Far From Home [Alpha 0.5]

You got Java 7 or 6?

(That might only apply to eclipse. Open it with 7zip or whatever and checkif it’s done properly, because here it’s fine)

Java 6.

Then try Java 7.

Non-Blocking IO is worth it.

Edit: We’re filling up the ‘latest posts’ ;D

yep it was a Java 7 problem, updated to 7 and now it works :slight_smile:

Masteryoom, update yours to Java 7.

Cool.

Decided to start working again instead of taking a break.

Should have the patcher working for dev builds soon…

I’ll update tomorrow.

My (New) High-Score: 242 ;D

This time no shortcuts.

Okay, I updated the patcher and you can now download the Development Builds.

You will need to redownload the patcher for the new option. Hopefully there won’t be too many patcher updates in the future.

These builds may or may not be stable, so don’t expect them to always work and be prepared for failures. (but I am quite thorough so it’s not very likely).

In the latest Dev build: 10/11/12

Zoom in and out by pressing the + and - keys.
Sharp Stick (replacing the Slicer) does less damage.
Killing a Zombie has a chance to drop a “Severed Arm” which does the equivalent damage to the old Slicer.

Have fun, and I might have another Alpha out tomorrow if things go smoothly (which they won’t ;)).

You do?
From the screenshots it looks like EXACTLY the same.

There is a new Dev Build out: 11/11/12

I may have an Alpha out too later today.

Edit: 1000 Views! Thanks people!

Got a GUI working.
Almost got a ‘crafting’ system working.
The crafting system will be very different to other games such as Minecraft/Terraria. :slight_smile:
Wait until I release it before you comment on it. :point:

Oh, and I’d like to thank princec for explaining how his GUI works in some old thread.

I made a GUIArea class which can hold other GUIAreas and it passes render calls and clicks down from the ‘top level’ GUIArea.
I also made a GUIManager class which passes render calls and clicks to the top-level GUIArea to avoid adding more junk to my Main class.

AND IT WORKED FIRST TIME!
(not even a NullPointerException)
But it caused a memory leak with opengl which meant I had add some checking methods to avoid GUIAreas being put in the same place as another.

For anyone who needs help with GUI in opengl but doesn’t want to waste time with TWL, I will release source. Be warned. It has virtually no function apart from input and rendering.

But now I need help on rendering text… ???

Im not really sure what this game is about. :-X

Well, that is because the engine is still being heavily worked on, because I released the first Alpha too early.
Hopefully, once the engine is complete, the first few stages of the story will be playable

The general story I’m aiming for in this game and any possible sequels is you are far from home, something makes you turn back, and are stuck between reaching home with a potentially huge sacrifice, or havig a high probability of never returning home at all.

Anyway, I haven’t written out a full story (what I have already is secret for now), so here is the general idea:

You are on an adventure with the majority of the town guard far away from your town. One morning you wake up, and everyone is gone and the camp is in ruins. Expecting the worst, you decide to head back home, and as evening comes, your fears are right. Monsters have somehow entered the world, and they are heading for your town, overwhelming everything in their way. You realise that to save your town, you have to get home before the monsters. But even if you get home, you will need a miracle to save it…

And the rest will happen in the game.

Oh yeah!

Got crafting working! (a few bugs to squash though)

Soon an Alpha will be ready! (just need to make it more obvious which inventory slot is selected)

Far From Home Alpha 0.3 has been released!

Read the news for details and help.

Make sure to download the STABLE RELEASE, as the Dev build is not updated yet.

HAVE FUN, and leave a comment or ideas for the game.

Far From Home Alpha 0.4 released!

In this version I quickly added a help screen.
Press F1 to view it.

At first I was given a log, and I could get a while stack of logs from just putting it into the top left menu thing (mouse unlocked) and taking it out again, I was able to put the log into multiple spots which gave me more for nothing. Just thought you’d like to know :slight_smile:

I’m sorry, but I was unable to reproduce the bug.

Are you sure you only had 1 log, and not more?

You can see the quantity of the selected item in the window bar. (just in case you didn’t notice)

I added in a feature where if you are moving a stack of more than 1 between inventories that you don’t have to keep going back and forth, you can just keep clicking until it runs out.

Anyway, if you could give more info, it would be of great help.

I realised the game was lacking in some parts of the graphics, so I’m going to be working on Alpha 0.5 for a bit instead of going straight to Beta 0.1

Anyway, it’s looking quite Awesome at the moment, and no huge bugs. (except for the possible glitch above ^^^)