[Java2D] Izzy's Revenge

Hi all!

I want to indtroduce you Izzy’s Revenge, a 2D HD platformer based on a steampunk environment. I’m making it using plain Java2D. Yes, yes I know most of you recommends not to use it, but I take it as a personal challenge :P.

I’m very thankful to this forum for several tips I learned from it, speacially how to make some fake lighting (http://www.java-gaming.org/index.php?topic=26851.0).

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https://dl.dropboxusercontent.com/u/96150028/tigforums/izzysnapshots3.png

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any comment will be appreciated, thank you!!

seems to be nice !

The animation of the character is really cool and the dynamic lighting will certainly help a lot to build a cool mood for indoor levels :slight_smile:

keep up the good work ! I hope to see a playable demo soon :wink:

Great work! I really like the parallax backgrounds, you did a good job on those :slight_smile:

-Pickle

Thank you very much for your comments.

Once we have new gameplay/demo I will upload it.

Nice lighting :wink:

Biggest gripe I have with java2D is the fact you can’t get accelerated additive blending…

Hi! while the artists are reworking Izzy’s animations and designing the first level. I’ve been working on a trigger system. We want to add several features via buttons and invisible triggers like objects movement, lighting effects or monster spawning. I 'm working on some type of trigger that allows any combination of such events:

https://dl.dropbox.com/u/96150028/triggers.png

We have some of them already implemented:

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While I’m adding new features into the game, one of our artists is having fun making death animations!

Pretty good, but the first frames seem quite fluent to me whereas at the end it jumps to the final one.

*Fluid.

And I agree, it needs an extra frame before the last one. Plus it looks incomplete, like she should be falling over on her side instead of holding that kneeling pose.

Thanks!! I personally agree with you! The artist wanted to speed up the final part, but she has to add at least one extra frame.
About the final position, good point, maybe we have to thing about it a little bit more.

P.S. Beheading is also being considered, I’m figuring out how to implement this:

I agree, there is something odd in the direction she is facing at the end.

I convinced the artist to improve the animations ;), meanwhile i’ve been working on a configurable particle system. We want to use them for many effects, like smoke, fire or blood:

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We tried to add as many configurable parameters as possible, like disperssion, external forces, or random selection of different particles:

https://dl.dropbox.com/u/96150028/particle_menu.png

Hi all! Today I want to show you some artwork of our level artist. The first level of the game is Izzy’s house, wich is will be used for introducing the game history and gameplay.

It was quite hard to decide the art style, specially if we should do a pure 2D (side view) game or add some perspective to the levels. At the end we decided to choose the second option, although it forced us to do some modifications in the game engine.

https://dl.dropbox.com/u/96150028/Pablo/Boceto3.jpg

https://dl.dropbox.com/u/96150028/Pablo/BocetoSalon.png

https://dl.dropbox.com/u/96150028/Pablo/SalonDef.jpg

https://dl.dropbox.com/u/96150028/Pablo/HabitaciónIzzy.jpg

You can see full post here: http://www.indie4fun.com/post/39200643151/backgrounds-izzys-house-pablo

I just finished a simple way of doing hot air or water distortion effects in Java 2D. It is made with a particle generator, where the particles are portions of the original screen slightly translated and very transparent:

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I’m considering this for my own upcoming game, and I just wanted to know how difficult it was to implement. Was it difficult to make the hitboxes for the obstacles?

awesome effect! I love it :slight_smile:

In my opinion this project is outstanding!! It looks adorable and you seem to be moving into the right direction with it. At least the artworks look fantastic. And the whole technical stuff with the real-time-editor and the effects. And all this in Java2D? I can hardly believe it. Keep up the good work!

Thanks all for your comments! The two artist are quite talented, but they don’t work as much as I would like :stuck_out_tongue:

Jimmt, the problems related with perspective were due the lighting system. I had to remake the shadowing part. Also, I added oval shadows at the bottom of the objects. Also, the builder is still pure 2D and (more or less) tile-based, so we have to fake the perspective.

For example, the floor is divided in two parts, the top part is just part of the background and the bottom part collides with the character:

https://dl.dropbox.com/u/96150028/temp/to_javaGaming_colision.png

Anyways, we are just starting to map the levels, I’m sure that new problems will appear!!

About the distortion effect, it is made in a quite easy way. Even java 2D can handle it! :stuck_out_tongue: It is just a particle generator (origin at the cyan square). The particles are fragments of the background image, with some shift. With a low alpha value they mix very well with the background:

https://dl.dropbox.com/u/96150028/temp/to_javaGaming.png

Hi! we added sound capabilities inside the game thanks to the Tynisound library. It worked great! We added environmental sounds.

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Jimmt, you gonna love this update!

We have been working all this month trying to figure out how to use perspective correctly. We wanted to do a modular scheme: create any room size from a few tiles.

The first attempts gone quite bad: everything was too complicated and looked broken:

https://dl.dropbox.com/u/96150028/blog/guille/fail1.png

After a while, we tried to simplify the idea as much as possible:

https://dl.dropbox.com/u/96150028/blog/guille/better.png

With this new set we finally managed to get nice results:

https://dl.dropbox.com/u/96150028/blog/guille/actual.png

Also, we have updated the map builder with several tools that we realized they are very useful like undo/redo, add invisible colliding elements, dragging elements or copy/move big level areas:

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PS. Maria is still working hard trying to improve Izzy’s animation as much as possible. As we are not rich she has to use cheap, not orthodox methods:

https://dl.dropbox.com/u/96150028/blog/guille/foto.jpg