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Braindead's Mordor Site - Return to Mordor: The Depths Of Dejenol _ Modding And Development _ mordor like game for iPhone

Posted by: smiley Jan 6 2011, 10:50 AM

I'm making one!
but it is not mordor!

you walk around on a map like mordor (I'm more than 50% done with the first level)
I have been working on this for some time, and have a functioning combat system with either 1 or 2 monsters.
some mobs can crit, some can stun for 1 round, atm working on stealing gold.

there are many things i have not settled on yet, in regards to how complex the game is going to be.

I cannot wait to start painting all the monsters happy.gif





Posted by: rb8f Jan 6 2011, 03:47 PM

looks good!
is this for iphone, or is it going to be a java based game, suitable for nearly all phones?

Posted by: smiley Jan 6 2011, 03:53 PM

QUOTE (rb8f @ Jan 6 2011, 04:47 PM) *
looks good!
is this for iphone, or is it going to be a java based game, suitable for nearly all phones?


thanks.
I am coding in objective C, for iPhones

I have not looked into possibilities for expanding to other platforms, yet.

Posted by: Danjen Jan 6 2011, 09:29 PM

Wow, those are some nice graphics. You do em yourself?

Posted by: smiley Jan 6 2011, 09:37 PM

QUOTE (Danjen @ Jan 6 2011, 10:29 PM) *
Wow, those are some nice graphics. You do em yourself?



Thanks.

yes I drew everything in photoshop.
I'm finishing my bachelor of arts in CG art.


Posted by: Direnar Jan 7 2011, 12:42 PM

That looks pretty sweet!

Posted by: aardless Jan 9 2011, 08:16 PM

Wow that looks great! I have no idea how to make a cellphone game, how is that done?

Posted by: Danjen Jan 10 2011, 05:03 AM

Actually one of my friends did an iPhone game - he used an app for the Mac called GameSalad, which is basic drag and drop stuff, but it was too restrictive for him. Next time he plans to use Java or C# I think (if it runs the latter, I have no idea)

Posted by: smiley Jan 10 2011, 12:33 PM

QUOTE (aardless @ Jan 9 2011, 09:16 PM) *
Wow that looks great! I have no idea how to make a cellphone game, how is that done?


well I picked up an e-book called "programming in objective-C 2.0" read through most of it, and started this game as my first project.
I'm programming in xcode, which is a powerfull editor.

dont know how you would go about coding for android or other cellphones, but I guess its the same in essence, pickup the language and an editor.

otherwise you can sit on any platform, and use any 3d package and output for iphone (and maybe android) if you make your game in unity, and upgrade to pro version, its about 1.200 euro afaik.
edit: and unity understands C, java, python and other languages.

Posted by: Narcissus04 Jan 11 2011, 12:10 PM

This looks really great, I was just coming onto the boards to see if the 'Mordor for Iphone' thread was building at all.

Although I don't have an iphone...

Posted by: smiley Jan 11 2011, 06:13 PM

QUOTE (Narcissus04 @ Jan 11 2011, 01:10 PM) *
Although I don't have an iphone...

apart from the contact list sorting options (or lack thereof) it's a great device happy.gif



I have been programming the inventory screen, and it is nearing and end
still need to add a necklace slot, and 2 ring slots somewhere,
mind the graphix, its just for development purposes.


Posted by: Danjen Jan 11 2011, 09:41 PM

A fancy silhouette looks fine, too.

Posted by: Narcissus04 Jan 12 2011, 10:53 PM

I quite like the look of the simple graphics. That's what Mordor was about for me (or Mordoresque games I should say).

I don't doubt iPhones are good, but Android's are much cheaper wink.gif.

Am I assuming by the 'town' button that town functionality would be similar to the game?

Posted by: rb8f Jan 13 2011, 08:42 AM

i agree, simple graphics are tops.
for some odd reason, too simple graphics, like roguelikes, i dont like.

Posted by: smiley Jan 14 2011, 01:44 PM

the town button does indeed port you to the town interface when you are at the stairs, but at the moment it is empty wink.gif I'll be working on a bank and a shop next.

I too like simple graphix, and I'm constantly drawn back to pre-2000 games, allthough i allso play and enjoy games with complex graphics,
more often than not it seems to hurt the gameplay, or feel inadaquate as in "if you did this, then why not go further"

imo a full 3d game that has excellent gameplay and looks good (in comparison to date of release ofcourse) is gothic 2 and 1..

Posted by: Narcissus04 Jan 14 2011, 02:20 PM

I'm super interested in this project. Can you let us know what stage you are at, and what sort of things you are implementing?

Ie. Races, Guilds, Library, Bounties etc.

Posted by: smiley Jan 14 2011, 02:43 PM

QUOTE (Narcissus04 @ Jan 14 2011, 03:20 PM) *
I'm super interested in this project. Can you let us know what stage you are at, and what sort of things you are implementing?

Ie. Races, Guilds, Library, Bounties etc.


thanks for your interrest,

I can tell you some of those things,
there will be different races, I have a list at home with the races I am considering, but it is not finalised. most of the races featured as playable in baldurs gate will be in this game as well.

I am in an early stage of the entire development, but I have passed the biggest step of actually producing something, which in my case usually means finishing it as well.
in two weeks I will be starting my internship at http://ghost.dk/#portfolio so my sparetime will vary.

How guilds will be implemented is too early to say. I have been, and am, considering many alternatives.

Posted by: rb8f Jan 14 2011, 04:01 PM

i am interested in this too, though i dont have an iphone...
implementing BG races will be interesting too! i look forward to having a chaotic evil human necromancer in mordor!
whatever you do about this project, as long as it gets finished *cough MXP* i'll be satisfied.

NB, not to be ungrateful about the MXP project, its just taken so long.

Posted by: smiley Jan 19 2011, 10:31 PM

minor update

bank is nearly done, missing feature to deposit gold.
gonna be busy with a breakdown of my bachelor project the next week or so.

and regarding necromancers, rb8f
one of my class speculations is a priest, only able to be of evil alignment, restricted to blunt weapons (for causing internal bleedings to victems devil.gif ) and possibly able to ressurect up to 1 slain opponent as an animated companion, but no classes are set in stone, it is all just on the drawing board for later.


Posted by: rb8f Jan 19 2011, 11:08 PM

ho about it being able to revive companions, but into a random undead, of an equal or lower level? thats a very necromanic way going about it. but the coding of that would have to be woven with higgs boson, i suppose.

Posted by: Narcissus04 Jan 20 2011, 12:30 AM

Really excited about this (despite still not having an iphone - android app perhaps wink.gif )

I think, because I failed at editing Mordor 2 that I am living through you.

Wouldn't a priest be able to be good - and be a healer?

Although I suppose then a healer, good priest who went around raising undead might be an issue.

Posted by: smiley Jan 20 2011, 08:01 AM

QUOTE (rb8f @ Jan 20 2011, 12:08 AM) *
ho about it being able to revive companions, but into a random undead, of an equal or lower level? thats a very necromanic way going about it. but the coding of that would have to be woven with higgs boson, i suppose.


well that is not nessesary, if you loose your "animated enchanter" you can find another one, kill it and voilla. allso I like the idea of things not turning into just a skeleton or something, but turn into a dead version of itself with modified stats, more in line with the "revive" skill of diablos necromancer zombie.gif

QUOTE (Narcissus04)
Wouldn't a priest be able to be good - and be a healer?



not this priest, most likely the class will not have access to healing spells.
however there might be another class with healing spells.

Posted by: aardless Jan 20 2011, 09:46 PM

It's great to see your progress, love the vault!
Never heard of Ghost VFX before, but after reviewing their site, they do gorgeous work, congrats on your internship!

Posted by: cybertim Feb 7 2011, 03:33 PM

QUOTE (Narcissus04 @ Jan 20 2011, 01:30 AM) *
Really excited about this (despite still not having an iphone - android app perhaps wink.gif )

I think, because I failed at editing Mordor 2 that I am living through you.

Wouldn't a priest be able to be good - and be a healer?

Although I suppose then a healer, good priest who went around raising undead might be an issue.


hey pssst
I have made lots of progress on a mordor-like game for the Android devices, you can find some more info http://dukan.portal.codespaces.com/.


Posted by: rb10c Feb 7 2011, 04:01 PM

Good job. This looks really good.
Tis a shame i don't have an android phone (yet). Damn propriety OS's!

Posted by: Narcissus04 Feb 8 2011, 12:01 PM

Oh thank gosh, one for the Android too.

Let's make a rule that nobody needs to keep these things secret.

Posted by: smiley Feb 8 2011, 04:52 PM

cool cybertim, nice that you chose not to ditch the 3d view.

I am making slow progress atm, halfway done with the shop though
all due to my bachelor thesis which has to be done in 2 weeks!

and thanks aardless, they are keeping me busy, but its very cool! gonna work on my first blockbuster movie in a few days yahoo.gif

Posted by: Narcissus04 Feb 8 2011, 10:52 PM

Forget yer thesis. Prioritise man!

Posted by: smiley Feb 26 2011, 04:18 PM

Hi guys!
finally handed in my thesis, phew coffee.gif

So! I have time to do something that matters in life now x)

sniplet update:
implemented updated gfx for the iPhone 4 userbase. and then I bought one myself. blush2.gif

mega zoomed picture ::


Posted by: smiley Mar 14 2011, 10:27 PM

character creator coding done,
keep in mind, everything is subject to change,
all portraits will probably be in a more painterly style.. races are more or less set in stone like this -guilds are not.

so far stats will be customizable by 3 points at creation, and further trainable at the guildmaster
when you meet the level requirements (much like drinking a potion in mordor)


Posted by: thermopyle Mar 15 2011, 03:36 PM

I dunno about the number of races for a portable game. I'd suggest dropping it to few enough to fit on one screen--six, looks like. With a portable game it makes more sense for there to be fewer, more distinct choices.

