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PostPosted: Wed Dec 22, 2010 8:50 am 
Gamer Geek

Joined: Wed Dec 22, 2010 8:04 am
Posts: 33
Location: Lusaka, Zambia.
Hello there, I've been developing a 2D turn-based fighting game called THE SCND GENESIS:Legends in Java. Its story is based on my web-comic http://scndgen.sourceforge.net. Its not out yet but development is proceeding smoothly. Though I'ld like to discuss some stuff with you guys :D

Firstly graphics. I love polygons as much as the next guy, but 3D has it's pitfalls. I t adds an extra dimension, no pun intended, of complexity. I believe more developers should give good old 2D a spin before going 3D. Commercial games like Muramasa: The Demon Blade (Wii) and Blaz Blue (HD Consoles) show that 2D games still have the ability to be visually spectacular. Here are some screens:

Image
Image
Image
Image
Image
Image

What do you think, several stages and characters aren't published but that should give you a general "feel" of its look. More screens are available on the site http://scndgen.sourceforge.net/game.html

Performance. The game uses Java2D and Volatile Image, no fancy JOGL, Slick, LWJGL here >_<. Buffered Image was crazily slow, so I use standard images. Initially I had lame performance, but that's because I was drawing and filling several arcs, rectangles and polygons *facepalm*. After replacing them with static Images, performance became great. It uses 75% of a Celeron M 1.4GHz in Windows Vista. On my Pentium E2180, I get 13 % CPU utilisation, and 124 MB RAM usage on average. Trust me, that's A LOT better than before.

Multiplayer. The game already works on LAN. It has a lobby/matchmaking system that's fairly decent. The host machine acts as a server and the other as a client. Performance is great, no latency or anything. I've already created an online server and tested it numerously on local host, works good. But I havn't been able to do find any free online hosting (hey, I'm a student, and broke). Could you suggest some sites.

Lastly, Licensing. I want this game to have a Licence like that of Warsow. The code/engine shall be free to edit. But the art, story and other intellectual property related to my web-comic belongs to me. ow do I go around that. I want this game to be freely available, but I don't want my characters and Story to be changed by random people................................................................................SNAP!!!! I had an idea. Since its open source, the characters are mine, but people get a basic plot premise and create their own episodes...or outcomes. They could be combined to one game to make some kinda Mass Effect 2 conversation reel, multiple outcome thing *brain stromz*.

Oh well, that's it. Heres the code from my drawGame class, which renders graphics. It'll give you an idea of how the game is structured. Please comment and makes suggestions.


Code:
    @Override
    public void paintComponent(Graphics g)
    {
        /*
        //----- Software DoubleBuffering -----// 67% cpu utilisation in ubuntu 10.4 / sun jre 6_21 / Pentium E2180 / 1GB Radeon 5670HD / 1.5GB RAM
        Dimension currentSize=getSize();

        if (offScreenImage == null || !currentSize.equals(offScreenDimension))
        {
            offScreenImage=createImage(currentSize.gameWidth,currentSize.gameHeight);
            g2d=(Graphics2D)offScreenImage.getGraphics();
            offScreenDimension=currentSize;
        }
        //----- Software DoubleBuffering -----// */
        //----- hardware doublebuffer ------// 55% cpu usage in ubuntu 10.4 / sun jre 6_21 / Pentium E2180 / 1GB Radeon 5670HD / 1.5GB RAM

        /* Fixed performance issues, got rid of geometry and replaced with static images -----facepalm*/

        //
        //super.paintComponent(g);
       
