Phantasy Blade

Your last screenshot looks a lot better zoomed in, but I preferred the graphics looking more sharp.

There was a cool utility written by Kev Glass that scaled sprites 2x or 3x while still preserving sharpness… but I can’t find it :-\

It’s referred to here, but there’s no links to the source:
http://www.java-gaming.org/index.php/topic,10583.msg83581/topicseen.html#msg83581

Can’t you just use nearest neighbor instead of a linear filter?

Yeah good idea bilinear filtering would look much better.

But that scale2x program has some weird algorithm that just looks much better for some reason, can’t remember what it does exactly

I have a feeling you are talking about this:

http://slick.cokeandcode.com/demos/scalar.jnlp

That’s it! ta. Let it loose on your sprites CyanPrime, it could make them look a lot better when zoomed in. You could also touch up the scaled versions by hand in paint.NET too.

This wikipedia article has various methods.

[quote]My opinion is that each banner is annoying and disturbing, no matter how pretty it is.
I think that images in sigs should not be allowed on this forum. Sorry for being off topic.
[/quote]
I personally would disagree, in this case and also in general.

OnTopic:

Its very good!
Everything is working perfectly

However

  • I see red hitboxes ? maybe this was mentioned before…
  • Walking is so DAMN slow that I just dash attack in the direction
  • collision detection with the sword and he enemy @ dash attack is a little to precise, making it harder to hit than it would have to be
  • one thing you should really change is: usage of Z button. Other Keyboard Layouts have some buttons elsewhere, Z and Y are swapped for some keyboard layouts (like the german)
    which makes it awkward to play obviously

I will play it more later

Still needs a lot of tweaking, but it’s getting there.

  • The enemies’ sight boxes make them seem incredibly retarded. The fact that I can stand directly next to one and cut him over and over without him noticing is silly.
  • In the beginning, you can do a sword charge even though you have no sword.
  • The eraser gun seems like crap. It uses 3 bullets every time, so your ammo runs out incredibly quickly, and it does practically no damage. I’d rather have a very high damage, low ammo weapon, or a very high ammo low damage weapon.
  • The enemies and the characters’ total allowed actions still are not lively enough. Being able to do different key combinations to spin attack and like would be nice. It would also be nice to be able to fight enemies without them literally walking on top of me to kill me (the player/enemies should be knocked back when they take damage, for starters).
  • The enemies really need to move in a pattern instead of randomly. It’s important for the player to be able to predict what they will do, dodge attacks, etc. Think Zelda. Some will see you, run in place for a moment as they “build up speed,” then come charging in a straight line at you. This gives the player a chance to time when he should move aside. Others shoot arrows at where you’re standing, and others just move in crazy circles or weird patterns. Either way, they all have absolutely no randomness whatsoever. And this really is an important feature of games like this. The player can’t feel like they’re on for a wild ride where they hope they can get lucky in order to win. It needs to be all skill.
  • The last two enemies (I have no idea what they are) are just stupid. The fact that the moment I enter their site box I become insta-dead and have to redo a bunch of crap is just dumb. Perhaps they should do one damage like everything else? I really don’t understand the reason for making them so stupidly powerful. I would do a charge attack that would hit them in the back, travel through them, and then end up within their site box. And then I would die instantly. Hip hip hooray.

:slight_smile:

looking very good ;).

very polished.

I also think you should be able to push back the enemies.

Also, I think that the enemies should have a attack animation so you can roll away and dodge it.

I like the graphics though, and the music is nice.

EDIT: also, what do I do after killing the boss?

Good progress, much improved over the first “alpha.” Besides the other issues already noted, it seems that after you die, enemies still get hurt when walking over the sword laying on the ground. The “last boss” killed himself by repeatedly walking over my sword.

The overall graphics for this game is quite easy on the eyes. The HUD is coming along nicely, but I think it can be cleaned up and evened out further to have easier readability and simplification. I like the acrobatics in the game: how you can dash, drive your sword into a enemy and much more. Keep up the good work!

Phantasy Blade is coming back into development!
-New collision detection algorithm is perfect tile-based collision!
-New graphics artist and style!
-New music and sfxs!
-New enemy AIs!
-New items to play with, and solve puzzles with!
-New puzzles!

Phantasy Blade is coming… again…
*These things will be in the final product, but so far I’ve only gotten a new graphics artist and the collision detection, and am working on the enemy AI.

Reported Attack Page!

Sorry, wont go there.

More info:
http://safebrowsing.clients.google.com/safebrowsing/diagnostic?site=http://prime.programming-designs.com/java/phantasyblade.jnlp&client=googlechrome&hl=en-US

20 exploits found.

Yeah, it’s the main site www.programming-designs.com that’s infected. I’ll put PB on another host in the next release.

Also, what do you think of the dash? Should I keep it like ALTTP, or should I change it to a attack-less run like in Modern Warfare or something?

Okay, I’ve updated the link in my sig to the host.
The url is now http://cypri.phppoll.org/java/phantasyblade.jnlp

This demo will show off the new collision detection algorithm, one new enemy AI, and the new Gun, which is actually good now.

Also, what do you think of the dash? Should I keep it like ALTTP, or should I change it to a attack-less run like in Modern Warfare or something?

The dash is weird, it uses the sword but you can’t do the normal slash with the sword until you find the sword item. That just seems odd.

Huh? I fixed that already though. clean out your cashe maybe? Also remember to click on my sig to try it and not the first post.

Right at the beginning there’s an exception thrown:

java.lang.NullPointerException
	at java.io.ObjectInputStream$PeekInputStream.read(Unknown Source)
	at java.io.ObjectInputStream$PeekInputStream.readFully(Unknown Source)
	at java.io.ObjectInputStream$BlockDataInputStream.readShort(Unknown Source)
	at java.io.ObjectInputStream.readStreamHeader(Unknown Source)
	at java.io.ObjectInputStream.<init>(Unknown Source)
	at Game1.readLevel(Game1.java:466)
	at Game1.update(Game1.java:435)
	at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:657)
	at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:408)
	at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:318)
	at Game1.main(Game1.java:924)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
	at java.lang.reflect.Method.invoke(Unknown Source)
	at com.sun.javaws.Launcher.executeApplication(Unknown Source)
	at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
	at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
	at com.sun.javaws.Launcher.run(Unknown Source)
	at java.lang.Thread.run(Unknown Source)

Also the sprites and UI look a bit messy, I am not sure if its because of the exception or not:

http://img208.imageshack.us/img208/477/phantazie.png