Posted by: smiley Mar 15 2011, 03:51 PM

QUOTE (thermopyle @ Mar 15 2011, 04:36 PM) *
I dunno about the number of races for a portable game. I'd suggest dropping it to few enough to fit on one screen--six, looks like. With a portable game it makes more sense for there to be fewer, more distinct choices.


i see your point, balancing between putting enough choices and diversity into the game, while keeping the game fit for phones, is something that I think about all the time.

but the races do fit on 1 screen as it is now. the guilds will as well. I think you mistook the second screen for being races happy.gif



Posted by: thermopyle Mar 16 2011, 03:05 AM

I did indeed. smile.gif

Posted by: Danjen Mar 16 2011, 07:34 AM

Probably been asked in this thread already, but what software are you using for this?

Posted by: smiley Mar 16 2011, 02:18 PM

QUOTE (Danjen @ Mar 16 2011, 08:34 AM) *
Probably been asked in this thread already, but what software are you using for this?

hey

well I am writing the code in the editor called "xcode" and when you download it from apples site, you allso get an "interface builder" which is a program that connects your code to the buttons and other UI elements. and then I paint in adobe photoshop cs3.

and I'm really liking both the interface builder and Xcode

Posted by: Moseley May 14 2011, 05:42 AM

Any updates on this? I've also been working on a mordor like game for android....

I got the persistent world thing sorted out, storing character and world state in a sqlite database, a map file format, and realtime ui w/ movement and sounds.

here is a screenshot of my map editor running in windows, and the game on the phone. artwork is definitely what I'm lacking. yours looks great.

hmm maybe we all need to work together on something?



Posted by: Danjen May 15 2011, 07:53 AM

I am also working on something, although not an rpg or anything.

I've hit a problem with coding my walls... it's a 2d puzzle game, but what I want the walls to do is combine like in the image below. I realize that I have to check the nearby cells for what walls to use, but by my math, there's 54 different wall combinations! I'm looking for the most efficient way to have them work.



Posted by: rb10c May 15 2011, 03:18 PM

Or, if possible, have two types of cells, floor and wall. The wall would be similar to the grid, the floor would be... erm... floor. Or, use a grid as wall or non-wall, like mordor did.

Erm, i think your maths is a bit off, i count 16, because the corner pieces are unnecessary.
Because, by having corner pieces, you have 3 variables, wall, corner and space. plus we have 4 directions and we have combinations of which.
by getting rid of the corners, we go down to 16 combos, which is: (NESW~ North, East, South and West, D is divider, C is clear (in case of three walls))
ND ED SD WD 4
NED ESD SWD NWD 4
EWD NSD 2
NC EC SC WC 4
Full, Empty 2

That may make little sense, but in your second picture, the 3rd, 4th, 7th, 8th, 11th, 12th, 15th and 16th cell are unneeded. They are the corner pieces.

In mathmatical terminology, by adding another variable, you exponentially increase the amount of results.

Hope this makes some sense, and helps.

Posted by: korexus May 15 2011, 05:07 PM

Rawr, under the suggested system the corner bits would be necessary as walls are shown on the tiles on both sides of the wall. If you imagine the outside of a corner, there would be a little gap without these corner bits. (Also, technically, the addition of corner bits does not increase the amount of results exponentially. - As you hinted, the number of possible tiles is options^sides, 2^4 = 16 in the case of wall or no wall and 4 sides. Increasing the number of sides to a room would result in exponential growth as the exponent is changing. Increasing the number of options is "only" quartic growth.)

Anyway, got a little distracted there. Danjen, you could get the number of tiles down to 4 with a little rethink of where the walls go.

By making the wall part of the tile, you don't need to draw it on both of two adjacent tiles. Instead, draw the walls on the bottom and right hand sides of any tiles that have a wall. When the tiles are slid together you will get the same image as you currently have, it's just that the joins have been moved ever so slightly across and down. This also gets round the corner issue as the wall is entirely on one square, leaving you with 'clear', 'wall at bottom', 'wall on right' and 'wall at bottom and on right' as your four image types. (If you plan to use doors as Mordor did this will grow to 9 tiles, but that should still be manageable.)

Then put the tiles on a background image with a wall running along the top and left sides and you are done. :-)

(NB, if you want the Mordor fog of war effect then you are not quite done, but you should be able to work it out from here! :-P )


korexus.

Posted by: smiley May 15 2011, 07:06 PM

QUOTE (Moseley @ May 14 2011, 06:42 AM) *
Any updates on this? I've also been working on a mordor like game for android....


sweet, keep it going and updating.

I myself have been busy working on movies and commercials, and finishing my Internship, which i just did, and got hired!
unfortunately, I have been spending allmost all my time at the studeo, so I haven't made much progress. I have made 3 seperate save slots for characters though, and it feels too little, so I may implement another save or two.

as for allocating the walls programmatically, I choose a different route, or I choose not to. I drew the map instead and move it around when the player "walks" in the coded map. I then have 3 types of rooms: wall, door, room. and the rooms are numbered according to what monsters spawn there, like yours seems to do Moseley.


I still havent really figured out how I will make fog of war ontop of my map, but i may just have all squares occupied by a fog square, and move them around with the map.



Posted by: Danjen May 15 2011, 07:45 PM

For the fog of war, just have each tile have an explored variable, that draws it if's true, and ignored if false.

Posted by: rb10c May 15 2011, 07:48 PM

ah, forgot doors, but that could be a condition, as opposed to a tileset.

Posted by: Danjen May 15 2011, 07:56 PM

@Korexus - I get what you're trying to say, but it's lost on me.

Also, http://dl.dropbox.com/u/15439959/1305147352.danjen_screenie.png of what I've got so far... like I said I want it to be a puzzle game, but what you do is choose a color, and then pressing the arrow keys affects the gravity of all the blocks of that color (so red affects red, orange, purple, and white blocks).

Posted by: smiley May 15 2011, 07:57 PM

QUOTE (Danjen @ May 15 2011, 08:45 PM) *
For the fog of war, just have each tile have an explored variable, that draws it if's true, and ignored if false.


yes definately, but it is still (in my case ) 23 x 23 unique fog squares, that I need to store data for - times 9 levels.
I hope i can figure out something... less cumbersome. but I'm afraid theres no way around it.

QUOTE (rb10c)
ah, forgot doors, but that could be a condition, as opposed to a tileset.


it sure can.

Posted by: rb10c May 15 2011, 08:00 PM

I overlooked the situation. Looks fine? All i have is the icy level of Chip's Challenge in my head...

Posted by: smiley May 15 2011, 08:06 PM

regarding fog of war again:

it is many times more data than i thought..
23 x 23 x 9 = 4761

and what is mordor ... 30 x 30 x 15 ??

I must be overcomplicating this issue.. not_ok.gif

Posted by: Danjen May 15 2011, 08:10 PM

When programming, I like to remember KISS:

Keep it simple, stupid!

Posted by: korexus May 16 2011, 06:19 AM

@Smiley. The simplest way I've found with fog of war is to keep track of the visited squares. That keeps the size smaller overall (although the upper limit is still the same).

The version I am / was / will be making is set outside and so has different terrain types for each square. At that point you're storing the information anyway so there's no overhead. Even without that though, if you bung the values into a database, 5,000 rows is nothing - so long as you follow the Mordor route of one map for all players anyway. Keeping individual fog of war for each player could grow quite quickly!

@ Danjen. Having seen your screenshot, my suggestion probably won't work for you. I was considering a Mordor-like picture where the inside of a square is unchanged by the area around it and only the edge needs changing. The extra detail you have in the middle of each square adds an additional complication, and the different colours make shifting the edges more difficult.

Would it be possible for you to rotate and colour blocks on the fly? If so I think you could make do with 6 blocks (0 edges, 1 edge, 2 adjacent edges, 2 opposite edges, 3 edges and 4 edges). Otherwise you may be best placing blocks as you have them, then overlaying joining images where necessary. That will minimise the number of images, but will increase the complexity of coding.


korexus.

Posted by: Danjen May 16 2011, 06:05 PM

I have it set up so that I could do the graphics in photoshop or something, with nice detailed textures or what not, and have the walls "snap" together to form a contiguous entity. Unfortunately, game maker is kinda iffy about coloring on the fly (I seem to lose a bit of color detail if I do), but rotation shouldn't be a problem.

I've figured that if I do a little math:

CODE
wallSum = (north * 1) + (east * 2) + (south * 4) + (west * 8)

I can then use that logic to generate a number from 0 to 15, exactly corresponding to the wall image index. The problem comes with adding the corner squares ... that pushes the combinations up to either 32 (too small) or 64 (too much).

I'm not too worried about it at this point... it's just one of those graphical polishes, but it would be nice to have at the end.

Posted by: rb10c May 16 2011, 06:28 PM

Well, what mordor done was have a "map explored" file, (probably having 0 for unexplored, 1 for recently explored and 2 for explored) and a separate map file. In the whole mordor game, there are 13500 cells (30*30*15) and the "map explored" gives a 0, 1, or 2. So, 1, 1, 1 - 0 from which, the application references what map square and its condition. Size wise, ~12 bytes per column, 13500 column, go figure. Thats 158kb to my maths, MDATA8 is 135 kb... hmm... I forget if that is even the map file.
Unless its 1/1/1/0, then it's 8 bytes per column, totaling to 105kb plus formatting.

Why did I do sll this maths? I should be revising for my exams!

