UPDATE
new walking animation and char now holds weapons while walking
Skill editor is coded
Special effects now apply to skills and an assortment of skills are added, new mobbing skills, projectile skills etc.
Will post vid soon.
UPDATE
new walking animation and char now holds weapons while walking
Skill editor is coded
Special effects now apply to skills and an assortment of skills are added, new mobbing skills, projectile skills etc.
Will post vid soon.
I wish i could do something working that good but i’m stuck in the Network code which keeps my program throwing Exceptions :’( Art looks really nice, can’t wait to test it
Haha, if you want a good network library take a look at Apache MINA or I can opensource the networking library I wrote for Renoria if you or anyone else would like it
I’m working with KryoNet and i guess i’m okay using the library the problem is more about Sets/List/HashMaps in Multithreading ConcurrentModificationExceptions everywheeere
will there be like pvp areas in your game? or is it just pve?
Keep up the good work man. Your project seems to be coming along nicely.
PvP is already possible, but can only be enabled with a GM command right now
But there’s definitely going to be PvP areas, we’re just thinking about how to implement them right now
In fact any map can be turned into a PvP zone with an admin command right now.
As for ConcurrentModExceptions, instead of adding to collections directly, try and keep another collection for example
instead of
public void addSomething(Something obj) {
list.add(obj);
}
do this:
public void addSomething(Something obj) {
thingsToAdd.addLast(obj);
}
then later on..
while (!thingsToAdd.isEmpty()) {
list.add(thingsToAdd.pollFirst());
}
that should fix your concurrent modification exceptions, its just not safe to be iterating over a list while another thread is modifying it. Also, you might want to take a look at ReentrantReadWriteLock (what I use on the server to synchronize tasks), I use a write-biased version of the RWL to accomplish map locking.
Thanks man, really appreciate it
Development video update:
TH16Xc9Nang
Features buffs, mobbing skills, and a bunch of other stuff.
Looks promising. I would like to see you and another player fight the boss.
Make that your next video. 8)
Our next video will have Liera and Gemini and therefore won’t be a “Development” video anymore
Will feature more than 2 playres, but ofcourse we’ll spawn that boss again and mob it together
UPDATE:
Cant see it in this screenshot but I completely removed the engine’s dependency on AWT. Engine can now render TTF fonts directly in OpenGL
As a technical note, the new engine can only render GL_TRIANGLE but it has a high level API to do all sorts of primitive rendering like lines, ellipses, rectangles, polygons etc (all done with GL_TRIANGLES)
Also means support for touch screens and gamepads is coming
Completely abstracted out the input management system so it can handle input based on parameters, not based on physical devices like mouse position etc.
Game can run on a JVM with no awt with just LWJGL now
I’m thinking about making a version of the game with a stripped down JVM (OpenJDK7) and nearly all the main libraries (AWT, Swing, etc) removed as an executable file for the people who dont want to install Java.
And visual updates
New equipment sets:
New area (Liera):
Kinda still working on getting the above into the game but just thought i’d show some visuals as well
Can I ask you how do you do the animations? Do your artists draw like every single animation for every single skill? Or did you implement something like skeletal animations.
Artists draw most of the animations but I use programmatic animations to achieve some of the simpler effects, like sword swinging etc.
When will we get to play this epic game
I’m soooo amazed of this game!
I have another suggestion, though: Try to add more detail to the maps when you’re going to ‘ship’ them. I can see too many naked walls, it makes it kind of fell unreal or lifeless.
I know this is only kind of a pre-alpha development state, but I just want you to think about this when you create the maps in the end.
Also: When you create a building for example, instead of making it as big as it’s seen in the last pic, better make it smaller without that much naked walls. If you’re going to have to choose at some point, choose to make it smaller, it makes it look muuuch better in the end, believe me
Looks fantastic. I can tell that this game has a bright future ahead. Good luck with Alpha and beyond.
I’m actually working on a pre-registration form right now, I’ll put it online probably later today!
Anyone from JGO will be able to sign up their email on it, and you’ll get an alpha key when Alpha is ready
Alpha should be out in a month or two, the game is actually already in a playable state
Thank you!
Yeah, I understand the maps are pretty bare at the moment. We’re actually planning to add a lot more variety to the maps, for example more different types of tiles, glistening effects, more animated objects (to make it look more lively) etc. We’ll also be adding in NPCs, shops and a lot more map objects to the maps, I know they’re pretty bare right now
Thank you, muchly appreciated
Update:
Redesigned the tower, actually starting to redesign most maps and we’re creating a lot more detail in the map objects and also creating a lot more variety in them.
(Ignore the white artifacts around the tower, I just mocked it up in Photoshop to show everyone how it’s going to look)
Another little suggestion: Maybe push the view a little more upwards. Usually I don’t care about whats below me, when there is only ground below me. I think it’s better the more of the ‘real’ world is shown, instead of earth from the ground