        //createSoftBackBuffer();
        createBackBuffer();

    if (threadGameInstance.isGameOver==false && threadGameInstance.story==true)
    {
        g2d.setColor(Color.BLACK);
        g2d.fillRect(0,0,gameWidth,gameHeight);
        g2d.setComposite(makeComposite(opacityPic * 0.1F));
        g2d.drawImage(storyPic,0,0,this);
        g2d.setComposite(makeComposite(10*0.1F));
       
       
        g2d.setComposite(makeComposite(5 * 0.1F));
        g2d.fillRoundRect(0,424,gameWidth,48,48,48); //mid minus half the font size (430-6)
        g2d.setComposite(makeComposite(10 * 0.1F));
       
        g2d.setColor(Color.WHITE);
        g2d.drawString("Press Enter to skip >>",680, 462);
        g2d.setComposite(makeComposite(opacityTxt * 0.1F));
        g2d.drawImage(charPort, 425-50-((battleInf.length()/2)*6), 424, this);
        g2d.drawString(battleInf.toString(),425-((battleInf.length()/2)*6),450);
        g2d.setComposite(makeComposite(10*0.1F));
       
    }

    if (threadGameInstance.isGameOver==false && threadGameInstance.story==false)
    {
        //g2d.translate(185.0, 185.0);
        g2d.drawImage(bgPic,0, 0, this);

        g2d.setFont(notSelected);

        // draws char 1 sprite and lifeBar
        if(menuGameRender.getCharLife()>=0)
        {

            if(animLayer.equalsIgnoreCase("back"))
            {
                g2d.drawImage(ambient1, amb1x, amb1y, this);
                g2d.drawImage(ambient2, amb2x, amb2y, this);
            }
           
            if(attacksPlyr.isOverlayDisabled()==true)
            {
                g2d.drawImage(assSprite, charXcord+10, charYcord+15, this);
                //g2d.drawImage(charSpec, charXcord+10, charYcord+15, this);
                g2d.drawImage(charMeleeSprite, charXcord, charYcord, this);
            }// character sprite on top of opp

            g2d.drawImage(assOppSprite,gameWidth,oppYcord-15,oppXcord-10,gameHeight,oppYcord-15,oppXcord-10,gameWidth,gameHeight,this);
            g2d.drawImage(oppMeleeSprite,gameWidth,oppYcord,oppXcord,gameHeight,oppYcord,oppXcord,gameWidth,gameHeight,this);
            // opponent sprite

            if(attacksPlyr.isOverlayDisabled()==false)
            {
                g2d.drawImage(assSprite, charXcord+10, charYcord+15, this);
                // g2d.drawImage(charSpec, charXcord+10, charYcord+15, this);
                g2d.drawImage(charMeleeSprite, charXcord, charYcord, this);
            }

            if(animLayer.equalsIgnoreCase("forg"))
            {
                g2d.drawImage(ambient1, amb1x, amb1y, this);
                g2d.drawImage(ambient2, amb2x, amb2y, this);
            }
           
            // character sprite on below, opponent on top
   // "Java Tip 32: You'll flip over Java images -- literally! - JavaWorld"
   // http://www.javaworld.com/javaworld/javatips/jw-javatip32.html?page=2

        if((menuGameRender.getCharLife()/menuGameRender.getCharMaxLife())<0.66)
        {
            damOpInc=6.66-((menuGameRender.getCharLife()/menuGameRender.getCharMaxLife())*10);
            //BACK to transparency
        }
           
            if(specialEffect)
            {
                g2d.drawImage(foreGround,fgx,fgy,this);
            }

        g2d.setComposite(makeComposite((Float.parseFloat(""+damOpInc))*0.1f));
        g2d.drawImage(damLayer,0,0, this);
        g2d.setComposite(makeComposite(10*0.1f));
       
        g2d.drawImage(menuHold,0,360,this);
        //g2d.setColor(colors.getColor("blue"));
        //g2d.drawRect(5,440,290,10);
        //g2d.fillRect(5,440,(int)Math.round(characters.getPoints()*290),10);

       
        for(int x=0; x<4; x++)
        {
            g2d.drawImage(quePic1,(x*70+5),440,this);
        }

        if(menuGameRender.comboCounter>=1)
        {
            for(int x=0; x<menuGameRender.comboCounter; x++)
            {
                g2d.drawImage(quePic2,(x*70+5),440,this);
            }
        }

        g2d.drawImage(hpHolder,45+62+x2, (y+4+y2),this); // HOLDS hp
        g2d.setColor(Color.WHITE);
        g2d.drawString("HP: "+Math.round(menuGameRender.getOppLife())+" : "+menuGameRender.perCent2+"%", 55+64+x2,18+y2);
                /*
                g2d.setComposite(makeComposite(10*0.1F));//back to normal
            }
        }
            */