Posted by: korexus May 16 2011, 08:41 PM

I had a little plan out of a database schema for a Mordor game on my way into work. (It's the kind of thing I do, I know it's not normal but I'm OK with that. tongue.gif ) I doubt the model I came up with would match the one DA used, but that was never really my aim. I got it down to 8 bytes per row by using, among other things, a set datatype for walls much as you suggest, Danjen, and joining lair information and stuff about pits and teleporters into separate tables. Further efficiencies could have been made by not using multiples of 8 bits for all entries, which I believe is the case in Mordor.

Anyway, having looked at the puzzle screenshot, I think you can do away with corner pieces without reducing the quality of the final image. - As rb10c suggested, draw pieces (3, 6, 9, 12), (7, 11, 13, 14) and 15 with the corners on those images instead of on the neighbours and the problem goes away. If colouring on the fly is not as pretty, at least making several copies of the same files should be easier than making lots of different files...

korexus.

Posted by: Danjen May 16 2011, 10:52 PM

Radiant (the guy that made Subterra and Leylines on the caravel forums) offered this insight:

QUOTE
QUOTE
Danjen02 wrote:
I'm curious how these were programmed. They change appearance based on how many adjacent rivers there are, so there must be a large number of combinations, and I was wondering what the most efficient way to implement something like this was.


Simply by checking the six adjacent squares, and drawing up to six partially-overlapping patches of water.


Edit: So I'd just have to edit the code slightly to include 9 options for drawing, plus the base.

QUOTE
When programming, I like to remember KISS:

Keep it simple, stupid!


Foot, mouth. Mouth, foot.

Posted by: korexus May 17 2011, 06:14 AM

QUOTE (korexus @ May 16 2011, 07:19 AM) *
Otherwise you may be best placing blocks as you have them, then overlaying joining images where necessary. That will minimise the number of images, but will increase the complexity of coding.


wink.gif


By my count you only need 3 overlapping images. A horizontal bar for joining vertical blocks, a vertical bar for joining horizontal blocks and a small square to fill in corners when you have both. Symmetry and repeated use of these tiles should do the trick after that.


korexus.

Posted by: Danjen May 17 2011, 10:09 PM

I just took the easy way out and had 9 images per sprite - the base tile, and then one for each corner and side. But the good news is that http://dl.dropbox.com/u/15439959/screenshot_0003.png!

Posted by: smiley May 21 2011, 11:31 PM

you are right korexus, its not that much data to store after all.
alot of code to type though ! typing.gif



sweet peas Dan, yours is working too, all that coding progress cool.gif


Posted by: Danjen May 22 2011, 12:17 AM

I've gotten further than I usually do. But I always seem to lose interest one way or another.

Totally diggin' that map interface, by the way!

Posted by: korexus May 22 2011, 01:48 PM

QUOTE (smiley @ May 22 2011, 12:31 AM) *
you are right korexus, its not that much data to store after all.
alot of code to type though ! typing.gif


Is it possible to do dynamically? Three routes I can think of are
* Manually enter the information into the database and have the maps drawn from that.
* Create the map and write a script to create the database values by inspection of the image.
* Have a random map which is generated as the player explores.

I went with the third option. If you want the same map for all players of the game then that's no good. The second option would definitely save you time if you made enough maps, but I don't know how many that would be, so you may be stuck with the first one. If so, I'd advise doing the data entry little and often so you don't get bored out of your mind!


korexus.

Posted by: Danjen May 22 2011, 07:12 PM

Dynamic/random map generation is something I have yet to do.

If it were a roguelike game, my understanding would be to start with large rooms, make 3 or so for a floor, and make few connecting hallways and stuff that go to smaller rooms, then add secret doors and items and stuff.

Posted by: smiley May 23 2011, 08:31 PM

QUOTE (korexus @ May 22 2011, 03:48 PM) *
Is it possible to do dynamically? Three routes I can think of are


I guess its possible, with the right conditions.

it would be interesting to see, good idea, and a hard challenge!

Posted by: aardless May 28 2011, 08:29 PM

QUOTE (Danjen @ May 15 2011, 09:53 AM) *
I am also working on something, although not an rpg or anything.

I've hit a problem with coding my walls... it's a 2d puzzle game, but what I want the walls to do is combine like in the image below. I realize that I have to check the nearby cells for what walls to use, but by my math, there's 54 different wall combinations! I'm looking for the most efficient way to have them work.



The way I'd do it:
-assign -1 to sides that have a wall, and 1 to walls that don't (or vice-versa, doesn't matter).
-Multiply right side of square 1 with left side of square 2.
-If result is -1 draw wall, else do nothing

Posted by: smiley Jul 18 2011, 06:11 PM

I have made all the code for the shop, more or less
alot of array juggling phew!

http://vimeo.com/26585744


only got 1 big thing left to code, and preproduction is over, and production will start!
its the guilds. the melee classes wont pose big problems, but the wizard type classes will pose a problem i have yet to solve.
namely the number of active skills/spells, versus the limited space on the screen.


Posted by: Gwilim Jul 19 2011, 12:23 PM

On an iphone..

Ten buffers inmordor was more than enough, I ended up using half of them for buffs/resistances anyway. If you gave a different interface for casting buffs and let players somehow set up a "buff script" to use upon entering the dungeon that could work.

Other than that I'd have buffered up a healing spell, a kill spell, an overkill spell a charm spell and charm of opening which is 5.

Charm of opening might just make things more complicated, so depending on whether you're keeping charm spells 3 or 4 slots to assign spells to would be plenty.

Did you ever play dungeon hunter? that had three spell slots which were fairly easy to manage.

Posted by: Danjen Jul 19 2011, 11:27 PM

The buff script ... they did something similar to that in FF12 - the Gambit system. You could define simple if...then conditions and set their priority. For example, if an ally was under 50% life, you could cast curaga or something.

Posted by: smiley Jul 20 2011, 02:46 PM

Good points guys,
Allso "rage if mages 2" autocast feature is a posibility for the Buff type spells.
Yeah it Will definately help to rid the buffs atleast, one way or the other.

Theoretically one could allso make a gambit-like system for attack spells, but it Will most likely be to boring,

Posted by: smiley Aug 27 2011, 11:10 PM

hello again, small update:

chests spawn in the dungeon now,and it feels good to open them. lock-free atm.

allso removed the 4 movement buttons, so now you just press in the direction away from the center of the map, and it moves that direction. nicer and faster to move now.



working on implementing the first trainable/clickable skill, staring with animate dead. zombie.gif

Posted by: Danjen Aug 27 2011, 11:16 PM

That interface is looking lovely!

Posted by: Crashland Aug 28 2011, 11:07 PM

Will "animate dead" give you easily disposable undead minions, by any chance?

Posted by: smiley Aug 29 2011, 06:14 PM

QUOTE (Crashland @ Aug 29 2011, 01:07 AM) *
Will "animate dead" give you easily disposable undead minions, by any chance?



in animate dead's current design you can revive up to one slain monster that is humanoid, dragoniod etc (no elementals, possibly no water dwellers)
when it dies, you have to find and kill a new one and animate it.

but I decided to start with a direct damage spell, because I have some target switching to sort out.



Posted by: smiley Aug 29 2011, 11:06 PM

just put in a lightning bolt and a fire bolt,
it turns out the wizard type class works great! clickable spells that consume mana, and staffs with standard spells with no mana cost that corrospond to a warriors auto attack.

Posted by: smiley Sep 13 2011, 06:25 AM

I made an idle animation for the skeleton spearman, it works surprisingly well!

a co-worker suggested to me to try out some gif stuff, to bring more life to the dungeon

check it out at vimeo http://vimeo.com/28959782

so I will incorporate idle animations, and maybe "being hit" / "hitting" animations on all monsters eventually, but it does take alot of time tho.
I plan on keeping it subtle so it does not loose its painterly charm, but rather add to it!

Posted by: Danjen Sep 13 2011, 06:48 AM

That looks pretty nice! Guess it would be far too much work to have an idle "breathing" animation where they're in constant subtle motion and a "bored" one when they look beside them.

Posted by: smiley Sep 13 2011, 07:27 AM

QUOTE (Danjen @ Sep 13 2011, 08:48 AM) *
That looks pretty nice! Guess it would be far too much work to have an idle "breathing" animation where they're in constant subtle motion and a "bored" one when they look beside them.

thanks
unfortunately it takes quite alot of time to make the animations, but the breathing is allready in this example, try and watch it in HD smile.gif

ofcourse next time it will be faster, I redid this one many times because I didn't know how to do it. but definately i want at least constant subtle motion on all monsters!


Posted by: Danjen Sep 13 2011, 10:19 AM

Oh, so it is! (I saw it in HD before but never noticed)

See? Subtlety! smile.gif

Posted by: aardless Sep 13 2011, 07:01 PM

Looks amazing as it is! ok2.gif However I'm not sure if a skeleton breathes. wink.gif
You're the only judge for the amount of time you want to assign to this project, of course, but I have a "little" ( ;-) ) experience with how much time ambitious graphics projects demand, so I'd advise to shoot low. Personally, I know I would burn-out if I were to do animations for every monsters in MXP.

Also, there appears to be no space between "pick" and "up" in '"you pick up a sword".

Posted by: smiley Sep 13 2011, 09:01 PM

QUOTE (aardless @ Sep 13 2011, 09:01 PM) *
Looks amazing as it is! ok2.gif However I'm not sure if a skeleton breathes. wink.gif
You're the only judge for the amount of time you want to assign to this project, of course, but I have a "little" ( ;-) ) experience with how much time ambitious graphics projects demand, so I'd advise to shoot low. Personally, I know I would burn-out if I were to do animations for every monsters in MXP.

Also, there appears to be no space between "pick" and "up" in '"you pick up a sword".


hehe true about the breathing smile.gif and thanks.

It may very well be too ambitious with animated monsters, because if I have "idle" then I need "hit", and why stop there, the chests need animation too, and the magic items, its like a can of worms so to say.. but aleast it doesn't take my full focus to make graphics, like coding new things and fixing bugs do.
My game will never be as in depth as MXP or I'd never be done, (;-)) but ATM I'm all for doing these small animations despite the rather noticable extra effort.

