Take this whole week and build up the game then release a video. Let’s see a weeks progress over a daily one
What video editor do you use? What sound editor?
Take this whole week and build up the game then release a video. Let’s see a weeks progress over a daily one
What video editor do you use? What sound editor?
For video I either use windows movie maker or Sony Vegas.
For standalone sound editing I use Audacity but Vegas is pretty damn good for sound editing on it’s own too.
All visuals are done in paint.net.
Nice videos but I think they can be shorter…
The videos aren’t shorter because they aren’t productions, they’re raw footage that isn’t trying to please anyone honestly. If they’re done with the video they can exit it.
When I get to making a trailer, I’ll focus more on length
EDIT: Basically saying that I’d prefer to spend more time on making the game than chopping the dev videos
Made a lot of bug fixes in the past few days, along with a few new additions.
There’s not much that can or will be said, but the two things i’m ecstatic about are the rain effects, player projectiles, and RPG text dialogue popups.
Gonna get around to adding some clouds too, but it looks pretty damn good already. The other additions can be left unsaid for now.
It doesn’t look like you’ve enabled terrain tile flipping for the overworld. Maybe you should do that. I like the new background. I am not a fan of your trees still. It appears that in the second image the tree was decapitated.
One thing I wanted to know: Is your world static or randomly generated :o
It’s randomly generated. Player types in desired world dimensions and a seed if they so choose to.
Just enabled block flipping in the foreground as well.
Congrats you have made a simplex terraria so far haha
Added lightning, clouds and fog. This will be the last post for a while.
EDIT: It’s from this thread: http://slick.ninjacave.com/forum/viewtopic.php?p=25063
Terrain generation is being redone to be more interesting. The new system is also more efficient allowing for massive worlds (biggest I’ve tested is 4000x2000) and so far it’s been generating up to 3 times faster as well! Here are a few primitive examples, as ores and other blocks need to be re-implemented.
It uses a Java port of the Accidental noise Library found here http://www.java-gaming.org/index.php?topic=29439.0 and the methods described here: http://accidentalnoise.sourceforge.net/minecraftworlds.html
There are four terrain variations:
The height difference between the bottom of a lake and a mountaintop can be up to 400 blocks, so getting around the world will be a task once mobs begin to spawn naturally.
Cave generation has also changed as you can see, and I am a much bigger fan of the new caves as well.
Ores have been re-implemented and the cloud biome has been redone since I am way better at noise. it also turnss out that the reason worlds took so long to generate was because I had been creating 5 new perlin instances inside of the for loop that generates the block array.
Either way it was a learning experience and I got better terrain generation out of it
Anyway, here’s a massive 4000x2000 world that contains all of the land types.
all of the weird colors are different ores and I feel that they are spread out properly.
notice how high these mountains are as well, they cover most of the map.
NOTE: Sorry for the huge image size, but shrinking down a world this big really takes away some of the glory.
Next to be re-implemented are the digital deep biomes.
There are some new visuals, let me know what you think!
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EDIT: The scrolling clouds are from OpenGameArt
I like the clouds! Nice job on them, graphics and scrolling wise. But I would say around 2:50 in the video, when the player is on the high platforms, the platform and cloud colors are very similar and it’s kind of hard to see where the platform is.
Thanks for the input, i’ll keep that in mind. I may tweak the platform colors a bit but the cloud biome is for later in the game and needs to be difficult to navigate around for it to work properly. But you do have a point because the platforms use almost the same palette… hmmmm
The clouds could use some rounding, it’s a bit to jaggy for me.
Not sure if you’re working on this already but try to make the water flowing smooth.
Also I don’t think the scrolling background fits with the game’s sprites.
But gameplay wise it looks good.
It’ll look better once I implement neighbor awareness in background tiles. I agree it is a bit jagged.
Other than that, I added particles for things like torches, and Mobs now spawn naturally. The game is pretty interesting to play when I get rid of my OP Dev Tool.
They use Slick’s built in ConfigurableEmitter class which takes parameters from an XML file.
Finished two new tracks for the game’s soundtrack.
One of them is a calm piano piece, while the other is my first attempt at a hardcore boss theme.
How are they?
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Wasn’t a big fan of the first one. I used to turn minecraft music off them I played it. The second one however is a nice one for your title especially. Its very upbeat and attention getting. Whatever you want to use it for tho
For piano music it’s either you love it or you hate it haha. But if you liked the second track then you’ll probably enjoy the teaser I just uploaded. Although it was made primarily for people who have never seen this project before.
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Nice. The sun was very, very obstructive in one part. The colors don’t match the actual game like whoever above suggested a while ago.
It was all like,
[quote]Hey guys
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Was a very neat teaser. I notice you are on version V3.0. Whats that all about? Usually alpha doesn’t leave the 0-1 spectrum. 1 would be release I guess… just odd is all.