here are some new screenshots showing you the progression :
Stay tuned for more soon !
Hi all,
Still working hard on the game and a lot of things evolved !
- Multiplayer is now much more stable and quite fun to play
- New armies : Qubmans and Orcs ! Still not definitive, they will greatly evolve (more armies yet to come)
- Game balance is on a good way and much more efficient now
- New ground textures : grass, rock, sand, moving water, …
- Added an intro
- Polished edition of blocks
- And a lot of new stuffs, for the ones that didn’t try since a looong time
Here are screenshots of the new armies :
qubmans
blorcs
And the new trailer :
ToRD9PR5dcQ
You can download latest alpha build here : download link
(you need at least java 7, game has an auto-updater included for next releases)
Hope you’ll like new improvements, more to come,
Stay tuned !
Looks great by now and you could get quite some response putting it on steam if you do it right!
But your trailer still has some flaws, maybe go less the “I show you my gameplay and tell something quick storyish on top of that” way but rather do something a bit shorter, with more frequent cuts, leaving more space for imagination?
Edit: Also the music seems to have some points where it suddenly changes for no obvious reason, making it seem a bit thrown together…
yes you’re totally right
I’m a very poor graphist and video editor and it’s all I was able to do with my little experience… and it was urgent to make another video because the old one was really a problem ! (damn worst than this one !!!)
the game is on steam since a few months, but I put it way too early, it’s just playable now and was not a few months ago.
A quick graphics suggestion, if you can, make a little ambient occlusion appear between the building’s/player’s bottom and the ground. Because you have AO on your cubes (presumably the per vertex AO type that most voxel games use) it looks strange to have none appear on the ground.
you’re the first remarking that
Crashed for me, here’s the contents of 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:115)
at com.clashtune.ClashTune.render(ClashTune.java:93)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
EDIT:
Never mind, old version. Not really sure if it’s relevant anymore, sorry!
Maybe I’m the first to mention it, but I doubt I’m the first to notice it.
@Ecumene, it’s not relevant anymore
@Slyth2727, here it is :
it’s quite subtile on non square buildings, but definitely better now.
buildings can be on “half-cube” (tiles are 12 cubes wide and buildings can be between 5 and 12 cubes wide) so buildings and ground are two totally different meshes.
I had to create a kind of transparent plinth with AO and insert it between ground and building. it seems to do the trick !
(for everyone, I’m most often on steam : “toastnpix”, if you want to talk more in-depth or give a try in multiplayer)