Posted by: smiley Sep 21 2011, 07:36 PM

been taring my hair out the last few days, trying to make the animated monsters work task managable..
and finally succeeded yesterday, by writing code that animates whatever is in a specified folder as opposed to hardcoding how to handle every case of animation as i was about to do..
so all i have to do now, is to add 1 line of code per "animation state" per monster. so thums up meself and everyone who foresaw the potential amount of hours saved.

unfotunately the idle animations are limited to a short loop, i.e no looking to the left or other fun little things..

so ill post the last monster i added to the dungeon - the Goblin :-)



you'll notice a certain similarity to a certain monster in a related game cool.gif

Posted by: smiley Sep 21 2011, 10:29 PM

now I'm storing and executing the delayed movement that is pressed, while unable to move, like when you are stunned, or in the middle of a combat round.
with a 0.1 delay between the steps.. can't see how one can live without it!
help.gif

Posted by: smiley Oct 23 2011, 08:51 PM

took me a while to find the new forums 1337.gif , glad it is back. ok.gif

I have touched up on the dungeon interface, added character portrait, HP bar, mana bar, and better looking quickbar.
I have allso finished the first part of the GUILD interface, where you can buy spells and read spell info.






Posted by: smiley Oct 29 2011, 10:49 PM

I have split up the guild UI in three "pages".
the first part to level up, and get kill quests

second part to buy spells/skills (as shown in the last screenshot)

third part is the guild study, where you can identify items, and read tomes found in the dungeon at the cost of experience points.
so ATM I'm implementing the unidentified versions of the items.



here's an unidentified tome of constitution next to a tome of intelligence

im going on maternity leave in a few days, so probably going to slow down my progress for a while, but I'd say its going pretty good, and I believe I'm slightly more than 50% done

Posted by: aardless Oct 30 2011, 04:35 PM

It's looking gorgeous!
Ehm, when you say an "unidentified tome of constitution", what do you mean exactly? wink.gif

Best wishes for your maternity!!! (I thought you were a man...)

Posted by: smiley Oct 30 2011, 05:01 PM

QUOTE (aardless @ Oct 30 2011, 05:35 PM) *
It's looking gorgeous!
Ehm, when you say an "unidentified tome of constitution", what do you mean exactly? wink.gif

Best wishes for your maternity!!! (I thought you were a man...)

I am, but we get 2 weeks of maternity leave in Denmark, wife gets the rest.
and then I guess my spare time is .. different from now on.

yeah u got me, its actually a tome of constitution but no one knows yet tongue.gif

Posted by: smiley Nov 30 2011, 10:46 PM

it is now exactly 1 year since i sat down and worked on a concept piece for this game untill 5 in the morning, and downloaded the xCode editor the very next day.
cheer.gif



so here's a little update.
I have drawn 4 hornets, a necromancer and a lich, and implemented poison damage.




Posted by: smiley Dec 18 2011, 09:40 AM

had a full day at work not being booked for any projects, so I started working on some new skills.
I implemented the Paladins "Lay On Hands" which is a basic healing spell atm - am considering limiting its use to x / y level to better go with the origin of the spell.
Allso implemented the Priests "Animate dead" spell which makes a skeleton copy of the chosen slain monster - to fight by your side.
I haven't made an interface for the companion yet, but it will probably be part of the character sheet that will open when pressing the character portrait in the dungeon.


Posted by: Narcissus04 Dec 19 2011, 09:10 AM

This looks gorgeous and really exciting. I think I may have to get an iPhone sad.gif

Posted by: smiley Dec 31 2011, 12:22 AM

QUOTE (Narcissus04 @ Dec 19 2011, 10:10 AM) *
This looks gorgeous and really exciting. I think I may have to get an iPhone sad.gif


you wont regret it narcissus, recent things like iCloud makes me stick with the iPhone, and the Appstore still offers more than android market, even though more developers go for both markets.



anyway the wizard got charm person, and the wizard may change name to mage.
and the priest got drain life.
allso ive decided to make the classes more different from eachother than originally intended.
mage - will have access to more spells than any other class (previous design: all classes would get ~5 skills only)
warrior - will be able to specialize at some level in something like: dualwield, berserking and maybe some tankish feat. to play warrior in many different ways.
paladin and priest (may change to necromancer) will stay as they are for now with ~5 skills each.

skills on the drawing board is warriors parry, doublehit, and paladins riposte, and mages stonecurse, stoneskin, forcefield, magic arrow, and alot of other single / multi target damage spells.

anywho merry christmas and a happy newyear everybody!


Posted by: numberouane Jan 2 2012, 03:55 PM

Hi

Happy 2012 to all.

I really hope you will got time to finish it. At least a first release on which you can build more.

Worst thing in IT is personal project that never ends.....because of endless improvements... This is a risk smile.gif

ok.gif thumb up for what is already done and let us know about your progress, release date....

Happy 2012 again!

Posted by: smiley Jan 8 2012, 01:56 AM

QUOTE (numberouane @ Jan 2 2012, 04:55 PM) *
Hi

Happy 2012 to all.

I really hope you will got time to finish it. At least a first release on which you can build more.

Worst thing in IT is personal project that never ends.....because of endless improvements... This is a risk smile.gif

ok.gif thumb up for what is already done and let us know about your progress, release date....

Happy 2012 again!


hi, thanks for your interrest.
I agree that finishing a project is sometimes harder if you are alone, but I have nonetheless started this project with the intent of finishing it.
I am working through a priority list, so I wont spend too much time on unplanned things.
when I have made all the skills, I will continue populating dungeon level 1 and 2

I have updated the dungeon interface slightly, with tweaks to hp+mana bars, and added an XP bar in the bottom of the screen.
removed the "town" button, and auto port players up the stairs when you walk on the "s↑"
which freed up a little screen space for the map.


Posted by: smiley Jan 15 2012, 03:21 PM

hello guys, small update again,
the wizard's stone curse is implemented. what a powefull spell!


Posted by: igorb Jan 16 2012, 10:06 AM

QUOTE (smiley @ Jan 15 2012, 04:21 PM) *
hello guys, small update again,
the wizard's stone curse is implemented. what a powefull spell!


No spoilers, please! :laugh.gif:

Posted by: smiley Jan 21 2012, 10:58 AM

dont worry igorb, just showcasing skills ok.gif

anyway was home alone a few days, so I had time to update some interfaces, and I will continue to work on the character screens and the guild screens over the weekend.








I am rather pleased with the feel of the town.


implemented a few passive defensive skills like parry.

Posted by: Narcissus04 Jan 22 2012, 09:47 PM

QUOTE (smiley @ Jan 21 2012, 10:58 AM) *
dont worry igorb, just showcasing skills ok.gif

I am rather pleased with the feel of the town.


implemented a few passive defensive skills like parry.



My lord that is exciting!

Please don't tell me it's gonna be left with those ugly Demise portraits though right wink.gif

Posted by: smiley Jan 23 2012, 02:20 AM

QUOTE (Narcissus04 @ Jan 22 2012, 10:47 PM) *
My lord that is exciting!

Please don't tell me it's gonna be left with those ugly Demise portraits though right wink.gif


well ugly is a matter of taste I guess wink.gif
It's been many years since i played Demise, so I cannot remember what those portraits look like.
but after a quick google lookup I find the portraits rather decent.
( http://rpgvaultarchive.ign.com/features/reviews/images/demise/demise02.jpg )

my favorite portraits are those from Icewind Dale and Arcanum. I allso like many of those in baldurs gate 1 + 2.
what style do you prefer ?

Posted by: Twilight *slayer* Jan 24 2012, 01:03 AM

I noticed how the red dragon picture is from magic the gathering.

Posted by: smiley Feb 6 2012, 11:28 PM

QUOTE (Twilight *slayer* @ Jan 24 2012, 02:03 AM) *
I noticed how the red dragon picture is from magic the gathering.


its the Shivan Dragon, I still have all my cards, for nostalgias sake. best cardgame around.

Updated the layout for the equipment, and made the stats page:



been reel busy with baby stuff lately, hope to get some spare hours soon again.

when I have given the guild an overhaul and made the "abilities" page, I will have an "X" in all the cells of the "working" column.
then i need to fill out the "done" column (of which i have only 1 X as of now)
then i need to paint so and so many monsters and portraits, and do soundwork.
light at the end of the long tunnel cold.gif

Posted by: Twilight *slayer* Feb 7 2012, 02:45 AM

Great job though

Posted by: smiley Feb 7 2012, 09:51 PM

hi guys,
I'm looking for opinions on skills and abilities, what do you think is the most exciting skill/ability you have seen in any game ? (for any class/guild)

for instance i played an online MUD where the barbarian could specialize in dualwielding and a few other things, which allowed him to wield a 2handed weapon + a 1 handed weapon. I think that is extremely cool, so that idea goes into my game.

I also really like backstab, so I hope to somehow figure out a thief class, even if adding classes is low priority atm.

please share your thoughts on the abilities you like smile.gif

Posted by: Twilight *slayer* Feb 8 2012, 06:42 PM

Could have a ability or class that helps you with charming or summoning a creature to fight with you *like charisma* and you could even have a spell or ability to make your pets stronger.

Oh and you can add warrior abilitys or spells like whirlwind from diablo2 that could let you have some extra hits on a target.

Was thinking you could add locked doors into the game so a thief could lock pick the door because I think the thief guild should do much more then unlocking chest.

Can also add a archer class, I know you can really range in this game but it gives you alot more options on spells.

I will keep updating this post if I come up with anymore ideas, I bet I am gonna have a huge list when I am done laugh.gif.

