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PostPosted: Mon Mar 19, 2012 7:36 am 
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Joined: Mon Oct 11, 2010 9:46 am
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Location: Australia
Hello all!

Game and screenshots at www.numeronreactor.com

What a terrible job collecting salvage out here in this asteroid field is. Its not only bleak and depressing finding long dead and frozen bodies floating in space, but there are plenty of other broken hulls out here exactly the same model as the ship you're now in. Its only inevitable you end up like that. And you do. You are lucky enough to crash land on an asteroid large enough to have... some kind of life. Or maybe the real lucky ones are the ones who died quickly back out there in the void...

This game was made inside of 7 days for the annual 7 Day Roguelike Challenge which has just concluded, and it uses Slick!

-Numeron

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PostPosted: Mon Mar 19, 2012 8:44 am 
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Joined: Thu Mar 31, 2011 5:06 am
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Wow this looks really clean. All the graphics are neat and the theme just blends right in with the gameplay. 10/10 from me. Just wondering

  • How do you store your maps?
  • How do you use game states (e.g. cutscenes are a state)?
  • Quote:
    The version (Slick2D) shipped with this game has had several minor modifications and tweaks.
    These were?
  • Are you going to release the source code?


BTW I love the website too.

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PostPosted: Mon Mar 19, 2012 6:57 pm 
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Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1317
Location: Italy
WOW! cool!

Impressive work as usual, simple mechanics and .. I hate shadows! Well done!

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PostPosted: Tue Mar 20, 2012 12:01 am 
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Thanks guys for the good words!
Quote:
How do you store your maps?
Currently I have an array of Tile objects which each hold a stack of game objects for that tile. This is incredibly inefficient, and one of the main reasons for the memory blow out. I intend to change it to 5 overlapping byte arrays in the coming months
Quote:
How do you use game states (e.g. cutscenes are a state)?
I dont use any of the slick game related stuff, see next question.
Quote:
The version (Slick2D) shipped with this game has had several minor modifications and tweaks. These were?
When I first picked up Slick I merged GameContainer and AppGameContainer, and then stripped the result down so that it was a plain and simple UI. All my slick related code is in a separate project file which the game is dependant on, and my main game loops update the UI as a part of their own thing.

Also a minor bug or two. :wink:
Quote:
Are you going to release the source code?
Nope. Sorry!

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PostPosted: Fri Mar 23, 2012 8:08 am 
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Joined: Thu Mar 31, 2011 5:06 am
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Also, how did you get your menu working with SlickUI and how do you implement that pixel font?

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PostPosted: Mon Mar 26, 2012 12:16 am 
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liamzebedee wrote:
Also, how did you get your menu working with SlickUI
Menu waits for key, if its up or down, then change the currently selected item otherwise if enter/space perform the selected item. Pretty straight forward.
liamzebedee wrote:
and how do you implement that pixel font
Pulled basically straight out of the documentation wiki, loads ttf files:
Code:
public UnicodeFont loadFont(String path, int size, boolean bold, boolean italic) throws SlickException{
    UnicodeFont font = new UnicodeFont(path, size, bold, italic);
    font.addAsciiGlyphs();
    font.addGlyphs(400, 600);
    font.getEffects().add(new ColorEffect(java.awt.Color.WHITE));
    font.loadGlyphs();
    return font;
  }

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PostPosted: Sun May 13, 2012 3:56 am 
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Just an update on the competition results...

Nightfall did exceptionally well.

Out of 63 successful entrants in the competition, it landed second place tied with 4 other people :)

-Numeron

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PostPosted: Sun May 13, 2012 10:04 am 
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Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1317
Location: Italy
congrats! well done!

do you plan to work more on it? Or maybe have a postmortem of your work on Nightfall ?

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PostPosted: Mon Sep 17, 2012 6:11 pm 
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congradulations

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