Finally picking up work speed again Iāve drawn 6 animated characters now: Rookie, Engineer, Scientist, Guard, Captain and a Lizard Alien.
Love your art work sooooo much!
Kev
@LiquidNitrogen How the heck are you so awesome?! Seriously though, youāre sooooo great at pixel art. Like, really great.
Thanks, ive kinda been doing it for 20 years, but extremely amateurish⦠I guess sometime last year I just decided to try harder lol.
finally got around to making sprites rotate on the GUI , makes building a lot easier.
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TEST RUN COMPLETED 'The Trial' (campaign1/quest1.tmx)
QUESTS PLAYED: 20
QUESTS WON: 8 (40%)
QUESTS LOST: 12 (60%)
AVERAGE HERO SURVIVAL: 2 (of 4)
Even having improved the AI for players considerably, the first challenge isnāt going to be easy.
Cheers,
Kev
Working on creating a custom control for one of the guys in our transportation division. (Warning: 2.3mb gif file.)
http://s22.postimg.org/46ctoc673/globe.gif
When itās finished, it will be used to provide a visual representation of curent shipment locations using tracking information provided by the shipping companies. Unfortunately, Iām still waiting for them to get back to me with some details.
For now itās pretty much eye candy. Its looks can be customized and it supports auto rotation/rotation via mouse drag. Built using āold schoolā visual trickery in Java2D mostly to prove to a manager that it could be done. Not a 100% perfect effect, but good enough for its intended purpose.
Since itās a slow day at the office I think Iāll tie it to a METAR parser Iāve been developing and turn it into a weather widget while I have some idle time. I love my job most days. :point:
Some correction in coloring and normal mapping. Currently Iām trying to figure out a rendering scheme that places the characters on top of the shadows, but still affects them with the lights. Hmā¦
Everything in that screenshot just screams DITHERING.
Haha I know, it wasnāt really something I had thought about while making it. Will fix! Thanks
Finished the coding for Minigame , finally got most of the documentation done god is that painful.
Another idea. If my memory serves me right valid samples have alpha channel of 1.0 even if the texture does not have alpha channel but invalid texelFetch() results just zero to all channels. At least this is what you get with dx. https://msdn.microsoft.com/en-us/library/windows/desktop/bb509694(v=vs.85).aspx
Another way to get this behavior is to use border color.
So with this behavior you can just simplify code as:
samples += texel.a;
Today I finished off the Steam IAP UI etc for Battledroid to let players buy that filthy despicable scourge of modern gaming, in-game gold. This necessitated the creation of a scrollbar widget, viewport widget, scrollpane widget, listbox widget, and a fancy list cell renderer widget, just do do that one thing nicely. Of course all those widgets are going to come in supremely useful all over the rest of the UI.
Cas
in-game what ? :o
This evening I got the quest complete screen in:
https://dl.dropboxusercontent.com/u/1668516/shots/quests/shot7.png
Cheers,
Kev
Looks great!
One minor nitpick though: The broadsword looks like a dagger/knife. Itās rather tricky to get right with such limited space, but perhaps make the grip 1 pixel narrower and move the guard one pixel down and to the right?
I finished all game play elements in my first android game! Woo! (Although they are very simple). Now just some simple sound and some ads and boom! google play store here I come! :point: Iāll post it here when it gets published.
Also, in LibGDX is there any way to call a method in my AndroidLauncher class from my core class?
Yes, add an interface to the AndroidLauncher (and other Launcher files to, just leave the method code blank).
Then pass the class to your core MyGdxGame class, and you can call the methods, if its android the code will execute, if its desktop or any other, it wont.
EDIT: this link here shows you how to implement what I was talking about, but when I added adās the wiki page was outdated.
Added a minimap to our college project.
Worked out quite nicely, however a bit concerned about performance as I am not sure how well it will handle it the way I have done it.
I have basically just given the minimap the same renderer used for the world and have it change the projection before drawing, therefore it is essentially drawing the map twice. Not ideal but will see how it goes!
Made the first quest available for early testing in HTML5 mode here:
https://dl.dropboxusercontent.com/u/1668516/games/quests/index.html
Appreciate feedback, played best on Chrome, Iāll set up a thread for feedback.
Cheers,
Kev