Posted by: smiley Feb 10 2012, 08:27 PM

QUOTE (Twilight *slayer* @ Feb 8 2012, 07:42 PM) *
Could have a ability or class that helps you with charming or summoning a creature to fight with you *like charisma* and you could even have a spell or ability to make your pets stronger.

Oh and you can add warrior abilitys or spells like whirlwind from diablo2 that could let you have some extra hits on a target.

Was thinking you could add locked doors into the game so a thief could lock pick the door because I think the thief guild should do much more then unlocking chest.

Can also add a archer class, I know you can really range in this game but it gives you alot more options on spells.

I will keep updating this post if I come up with anymore ideas, I bet I am gonna have a huge list when I am done laugh.gif.


thanks,
the charm spell is already in the game http://dejenol.com/forum/index.php?showtopic=4643&st=80&p=49891&#entry49891
allthough the charisma stat is not, which I ditched because it usually mainly benefits one spell only (I mean 1 spell where character apearance makes sense) namely the charm spell.
so Charisma is out but Charm is in.

whirlwind / cleave is very nice, and the warrior will get one. I dont know what to call it though. "cleave" feels more like cutting stuff in half, and less like hitting two targets.

Locked stuff is something I will try to avoid if I put in the Thief class, -beacause even though these are awsome things for a thief to do, it is not possible for other classes to open these doors (or chests).
and I originally intended this game to be for 1 character that belongs to only 1 guild.
but there are tons of other cool thief abilities that could work. like backstab on non-hostile enemies, and stealth that would make monsters non-hostile while stealthed. poison weapon, evade and more.. loosing the lockpicking is a downer though.


archer class, druid class, bard class are all classes I'm allso considering.

thanks for your feedback, keep updating - in particular the abilities you have come across that you feel are really cool. smile.gif

Posted by: Twilight *slayer* Feb 13 2012, 05:39 PM

You could also add unlockables, like for example you could beat the game and unlock a demon race or any new class,race,items.

Posted by: ShadowCat17 Feb 14 2012, 02:51 AM

Who wants to bet that smiley can finish this pretty cool game before MXP is released

Posted by: Twilight *slayer* Feb 14 2012, 06:25 AM

no people to bet agianst..

Posted by: ghezra Mar 3 2012, 05:31 PM

I can't wait for this to be released.. it looks awesome and exactly what I've been looking for for the Iphone.

+1

Posted by: smiley Mar 11 2012, 01:04 PM

thanks ghezra, I too looked for this kind of iPhone game for no avail, soon "legend of grimrock" comes for the PC tho which is looking really good. and they will convert to iOS as far as I recall.
and on a sidenote I got in Diablo 3 beta, and it's awsome evil.gif

I have been updaing the guild and character screens, and they are getting pretty close to done.
the guild main screen is not really looking as I hoped yet, so gonna work some more on that some day.





Posted by: ghezra Mar 14 2012, 03:01 AM

It's looking really good! I've been keeping up with Legend of Grimrock too.

If you need anything at all to help you with the game, don't hesitate to post so.

I do coding, light graphics, iPhone/iTouch testing, and I also write storyline and background.


Other than that I'll let you code in peace so you finish faster.
*jealousy about diablo beta*

Posted by: smiley Mar 24 2012, 07:12 PM

QUOTE (ghezra @ Mar 14 2012, 04:01 AM) *
If you need anything at all to help you with the game, don't hesitate to post so.



thanks, when I have populated a few or most dungeon levels, I will need some guys for testing, but so far I have only test monsters in the dungeon smile.gif
other than that I have everything but sound covered, which I may do myself aswell, depending on time and so on.

Updated the character creator during the last week, getting really close to being done with that, still need to tweak fonts and brightness and such.


Posted by: devi Mar 25 2012, 04:44 AM

I think that all our community is ready for testing

Posted by: smiley Apr 10 2012, 09:08 PM

I have been working my way through a long "to-do" list to adress anoying bugs and boring stuff that just takes time. not much visible.
Charm person has moved from the sorcerer to the new "Minstrel" class - who is intended as a classic bard type of characer. Mediocre melee and magical capabilities.
It is now possible to access the character screens from within the dungeon, by pressing the player portrait and i have finally gotten around to making a respawn button on player death..
another step closer.


Posted by: MythrilZenith Jun 12 2012, 04:09 AM

Really wish good luck to ya! I don't have an IOS device personally, but I still hope you meet success! All Mordor-type projects seem to drop off the face of the earth, never to be heard from again (at least the official ones, Mordor 2 and Mordor XP blink.gif ). I really enjoy this game and hope that others within the same vein turn out well!

Posted by: smiley Jun 15 2012, 11:27 PM

thanks smile.gif

I have been traveling for some weeks, so my game has been postponed somewhat.
I went to Tristram! but it was not as fun as it used to be, so I will probably never go back..

I made a spellcaster monster, so I have something to look at while testing more damage types and resists..
resistances will reduce damage of the given type by its percentile, and allso add a smaller chance to flat out resist it entirely..
however players wont obtain the same resist numbers as in Mordor since my game is not as deadly.
still considering resists vs poison.

anyway! heres the spellcasters attack sequence.
and at the end of the summer I might get some months unemployed because we move, so that might give me the time I need to finish the game before winter


Posted by: smiley Jun 27 2012, 12:55 AM

spent all day at work drawing the wizard guildmaster,
and all evening making the inside of the sphere twirl.. looks rather nice, but slow mac cannot video capture it.


Posted by: smiley Jul 11 2012, 10:00 AM

hello,

Recently i have finally implemented hit/miss formulas (based on attack and monster defense),
player critical hits,
player and monster resistance damage reduction, and full resists

and well, generally gotten pretty far with the combat code taking into account all relevant stats from player and monsters and equipped items and skills.

Posted by: igorb Jul 11 2012, 11:25 AM

ok.gif

Only thing I'm missing is iPhone sad.gif

Posted by: peterg70 Jul 11 2012, 04:17 PM

nice work.

A couple of questions.
Are you going to make a Ipad version as I think more screen would be good to use as well.

If you need a beta tester happy to offer my jailbroken iphone for testing.
perhaps a IPA file that I can install onto the jailbroken iphone


Posted by: smiley Jul 12 2012, 06:38 PM

hi,

I am thinking about iPad, but my initial goal was only iPhone, since this is already an ambitious project for 1 person I won't make new plans till first goal is reached. but the bigger screen area opens up many possibilities... and it would be a shame only to scale up the game, so it involves alot of work..

for testing I will be using https://testflightapp.com/
but I have not looked into what this involves yet, but I will let you guys know when it makes sense to test something.


Posted by: smiley Jul 16 2012, 09:39 PM

shieldblock is in,
and paladin gets riposte - (free counter attack after successful block, dex based chance)
maybe everyone will get it, and paladin gets passive to boost effectiveness - anyway now its there to tinker with.


Posted by: smiley Jul 17 2012, 01:21 PM

and dual wielding is in..

Posted by: smiley Aug 23 2012, 09:39 AM

settled in in our new home, and i have much more time for the game now.
I've updated some interfaces and "button-down" graphics, and signed the shop, equipment, abilities, statistics, and town interfaces off as done! (graphics wise anyways)
here are some screenshots:






Posted by: Narcissus04 Aug 29 2012, 09:14 AM

More often than not I'm now checking this site to see if there's been an advancement in this game. It's getting pretty exciting tbh wink.gif

Posted by: Narcissus04 Sep 5 2012, 08:36 AM

I wonder if you've heard of the new OUYA console Smiley? Based on Android OS - http://www.ouya.tv/

Maybe your game should be appearing on that next wink.gif, it's designed for indie developers

Posted by: smiley Sep 5 2012, 09:42 AM

QUOTE (Narcissus04 @ Sep 5 2012, 10:36 AM) *
I wonder if you've heard of the new OUYA console Smiley? Based on Android OS - http://www.ouya.tv/

Maybe your game should be appearing on that next wink.gif, it's designed for indie developers


Oh yes I followed the kickstarter progression, it is indeed very interesting! smile.gif

My first goal is to release on the appstore for iPhone, and then make new goals.
If there is money to be had from this project I will look into converting to android, but allso decide how to make it fit on the iPad, what am i to do with all that screenspace ? if i start altering gameplay mechanisms and allow for twice as many skills on the quickbar, i may aswell make a sequel,, and I'd like to work with 3D graphics, since that is what i'm actually good at - even though i ended up making this pure 2D so I could manage the project alone..

If there is no money in this project, my new goal will be to find a regular job again, asap :-)
and my secondary goal will probably be to make another type of game..

These days there are many possibilities and i dont dare guess what is in my iminent future,, other than finishing this project.

I have drawn the paladin and wizard guildmasters, and am currently drawing the warrior and necromancer.. I need them to look good so it's taking a while. looking forward to posting them within a few weeks
-Smiley

Posted by: smiley Sep 14 2012, 10:39 PM

finally gotten 4 of 5 guildmasters to a "release-ready" state.. still room for polish and so on, but I might not get around to it..

allso finalized the first guild interface cheers.gif

posting full resolution today, just because..





in other news I've got a job interview next week, so might not have this amount of spare time for that long..

Posted by: Danjen Sep 16 2012, 08:12 PM

That looks quite nice.

I'm jealous of whoever is doing the art for that.

Posted by: smiley Sep 25 2012, 01:36 PM

thanks danjen smile.gif

I'm currently implementing the Fay realm.

here's the melee guys


atomie guard

faerie esquire

pixie knight

nymph champion

currently drawing variations of the spellcaster.

Posted by: aardless Sep 25 2012, 07:16 PM

I agree with Danjen that art is gorgeous!!!

