Ruins of Revenge

Just something I’d like to show you guys: :slight_smile:

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This is created using LibGDX and Riven’s continuations library. As well as Tiled and the awesome Valkyre Stories Tileset.

See the sources/resources here:

Remember: That is a demo, it’s still WIP! :slight_smile:

hi,

your youtube link seems to be dead :wink:

Thanks, fixed! :slight_smile:

Great !
The tileset is indeed really nice. Did you use JBox2d to handle physics ?

Yes. But the tileset wasn’t completely drawn from Hanzo kimura, but he wrote that in the topic too.
Nope, I use libGDX’s port of Box2D :slight_smile:

What is “Riven’s continuations library”?

I belive it is this: http://www.java-gaming.org/topics/java-continuations-and-greenthreads/28337/view.html

yep. I use it for my entities.

Easy on the bloom effect now, guys… :stuck_out_tongue:

Awesome libs are awesome!

Some liberal application of setThreshold() would probably make the world look less radioactive. ;D

I really like the current look. It’s abnormally vibrant, but I think it’s great.

Thats what my brother said ;D

I’m playing around with “baseIntensity”, “baseSaturation”, “bloomIntensity” and “bloomSaturation” right now :slight_smile:

Choose the one you like!

http://dl.dropbox.com/u/45530199/Programs/RuinsOfRevenge/Blurs.png

3rd from the top-left is without bloom.

3rd to the right, 3 down looks pretty good. It’s crisp but not too crisp.

That one is almost the same as without Bloom :slight_smile: Looks like I’ll disable bloom by default then, and then give the user the settings…

I’d say 4 to the right, 4 down. Bloom should only affect bright things, but still be clearly visible.

Okey, but you have no comment on the saturation? I liked that one too, but I changed saturation there, and I didn’t like that aspect :slight_smile:

Just one question: Object’s shadows (tree, rock) are generated or are they from the actual tileset?

They’re from the Tileset.