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 Post subject: Demonicka
PostPosted: Fri Apr 01, 2011 2:24 pm 
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Joined: Wed Mar 30, 2011 2:30 am
Posts: 18
Location: Brazil
Project name: Demonicka

Theme: devil

Basic Explanation: The player will be attacked by demonic creatures and needs to survive. Each level will be more difficult.

About me: I'm new in java and slick and never made a Java game before. My goal is learn more about game development and i count with the community help.


I will keep this first post updated about the game details and progress.

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 Post subject:
PostPosted: Fri Apr 01, 2011 8:41 pm 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1313
Location: Italy
welcome! Feel free to ask and if this is your first game, Keep It Simple!! :D

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 Post subject: Dev Diary - day 1
PostPosted: Sat Apr 02, 2011 12:17 pm 
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Joined: Wed Mar 30, 2011 2:30 am
Posts: 18
Location: Brazil
Dev Diary - day 1


Demonicka is my first game. I never developed any games in any others languages. I found some difficult to setup my Slick, Lwjgl and my resources folder. Now everything is working.

On the first day my focus was the GameContainer and my player class.

Day 1 work done:

- Game Container working
- Player class working
- Player keyboard moviment working

At the end of first day i have a black screen with the player sprite moving at my command.

For me, who started this week on java game development, its a huuuge step.

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 Post subject:
PostPosted: Sat Apr 02, 2011 10:22 pm 
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Joined: Tue Mar 15, 2011 4:35 am
Posts: 8
Location: chile
I don't know why I immediately thought of something like doom but with counterstrike 2D graphics (?),sounds like fun ey ?

we are kind of the same,new to this.
hopefully we'll learn as much as we can from this.

good luck !


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 Post subject:
PostPosted: Sat Apr 02, 2011 11:42 pm 
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Joined: Wed Mar 30, 2011 2:30 am
Posts: 18
Location: Brazil
Owaru wrote:
I don't know why I immediately thought of something like doom but with counterstrike 2D graphics (?),sounds like fun ey ?

we are kind of the same,new to this.
hopefully we'll learn as much as we can from this.

good luck !


The game will be something like it but i cant find top down graphics for characters. Im bad graphics designer.

I someone know any kind o top down graphics i will be thankfull.

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 Post subject:
PostPosted: Sun Apr 03, 2011 11:59 am 
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Joined: Wed Mar 30, 2011 2:30 am
Posts: 18
Location: Brazil
Dev Diary - day 2

Today my focus was the map and collision detection. I got stuck for hours in my map collision system, but now its working.

Day 2 work done:

- Refined player moviment using mouse (need some changes yet)
- Map finished (using TileD)
- Map loader ok
- Map collision detection working

Still need top down graphics for the game.

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 Post subject:
PostPosted: Mon Apr 04, 2011 10:16 am 
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Joined: Wed Mar 30, 2011 2:30 am
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Location: Brazil
Dev Diary - Day 3

Started working on enemy AI.

Work done:

- Very basic enemy AI done.

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 Post subject:
PostPosted: Mon Apr 04, 2011 10:47 am 
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Joined: Tue Jun 19, 2007 7:35 am
Posts: 233
Location: Germany
Just got those bunch of Sprites here ( especially 'Alien Breed' ). I think you are running into Copyright issues when using these Sprites "official", but it's a starting point to keep yourself motivated.

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 Post subject:
PostPosted: Mon Apr 04, 2011 2:15 pm 
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Joined: Thu May 07, 2009 5:09 pm
Posts: 143
Location: Okanagan, BC, Canadia
Fabri wrote:
Im bad graphics designer.

I someone know any kind o top down graphics i will be thankfull.


You might find something useful on the TigSource Assemblee page. Free for use in non-commercial games.

http://www.derekyu.com/tigs/assemblee/

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 Post subject:
PostPosted: Mon Apr 04, 2011 6:01 pm 
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Joined: Wed Mar 30, 2011 2:30 am
Posts: 18
Location: Brazil
Thanks for the links!

If anyone need any kind of help im here to help! (ok, im a newbie yet).

Today i will finish the basic enemy AI. Next i will try to make the attack function for the player.

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 Post subject:
PostPosted: Tue Apr 05, 2011 12:07 pm 
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Joined: Wed Mar 30, 2011 2:30 am
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Location: Brazil
Dev Diary - Day 4

- Working on enemy AI.
- Custom mouse cursor OK.
- Started working on player attack.


I think now i will have a hard time =p

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 Post subject:
PostPosted: Tue Apr 05, 2011 1:24 pm 
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Joined: Wed Mar 30, 2011 2:30 am
Posts: 18
Location: Brazil
I wanna ask a important question:

I'm relative new in java programming and im starting on this project on Java Gamming.

I started this game just with a idea in my mind. Should i stop and make the game project and then code?

Ppl here first detail all project and after it start code?

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 Post subject:
PostPosted: Tue Apr 05, 2011 1:46 pm 
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Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1313
Location: Italy
detail your idea and make best you can, but too much details: you must have (IMHO) an idea of what do you want from your game, write down your idea and try to think before do :D

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 Post subject:
PostPosted: Tue Apr 05, 2011 2:25 pm 
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Joined: Tue Jun 19, 2007 7:35 am
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Location: Germany
You should have an idea and a rough roadmap what you want in your game at a given date (e.g. Agile Development)

There is a lot of theory behind software methodologies. You can study that for years and write no code at all.

My tip:
- Make a rough outline of your game (in your mind)
- Write down (yes on paper) your ideas
- Write down (yes again on paper) some rules and game mechanics
- Doodle some scenes (well you got it: paper) and basic interface stuff to get a feeling / mood for your game
- Set yourself deadlines, e.g. Feature A will be done on TIME-HERE, Feature B will be done on ANOTHER-TIME-HERE
- Don't try to write the next AAA title, just know your limits and keep on building that
- Start small scale and only add features when your current game runs fine
- Start coding
- Do some art stuff (sprites and so on) and implement them
- Play your game with the new art (keeps you motivated)
- and so on

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 Post subject:
PostPosted: Tue Apr 05, 2011 6:49 pm 
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Joined: Wed Mar 30, 2011 2:30 am
Posts: 18
Location: Brazil
TheMatrix154 wrote:
You should have an idea and a rough roadmap what you want in your game at a given date (e.g. Agile Development)

There is a lot of theory behind software methodologies. You can study that for years and write no code at all.

My tip:
- Make a rough outline of your game (in your mind)
- Write down (yes on paper) your ideas
- Write down (yes again on paper) some rules and game mechanics
- Doodle some scenes (well you got it: paper) and basic interface stuff to get a feeling / mood for your game
- Set yourself deadlines, e.g. Feature A will be done on TIME-HERE, Feature B will be done on ANOTHER-TIME-HERE
- Don't try to write the next AAA title, just know your limits and keep on building that
- Start small scale and only add features when your current game runs fine
- Start coding
- Do some art stuff (sprites and so on) and implement them
- Play your game with the new art (keeps you motivated)
- and so on



I will follow these steps. I started coding before thinking in all aspects of the game. Im afraid of my code be a tottaly mess.

I will put my ideas in a paper first.

Thanks guys.

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