Posted by: smiley Sep 27 2012, 09:15 PM

thank you Aardless smile.gif

here is another batch


atomie Mystic


pixie seer


faerie witch


nymph enchanter


they all shoot colored lightning devil.gif

Posted by: smiley Sep 30 2012, 02:32 PM

hmm so the iPhone 5 has more pixels than the iphone 4.. which i was dissapointed to hear a week or 2 ago.
I had decided to ignore it, and just leave a black bar at the top and buttom for the iPhone 5 users.. whistling.gif '

but it keeps anoying me, and I've decided to spend the time programming the iterface to fit 2 resolutions. that will allso give me the possibility to program the map instead of drawing it - and thus save memory..

ultimately it will make it easier to allso accomodate for multiple resolutions should I choose to convert to android etc..

unfortunately It will probably be a heavy time investment, I hope it will be worth it in the end.

cheers

Posted by: smiley Sep 30 2012, 03:50 PM

i allready have numbers in my 2D map array - representing walls, rooms and doors. (and corners)
so i just have to draw the 4 walls (w/o door, horisontal vertical) and 16 corners, fill in the new numbers and it should work.. gonna check it out tomorrow

Posted by: thermopyle Oct 1 2012, 12:04 PM

QUOTE (smiley @ Sep 30 2012, 10:50 AM) *
i allready have numbers in my 2D map array - representing walls, rooms and doors. (and corners)
so i just have to draw the 4 walls (w/o door, horisontal vertical) and 16 corners, fill in the new numbers and it should work.. gonna check it out tomorrow

If you're going to be using the same number of pixels for those, why not just rotate them programmatically instead of drawing extras? A single corner can be rotated to fit, same with horizontal or vertical wall, and a single doorway as well.

Posted by: smiley Oct 1 2012, 01:32 PM

QUOTE (thermopyle @ Oct 1 2012, 02:04 PM) *
If you're going to be using the same number of pixels for those, why not just rotate them programmatically instead of drawing extras? A single corner can be rotated to fit, same with horizontal or vertical wall, and a single doorway as well.


ok.gif

that would save me 10 of 16 corners/conjunctions, and 2 of 4 wall/doorways, and can probably be done, ill just have to figure out how.
it seems I wont have access to my computers untill tomorrow.


Posted by: Narcissus04 Oct 2 2012, 10:18 AM

I'll add to the whole 'art looks great' edge we've got going on here. Love the slight alterations, it reminds me of classic dungeon crawling.

Posted by: smiley Oct 7 2012, 01:42 PM

thank you Narcissus smile.gif
the slight alterations is the least I can do when reusing graphics. and its nice as a gamer, to recognize higher tiers of creatures so not everything is new and unknown.


I've managed to allocate the first floor from bits and pieces of gfx, and it is now totalling only 44ish kB of which I can make multiple maps - thereby saving about 3 MB if I make 10 maps. that is a big deal, and gives me hope that I can stay under 50 MB.

water and stud squares are in, and I'm going to rewrite spawn code to take this into account.

secret walls are also in secret.gif





Posted by: thermopyle Oct 9 2012, 01:05 AM

QUOTE (smiley @ Oct 7 2012, 08:42 AM) *
thank you Narcissus smile.gif
the slight alterations is the least I can do when reusing graphics. and its nice as a gamer, to recognize higher tiers of creatures so not everything is new and unknown.


I've managed to allocate the first floor from bits and pieces of gfx, and it is now totalling only 44ish kB of which I can make multiple maps - thereby saving about 3 MB if I make 10 maps. that is a big deal, and gives me hope that I can stay under 50 MB.

water and stud squares are in, and I'm going to rewrite spawn code to take this into account.

secret walls are also in secret.gif


Looking good, man.

Posted by: thermopyle Oct 9 2012, 10:53 AM

So what are you doing to accommodate the resolution change? Displaying a taller map seems like an easy solution.

Posted by: smiley Oct 9 2012, 03:30 PM

yes, the dungeon interface will be a fast fix. more map as you guessed.

in the shop i can display 1 more item... allso managable

character creator -race-class-stats-alignment interfaces have to be optimized and slightly redesigned anyway,

the tough ones are:
bank (cannot allow iphone 5 users to have more item slots - and i dont like scrollbars)

character equipment
character abilities
character stats

guild hall
guild abilities


because they are all tailor fit to a smaller resolution, and I'd have to fill in useless graphics that will make it look worse - no matter what.

so I'm considering again to put in a bar at the bottom and top of all interfaces, and only make the Dungeon interface work on both devices.
because most time is spent in the dungeon - and its either all interfaces, or only the dungeon.
but I'm a little back-and-forth on this..

Atm concentrating on making a second dungeon level, and make sure to keep track on all the data from multiple levels and get the stud squares working.

Posted by: smiley Oct 9 2012, 03:58 PM

now that i think about it again, it might not be that doomed. its just a hassle, and theres more than enough to do.
me--> argh.gif whip.gif <-- also me


Posted by: thermopyle Oct 9 2012, 09:13 PM

How are you managing your data? SQLite or something else? Just curious.

Posted by: smiley Oct 9 2012, 09:44 PM

im using one of objective C's own storage methods - standardUserDefaults
https://developer.apple.com/library/mac/#documentation/Cocoa/Reference/Foundation/Classes/NSUserDefaults_Class/Reference/Reference.html
so yeah, basically all I write is "Objective C", and "C" for some simple math tasks.

Posted by: thermopyle Oct 10 2012, 09:18 PM

What is the benefit of standardUserDefaults over something more generalized like SQLite? You've talked about possibly porting to Android, so I'm curious.

I do a bit of coding myself, though I'm not as far along as you, and am working to get better, so it's always good to have input about why people make specific design choices. smile.gif

Posted by: smiley Oct 11 2012, 12:48 PM

well, knowing nothing about SQLite, I don't have many wise words to share smile.gif

But my method stores NS objects - like NSMutable Arrays - right out of the box, and I'm guessing any other method is slightly slower to perform or more cumbersome to write because of wrap tags, or other kinds of conversions and I can already now feel the game "hangs" for a second or 2, when generating and saving data at character creation.

and it wont take more time to figure out how to manage saving and retrieving data (and everything else) when and if I convert someday. and I've read from other developers that converting == rewriting, unless you start out in Unity or something. so i might aswell use the method that seems to be the optimal one for this project, and look into other methods when it's time for that.

on another note, ive got stud squares working, and all rooms spawn random monsters from that level per default, and i have laired monsters aswell, and "type" rooms, like slime, water, dragon, undead and so on. happy.gif



Posted by: korexus Oct 12 2012, 10:13 PM

I'm very much a relational database fan myself, it can be slower to look up a single piece of data, but once you want to filter out information, or combine information from two areas it's often the most efficient solution.

For examle, in my web based Mordor like game (which I'll get back to one of these days!) I have an SQL table which contains the stats for all possible monsters, then another table that defines what monster types can appear in diffenerent locations. By combining the two you can get all the information to create a new monster with a single query.

Are you planning to allow players to have more than one character? If so, you may find the userDefaults to be quite limiting. - Not insurmountable, but an SQL solution would scale by design, which is handy!

That's not to say that you can't make a total mess of things with SQL though. Badly planned databases are one of the biggest perfomance killers on any system.


Just my random two penneth. I've been following this thread quite closely, but this is the first time I've felt able to comment beyond compliments on the artwork (which is great by the way!)


korexus.

Posted by: smiley Oct 19 2012, 10:57 AM

QUOTE (korexus @ Oct 13 2012, 12:13 AM) *
I'm very much a relational database fan myself, it can be slower to look up a single piece of data, but once you want to filter out information, or combine information from two areas it's often the most efficient solution.

For examle, in my web based Mordor like game (which I'll get back to one of these days!) I have an SQL table which contains the stats for all possible monsters, then another table that defines what monster types can appear in diffenerent locations. By combining the two you can get all the information to create a new monster with a single query.

Are you planning to allow players to have more than one character? If so, you may find the userDefaults to be quite limiting. - Not insurmountable, but an SQL solution would scale by design, which is handy!

That's not to say that you can't make a total mess of things with SQL though. Badly planned databases are one of the biggest perfomance killers on any system.


Just my random two penneth. I've been following this thread quite closely, but this is the first time I've felt able to comment beyond compliments on the artwork (which is great by the way!)


korexus.


very interesting. when i spawn a monster i make multiple querries.. am i in a new room?, has a monster been slain here resently? what can spawn here, and so on, and so on..

ns userdefaults and multiple characters is no prob, i save with playerspecific suffex, and load according to player.
thanks for your input ill keep those databases in mind and read up on it.

my mac died, luckely i lost no data PHEW,, had windows installed which boots up fine still - and backed up everything.
Still gonna spend a whole day next week formatting a mac. which is a first. not_ok.gif

Posted by: korexus Oct 23 2012, 11:17 AM

A player specific suffix will certainly allow you to keep all your pieces of data distinct. However data lookup time will increase linearly with the amount of information you're storing, as the system with have more keys to check to find the right information. This may well not be a problem for what you're doing, as you're unlikely to have large numbers of characters on a single phone (wheras a web based system would store all player information centrally and so could potentially have thousands of characters). An SQL solution would allow you to index information by player and so keep each lookup small, this is what I meant by scaling by design.

I suspect that this is not an issue you'll run into for this project, as you said you're method uses native calls which will tend to have a performance advantage. I believe there is also some good caching of NS lookups so there may be no real room for improvement here, but if you want to give it a try I'd be happy to talk about database design until you're bored to tears!


korexus.

Posted by: thermopyle Oct 23 2012, 04:41 PM

I actually just made a little test program last night to teach myself how to program with C# and SQL. It's interesting and is going to take a bit to really get used to, but is pretty easy to get the basics on.

