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PostPosted: Fri Apr 15, 2011 4:10 pm 
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Joined: Sun Mar 27, 2011 6:44 pm
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Location: Finland
Put little knockback to attack. This will give some need for timing. Secondly it add visual feedback to user.


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PostPosted: Mon Apr 18, 2011 4:49 pm 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1340
Location: Italy
my 2 cents:
- graphics:
- more tiles variety (not all tiles must be squares),
- some other light sources than player in leves (for example fires or so on)
-
- interface:
- some feedback for unspended points
- different color in object name (http://www.wowwiki.com/Quality)
- better icons :D
- sounds:
- sound effects to all skills,
- sound effect on new level :D
- gameplay/level deisng
- don't place every starting point of a level in an angle, put in center so player don't waste time running around -> more fun!
- put spawn point (where you start when dead) near town center
- add key1 open door1
- add bosses and mini bosses :D
- automatic turrets ?
- best level is second: open area, lot of monsters, no doors, I like it :D
- more basic hp regen.. too slow, need always to return to town
- spawn enemies using spawning points, so dungeon are alwyas dangerous :D

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PostPosted: Sat Apr 30, 2011 1:26 pm 
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Joined: Sat Aug 16, 2008 7:04 pm
Posts: 119
Making my own art is really a lot more fun than using freeware graphics.

AI Wars Graphics pack monster:

Image

My own monster painted in 15 minutes:
Image

I think I will go for my own art style ;)

Programmer art game! Attack on your eyes!

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 Post subject:
PostPosted: Mon Jul 04, 2011 4:02 pm 
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Now Open Source:

https://code.google.com/p/clojure-rpg/

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 Post subject:
PostPosted: Sat Jul 23, 2011 10:01 am 
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Joined: Sun Oct 11, 2009 8:53 pm
Posts: 219
Hardcore wrote:


ty m8, its epic

but how i work with ".clj" files?
its not basic java...

i wanna use ur source to learn how to make things better
but its not in java :O

any way to convert it from this clj type to normal java code?


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 Post subject:
PostPosted: Sun Jul 24, 2011 8:26 am 
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Quote:
but how i work with ".clj" files?


Learn clojure ;)
Its worth it!

http://clojure.org/
http://learn-clojure.com/

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 Post subject:
PostPosted: Tue Jul 26, 2011 5:23 pm 
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Joined: Sun Oct 11, 2009 8:53 pm
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Hardcore wrote:
Quote:
but how i work with ".clj" files?


Learn clojure ;)
Its worth it!

http://clojure.org/
http://learn-clojure.com/


i am still going learning exploring java...
starting new code lang will be bad...

any way to convert it to java?


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 Post subject:
PostPosted: Thu Jul 28, 2011 7:07 am 
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Joined: Sat Aug 16, 2008 7:04 pm
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No there is no way.
But it compiles to class files like java.

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 Post subject:
PostPosted: Thu Jul 28, 2011 8:40 am 
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Joined: Thu Jul 28, 2011 8:32 am
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This is a very interesting game,Hope the new version has better improve。


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 Post subject:
PostPosted: Sat Jul 30, 2011 1:14 pm 
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Some new screenshots of WIP Alpha 2:

http://resatori.com/working-on-cdq-alpha-2

Also cutting features like player levels/xp and skill-levels in order to be able to finish it some day ... !

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 Post subject:
PostPosted: Wed Aug 17, 2011 3:40 pm 
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Alpha 2 is out now! Have fun!

Start Webstart

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 Post subject:
PostPosted: Fri Aug 19, 2011 9:41 am 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1340
Location: Italy
what are changes?

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PostPosted: Sun Aug 21, 2011 11:41 am 
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Trying out amazon cloudfront for hosting now.

Image

Image

Image

Changes from Alpha 1:
Improved almost every part of the game, mainly:

3 new quests on the existing worlds
removed player experience and levels, skillpoints are now only rewarded by doing quests (cutting scope, much easier to balance)
when you die you lose 1/2 of money now
also only one amulet slot to cut scope and only 3 item bonus abilities levels
added item boni: chance slow, stun, armor-reduce, +%spell-damage, critical-hit, hitpoint/mana leeching
more different swords & armors
colored strings support to make special item boni stand out more
added lots of missing sounds & animations (for example when a projectile hits a wall there is a sound&animation)
nicer looking icons (from reddit guy)
nicer tilemaps with details like stones/light-sources/chests with loot
fixed countless bugs and defects(for example small things like speed bonus increases the movement animation speed, items glittering to make them stand out more from the background, autopickup minerals)
better skill documentation & slow/armor-reduce is now a “curse” where only one can be active
keyboard movement for player
changed belt hotkeys from F1,F2, F3 to Q,W,E
removed the doors of the first level (no need for them)
made the monster AI a bit more unpredictable for nova-melee and healer-monster
added slowdown-caster monster, shield-monster
added mines
added exploding drone monster
improved monster graphics (AI war graphics pack)
added player animation for attack without items (boxing !)
added aggro range for monsters, they are in “sleep” mode when you dont go near them
higher brightness and resolution
a lot of refactoring on the code
player rightmouse melee checks area in front of player for possible hits
new hp&mana bar painted by myself
hp-bar brightness calculated from body image corner brightness
sell items with rightclick/dropping in merchant cells
use usable items rightmouse click use them
saving/loading options status
You have free skill points button added[/img]

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 Post subject:
PostPosted: Fri Sep 02, 2011 2:31 am 
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Joined: Thu Sep 01, 2011 10:15 pm
Posts: 31
Location: United States
Just tried it out and liked it.

Issues that I had:
1. It took me a while to figure out how to get to the tech caves.
2. Shouldn't you be able to run out of the tech caves at the entrance without having to use a portal.
3. The left mouse weapon doesn't activate unless you are right on the enemy. Maybe bind that action to the middle button or the keyboard?

Other than that, pretty neat game engine!


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PostPosted: Wed Jan 18, 2012 1:19 pm 
Could someone please explain, how smooth lighting (the same effect achieved when using alpha maps) is achieved, while smoothly cutting of areas that can't been seen.


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