libGDX is a Java game development framework that provides a unified API that works across all supported platforms.

The framework provides an environment for rapid prototyping and fast iterations. Instead of deploying to Android/iOS/Javascript after each code change, you can run and debug your game on the desktop, natively. Desktop JVM features like code hotswapping reduce your iteration times considerably.

Libgdx tries not be the "end all, be all" solution. It does not force a specific design on you.

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Tales of Vastor - Progress #18 - Rotate the fight

Tales of Vastor - Progress #18

Content

  • What's done?
  • What's next?

Fight Implementation

I am glad to show you the progress of the new fight system. Although I got sick last week, most of the fight got already refactored.

The fight scene got rotated by 90 degrees, making it appear more like the old Dragon Quest games. The reason was to put more focus on the actual character image and having less troubles animating every move. Therefore, I am able to create a character even faster, allowing me to put in multiple enemies and characters to the game. Of course, there're downsides as well. Here's a short pro and contra list, regarding the new implementation

Pro

  • better enemy image quality
  • less time needed to implement characters
    • implement a new character is easier and faster
  • better action overview, as every action is displayed as a message as well

Contra

  • no more animations (just the idle animation remained)
  • the player model is not visible during a fight
  • some attacks may seem less impressive, as the attack is now a simple effect

However, I think the new system suits better. Of course, I've got some screenshots as well.

progress18 new bandit enemies

progress18 new blop enemies

progress18 new attack

New item icons

In order to make the graphics more appealing, some item icons got refactored. Here's a screenshot of the two swords for the knight:

progress18 new inventory icons

Bandit cave dungeon

The bandit cave dungeon was quite easy, as there were just a few waypoints to the boss. Eventually, you would have made your way through without even fighting a single foe.

In order to enhance the difficulty, a new level was implemented. It is mandatory to find something special, in order to proceed to the boss of that dungeon.

progress18 new bandits cave dungeon

What's next?

As the fight system changed, I still need to refactor some models and attacks. This is the focus of this week.

Alongside, I want to refactor the remaining item icons as well, just like the two swords of the knight.


Don't forget to follow me on Twitter to get more frequent updates.

Thank you!

Office Management 101 - Alpha Demo released
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Tales of Vastor - Progress #16
Tales of Vastor

Tales of Vastor - Progress #16

Tales of Vastor

Another week passed with amazing improvements. So be sure to not miss the progress update!

Tales of Vastor - Progress #15
Tales of Vastor

Tales of Vastor - Progress #15

Tales of Vastor

This week, the focus was on fixing bugs and implementing improvements. In this update, I want to point out the most important ones.

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Comments
kbingh
kbingh

I just created a game called Chomp! using LibGdx. I found it a great library and I liked that it was a programmers platform since I am a Java programmer.

My game is now on the Google Play Store. It is about a crocodile that catches food. You control the crocodile with the accelerator.

Wally the Crocodile catches food from all directions and angles.

Three ways to play.

Play.google.com

Facebook page is Facebook.com

Reply Good karma Bad karma+2 votes
dud3z
dud3z

Why the developer is TOME studios and the license is Commercial?
It's being developed by the libgdx guys and the license should be Apache2.

Reply Good karma Bad karma+8 votes
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