Posted by: smiley Oct 24 2012, 07:33 PM

cool Thermopyle, looking forward to looking into SQL myself.
thanks for the clarification Korexus, I see now why you have to choose this route, very handy smile.gif

I had to send my mac to the repair guys, cause it wouldnt format or restore or anything, but I'm getting it back tomorrow already.

Posted by: smiley Oct 31 2012, 04:12 PM

So a little update.
I got my mac back from repair, but had to send it right back, because it didn't work.
but since it was living on its 4th year, I decided it was time to get a new one. bought a 15" with retina display, and it runs like a dream compared to my old one ok.gif

so everything is up and running again, and I have taken the first few (bug free) steps on the second dungeon level !


Posted by: thermopyle Oct 31 2012, 04:44 PM

Congrats!

So how are you setting everything up for the levels and whatnot? Is it all data-driven so you don't actually have to add any additional code to add new content (items, monsters, spells, maps)?

Posted by: smiley Nov 4 2012, 12:28 AM

Yes!
it is quite handy if I should say so myself. smile.gif
i change 1 number and the room is a water square, and spawns only water monsters for that level - which spawns loot appropriate to its table.
same for walls.
Still takes a while to flesh out an entire map though.


Posted by: smiley Dec 6 2012, 12:35 AM

I've got the entire second map designed, and started to flesh out the third and fourth levels.

the rest of december I will be drawing most of the items (or all of them, if i can make it)
And then I will be drawing monsters and working more with monster skills in the following months.

Still a way to go, but its getting ever closer smile.gif

Posted by: smiley Dec 12 2012, 12:32 AM

here are the first armours. considering adding a few more.

amazing how big the resolution is on the pc, and how small it appears on the phone

on to weapons next.


Posted by: smiley Jan 28 2013, 07:51 PM

Ive delayed some stuff, to work on interfaces again. They are now all working with the iphone 5 resolution.
and I've made first draft of the Minstrel guildmaster.
In other news, if all goes well, I will be working full time as an app developer starting soon. Ive teamed up with a few animators, and we will be working on a game based on this short movie http://www.youtube.com/watch?v=MV5w262XvCU
It will be made in Unity, and I will be coding C# - so that will be very nice, and beneficial to this project when/if I rewrite for android etc. yay.















beer.gif

Posted by: aardless Jan 30 2013, 04:54 PM

laugh.gif @Bjorn!!! Great art as usual, and congrats for the job!

Posted by: Narcissus04 Feb 2 2013, 04:16 PM

I have nothing to add I just wanted to let my presence be felt and that I'm keeping an eye on this wink.gif

Posted by: smiley Mar 22 2013, 07:46 PM

thank you guys, I'm glad someone is following my progress - I have invested alot more (spare)time in this project than i thought it would take to finish a small game.

1 aoe spell implemented - firestorm for the wizard:

(4th icon from the left)

my dungeon has become increasingly tedious to describe with manual plotting of numbers, so I've been working on an editor for the past 3 days -
and it works! and it is done.

it was a little different to code for Mac OSX instead of iOS - but a good learning experience nonetheless.



Ive still got a ton of creatures and items to design - but I will get there.

edit: and I've designed the first water monster - the Strong Toad.


Posted by: Pawnsurfer Mar 24 2013, 12:09 PM

My first post ever in 5 years of membership as a lurker, and is just to say that this looks awesome! Well done on the project so far, I hope it reaches fruition, unlike a certain abandonware project over in another part of the forum!
I will be checking back much more often now, just to see how you are going with this.

Posted by: aardless Mar 30 2013, 02:50 PM

Agreed it looks great! And the editor looks great too.

Posted by: smiley Apr 14 2013, 09:55 PM

Thanks for your support pawnsurfer, and grats on your first post smile.gif I too lurked around here a few years untill i decided to start this project.

heres a small update, I've implemented some ghosts, vampires,
and working on tritons to be the main humanoid water race. with female spellcasters and male warriors. Ive struggled with the design but it's good now I think.











I have allso been working on the "Library" guild interface, which works like mordors Library - except its a skinned version with only monster info. ill post a screenshot when i make the top picture for the page some day.




Posted by: Irreligious Apr 18 2013, 09:07 AM

Ok, I won't be a lurker no more. I read every post in this thread (which I normally don't do) and i must say that this is amazing.
Your painting skills are great and development on this game is still going strong I see. I wonder if we will ever see the likes of this for Android. I surely hope so. I would like to give Android game-making a try, but I'm no good at programming.

I started making a "Mordoresque" game (to be quoting another member on this forum wave.gif ) using Mark Overmaar's Game Maker 6.0. I got totally lost in the code and abandoned it.

Keep up the good work.

PS. My daughter owns an Iphone 4 so I will definitely download and try it when it's released.

Oh, and if you would like some help with sound/music I would love to help you out.

Posted by: smiley Apr 19 2013, 02:25 PM

thank you irreligilous smile.gif
it seems mordor has inspired quite a few guys to get into game making!

I would appreciate any help with sound and music. I need a whole lot of sounds for "picking up" and "putting down" items like in baldurs gate - and a piece of music for the town.
and monster sounds later when I have a clear overview of all the monster dweller types smile.gif if your interested send me your mail and we can talk more.

heres a preview of the guild library interface that shows the monsters you have encountered.
i plan to do a little "candle light flicker" animation
and to reveal stats based on kill count in one way or anoter. But atm it is implemented and works which is most important.



Posted by: smiley May 28 2013, 12:53 PM

hi!
I have overhauled the whole character creator, with buttons that visually go "down" when you press them, and buttons that hilight when you can press them and everything you have come to expect from a proper interface.

first screen you select your previous generated character, or make a new one.
the latter option takes you to these screens:






Posted by: korexus May 29 2013, 06:10 AM

Very minor point, but in games I've played it's been more usual to have the "-" button on the left and "+" button on the right for the assign stat points screen. Otherwise continues to look awesome!

Would it be possible to get some sort of tooltip in, so people can get a brief rundown of the effects of their choices? - Perhaps a "?" button next to each race, class, stat and alignment which triggers a dialogue explaining the benefits and restrictions of choosing that option.


korexus.

Posted by: smiley May 29 2013, 08:18 AM

QUOTE (korexus @ May 29 2013, 08:10 AM) *
Very minor point, but in games I've played it's been more usual to have the "-" button on the left and "+" button on the right for the assign stat points screen. Otherwise continues to look awesome!

Would it be possible to get some sort of tooltip in, so people can get a brief rundown of the effects of their choices? - Perhaps a "?" button next to each race, class, stat and alignment which triggers a dialogue explaining the benefits and restrictions of choosing that option.


korexus.


good points.
I'm considering an info button, or maybe another way to read up om stats, as well as a brief desc of the guilds.
I'm drawing my inspiration from all kinds of games, ranging from having full tutorials that tell you where to click - to games like Limbo that has noting at all.
there is gameplay in learning by trial and error, and it has a very oldschool feel to it. I don't think I will go there, so there will most likely be a "?" botton, or an automatic popup here and there, before release.

Posted by: smiley Jun 24 2013, 06:52 PM

the tritons are dominating the water areas now




and more skills are added
priest gets chaos bolt:


minstrel gets
magic arrow and pierce armour



paladin gets smite evil


and warrior gets whirlwind


allso made spiders to crawl the dungeon, but will have to redraw them..

Posted by: smiley Jul 7 2013, 05:31 PM

a little text update.
I have implemented nearly 180 creatures without graphics, and i am drawing temporary pictures for the different groups of monsters,
so i can populate all 9 levels, and get a look at overall balance and progression.

I have allso shown the game to a few people from the industry, and most are impressed, but generally dont understand the dungeon layout. they cant see the doors and so on untill i explain how it works.
it may be helped with an overlay at the first dungeon visit (ala diablo 2 explaining the interface)
or i may have to reconsider using this very oldschool fog of war and dungeon grid..
I dont know yet what I'll do, but i have to do something.

and the next month Ill be working at a nice games company, drawing game characters for merchandising.
so it will be a while for the next graphic update.
and the Biorn project i mentioned awhile back is on hold, but i hope we get a chance to visit that project again in the future..

think.gif whip.gif

Posted by: aardless Jul 9 2013, 03:50 PM

Heh, best wishes! You're very talented at drawing.

Posted by: smiley Jul 15 2013, 12:45 PM

thanks smile.gif

Posted by: rb10c Aug 14 2013, 06:01 PM

So, uh... I accidentally bought an iPhone, has this been released at all? I blasted through all the posts and didn't find anything, but I'm not the most observant. The images look gorgeous!

Posted by: smiley Aug 14 2013, 07:40 PM

QUOTE (rb10c @ Aug 14 2013, 08:01 PM) *
So, uh... I accidentally bought an iPhone, has this been released at all? I blasted through all the posts and didn't find anything, but I'm not the most observant. The images look gorgeous!


congrats on your iPhone! smile.gif

it is still a long way off release. I am full time employed at the moment, at the studio that made "subway surfers" so i have my hands full, and i want to stay there so I'm spending some time learning Unity and so on.

but i have implemented 4 floors down, out of 9 planned.

and i have updated the fog of war, so ypu have a sight radius, and can spot whole or half squares around you in all directions (which is a really nice improvement!)

and I have implemented 2 handed weapons, an all the interface handling associated when switching items.


Posted by: smiley Aug 14 2013, 07:43 PM

blasted,

heres the screenshots:


fog of war


2h items

Posted by: rb10c Aug 15 2013, 07:17 PM

It's looking amazing, as always. I really can't wait for the release.

Posted by: devi77 Aug 20 2013, 10:15 AM

I want to be your alpha- or beta-tester smile.gif
And you can release game with 4 floors and make patch later
Can't wait sad.gif

Posted by: garceaj Sep 17 2013, 01:56 PM

I wanted to throw in my two cents as well, since I am now back for a little bit. I read through this thread as soon as I saw it. This is quite a coincidence, as I have just gone back to playing Mordor again, and hoping this time I can finally beat the lich on the bottom floor. I have beaten the guy on lvl 3 a few times in my history of playing, but it is quite a challenge to get past those worms that are pretty much instant death once you reach lvl 3. I did see a video somebody from this forum posted on youtube, about sun dragons as a power leveling technique.

Anyway, I wanted to add that I have been looking on the app store for something similar to Mordor so I could play it on the go. I am a little curious if DA has recent plans to port both games to the iphone, he started selling the original game for $9.95 on Gamersgate if anyone is interested, as well as his most recent version of Demise, but for $24.95 or something. I also wanted to add that I do enjoy your artwork and your plans for this game, it seems things are moving forward! I wanted to let you know that as soon as it hits the ipod store, I will buy it for the Ipod touch as soon as I can. ok2.gif

Posted by: aardless Oct 6 2013, 03:40 PM

QUOTE (garceaj @ Sep 17 2013, 03:56 PM) *
I have beaten the guy on lvl 3 a few times in my history of playing, but it is quite a challenge to get past those worms that are pretty much instant death once you reach lvl 3.
Giant Leeches? They're horrid, but try to build your defense, and also remember where they spawn and avoid those squares. They are fairly rare.

QUOTE (garceaj @ Sep 17 2013, 03:56 PM) *
I am a little curious if DA has recent plans to port both games to the iphone, he started selling the original game for $9.95 on Gamersgate if anyone is interested, as well as his most recent version of Demise, but for $24.95 or something.
I think it's Decklin actually selling those, since he bought the games a few years ago from DA. I do wonder if he has plans for Android/whatever phone versions of Mordor.

Posted by: i_love_rush_and_ledzepp Dec 21 2013, 11:19 PM

is there a ready to play version for ipod touch?

Posted by: smiley Feb 7 2014, 11:00 AM

hello!
not yet there isnt.
I have been too busy and worn out - getting used to the new coding environment at work. and havent really gotten anything done the last couple of months.
the last thing i made was a setup to render out "death animations" .. a unified effect that works on all monsters, and looks the same.. so when they are killed, they warp into a lightflash and dissapear. fast solution that adds a great deal imo.

it wont be long till I will startup again.

Posted by: tillrobby Apr 10 2014, 03:01 PM

Hi smiley!

A few month ago you made me want to build a Mordor clone myself with your project smile.gif
Now after doing some learning in Unity, and releasing a simple block buster game, I am ready to start.
But I have a problem: I'm 0 at graphics and nobody I know can help me... (well there is one guy but he is incredible lazy, does 3 models in 3 months...)
So I decided to learn how to draw 2D graphics and the question is, seeing your models are incredibly awesome, can you recommend a starting point?
I heard Inkscape is pretty good, any other program I should start?

Posted by: aardless Apr 12 2014, 10:12 AM

Well, I'm not smiley, but since I'm into drawing I'll chime in. I'd say get the Gimp, it's free, and there are tons of tutorials out there. Gimp is for doing so-called "raster" pictures (the typical image you see on the web), while Inkscape is for vector images (i.e. more like logos, with "clean" lines). There are occasionally legit free giveaways of graphics programs here: http://www.giveawayoftheday.com/ or here: http://www.bitsdujour.com/free-software-download (the giveaway programs change daily, you have to check back every day and have a little patience). That's for the 2D aspect.
Regarding Unity, I don't know if I'd call him lazy, modeling is a very long and fairly steep learning curve (in the end you also need to know how to make a 2D texture), and it takes time to do that kind of stuff. I haven't checked integration between Unity and basic OBJ files (i.e. the "solid statue" model, that is the most common format for 3D files), but if rigging (i.e. turning the OBJ into an animateable model in Unity) can be done in Unity, there are sites that have fair shares of freebies like Sharecg.com, Sketchup wharehouse, Turbosquid (here they also have very pricey models...). A posable human model that can be turned into some monsters was available from the MakeHuman project (nowadays available here: http://www.makehuman.org/), but I know they took it offline a few years back because they wanted to redo everything and I don't know if the new version still has monster morphs.
As I said, I don't know what kind of rigging Unity takes, but I seem to remember that DAZ Studio (program is free, and also has a human model that can be morphed, but the morphs have to be bought) can export its models into a file format that Unity can read. So the idea here would be to get a freebie OBJ from one of the sites above, rig them in DAZ Studio with its rigging tools, and export to Unity.
Hopefully some of this can help you! Best wishes!

Posted by: tillrobby Apr 12 2014, 10:37 AM

Thanks for responding smile.gif

Well for 3D models I use Blender, i know how to add rigging to a model that is 100% compatible with Unity, and know a little animation too, but for this game I want 2D models, it's a lot faster and smaller app size.
I heard about Gimp, I'll have to check it out.
Somebody told me Krita is pretty good too, anyone know anything about this? http://krita.org/

Oh and if anyone has some free models who wants to contribute, that would be great smile.gif (Unfortunately I can't pay for assets)

Posted by: aardless Apr 14 2014, 09:38 AM

I don't think I ever heard of Krita but it looks interesting, going to download it. For 2D I like Project Dogwaffle which has some great particles effect for brushes (great for magic effects). It's called optipustic (or something like that) and the output of the brush has three types: stars, plants and a third thing I forgot. Dogwaffle 1.2 is free here: http://www.thebest3d.com/dogwaffle/. The more recent versions have been renamed Howler and it is one of those programs that can be found as a giveaway.

Posted by: smiley Apr 20 2014, 02:06 PM

hello!

I rig and model for unity using maya at work. I'm not as fast a modeler as the guys who do only that.. but speed comes with practice..
The same is true for getting into producing 2d gfx. Imho software doesn't matter, all you really need is to understand shapes, and use a wacom tablet. I draw most stuff using a close variant of the standard brush in photoshop.
In theory, if you can draw what you look at in real life, then you can draw what you imagine aswell. A good way to get into that is to attend croquis classes.

I could have started my project as a fullblown 3d thing, but it definately takes more time to produce the same amount of monsters in 3d, compared to 2d. And since I do both, I went 2d..
So I think its great you want to get into that - just don't get discouraged by the time investment smile.gif

Posted by: tillrobby Apr 23 2014, 10:03 AM

Thanks for the reply smile.gif

For now i'll use the original game pics, until all the functionality is done.
Soon I'll have a web player demo ready, the character creation, the dungeon, and basic combat is already working. Working on in-game menus now, like stats, abilities, inventory ...

Posted by: smiley Apr 23 2014, 01:03 PM

QUOTE (tillrobby @ Apr 23 2014, 12:03 PM) *
Thanks for the reply smile.gif

For now i'll use the original game pics, until all the functionality is done.
Soon I'll have a web player demo ready, the character creation, the dungeon, and basic combat is already working. Working on in-game menus now, like stats, abilities, inventory ...

cool!
looking forward to seing it smile.gif

Posted by: korexus Apr 26 2014, 10:41 PM

QUOTE (tillrobby @ Apr 23 2014, 10:03 AM) *
Thanks for the reply smile.gif

For now i'll use the original game pics, until all the functionality is done.
Soon I'll have a web player demo ready, the character creation, the dungeon, and basic combat is already working. Working on in-game menus now, like stats, abilities, inventory ...


I re-worked all the game images to have transparent backgrounds for my offering. (Which I swear I'll get back to at some point!) Some of them aren't great, and I'm sure it's not enough to stop them being copyrighted, but if that's useful to you then IM me an email address and I'll send them over.

On a related note. Quite a few people round here seem to be trying a re-write. I'd certainly be interested in any communal artwork folk are willing to share...


korexus.

Posted by: Cyraxx0120 Apr 27 2014, 08:02 PM

QUOTE (smiley @ Feb 7 2014, 06:00 AM) *
hello!
not yet there isnt.
I have been too busy and worn out - getting used to the new coding environment at work. and havent really gotten anything done the last couple of months.
the last thing i made was a setup to render out "death animations" .. a unified effect that works on all monsters, and looks the same.. so when they are killed, they warp into a lightflash and dissapear. fast solution that adds a great deal imo.

it wont be long till I will startup again.


Do you have an estimated time for this to be completed? And do you have a name yet so if i just happen to check in apple store in the future i may come across it?

Posted by: smiley Apr 27 2014, 10:41 PM

QUOTE (Cyraxx0120 @ Apr 27 2014, 10:02 PM) *
Do you have an estimated time for this to be completed? And do you have a name yet so if i just happen to check in apple store in the future i may come across it?



I haven't worked on this for some months, and for the next 7 weeks I'm in crunch mode at work, as we are nearing release of our game (ill throw in a link, so you guys can see that as well, just for the kicks)


but after that I will start up again, but I'm not too keen on estimates, as i have lost oversight for now..

i hope i can pull out some hours of our sound guy, so that burden will be slightly less heavy.
other than that, all I can say is that I'm looking forward to dig into this project again, and no names decided yet! ok.gif

Posted by: tillrobby May 10 2014, 01:15 PM

Hey smiley, I just made a post of my clone:

http://dejenol.com/forum/index.php?showtopic=4887

The interface is similar to yours, and if it bothers you, I understand that and I'll try to do something different, but the options are very limited smile.gif

Posted by: devi Apr 4 2015, 06:17 AM

Hey smiley, where is the game for iphone? Or you close a project?

Posted by: smiley Jun 17 2015, 04:23 PM

QUOTE (devi @ Apr 4 2015, 08:17 AM) *
Hey smiley, where is the game for iphone? Or you close a project?



hey, project is pretty much dead.. Im working with games now, and don't have the stamina to do it in my spare time aswell.


Posted by: i_love_rush_and_ledzepp Jun 17 2015, 05:57 PM

i guess this is the end sad.gif

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