        //if(menuGameRender.getOppLife()>=0)
        //{
        //    g2d.setPaint(gradient2);
        //    g2d.fillRoundRect(64+x2, (y+2+y2), fLife-perCent2,5,5,5);
        //}


        //if(menuGameRender.getOppLife()<0)
        //{
        //    g2d.setColor(Color.BLACK);
        //    g2d.fillRect(64+x2, y+y2, fLife-perCent2, 5);
        //}

            //opp damage pix
            g2d.setComposite(makeComposite(numberOpac* 0.1F));
            g2d.drawImage(figGuiSrc1,600,y2-180,this);
            g2d.drawImage(figGuiSrc2,600+(spacer*1),y2-180, this);
            g2d.drawImage(figGuiSrc3,600+(spacer*2),y2-180, this);
            g2d.drawImage(figGuiSrc4,600+(spacer*3),y2-180, this);

            //char damage pix
            g2d.drawImage(figGuiSrc10,300,lby2-180, this);
            g2d.drawImage(figGuiSrc20,300+(spacer*1),lby2-180, this);
            g2d.drawImage(figGuiSrc30,300+(spacer*2),lby2-180, this);
            g2d.drawImage(figGuiSrc40,300+(spacer*3),lby2-180, this);
            g2d.setComposite(makeComposite(10 * 0.1F));

            //-----------draws battle info messages--------------
            //g2d.setColor(Color.BLACK);
            //g2d.drawImage(infoPic,x, InfoBarYPose, this);

            g2d.setComposite(makeComposite(opacityTxt * 0.1F));
            g2d.setColor(Color.WHITE);
            g2d.drawString(battleInf.toString(), 32, InfoBarYPose+YOffset);
            g2d.setComposite(makeComposite(10*0.1F));

            //-----------draws battle info messages--------------

            //---opponrnt activity bar + text
            g2d.setColor(Color.BLACK);
            //g2d.fillRoundRect(x2-20, y2+18, 300, 15, 15, 15);
            g2d.drawImage(oppBar,x2-20, y2+18,this);
            g2d.setPaint(gradient1);
            g2d.fillRoundRect(x2-17, y2+22, threadGameInstance.getRecoveryUnitsOpp(), 6, 6, 6);

            //------------player 1 HUD---------------------//
        //g2d.shear(0.25, 0.1);
        g2d.drawImage(hpHolder,lbx2-438, lby2-410,this); // HOLDS hp
        //outline
        g2d.drawImage(hud1,lbx2-498, lby2-417,this);
        //inner
        g2d.setPaint(gradient3);
        g2d.fillArc(lbx2-493, lby2-412, 90, 90, 0, phyAngle());
        //inner loop
        g2d.setColor(Color.BLACK);
        g2d.drawImage(hud2,lbx2-488, lby2-407,this);

        /**
        g2d.setColor(Color.BLUE);
        g2d.fillArc(lbx2-483, lby2-402, 70, 70, 0, phyAngle());
        //inner loop
        g2d.setColor(Color.BLACK);
        g2d.fillArc(lbx2-478, lby2-397, 60, 60, 0, 360);
        //
        g2d.setColor(Color.GREEN);
        g2d.fillArc(lbx2-472, lby2-392, 50, 50, 0, phyAngle());
        //inner loop
        g2d.setColor(Color.BLACK);
        g2d.fillArc(lbx2-467, lby2-387, 40, 40, 0, 360);
        //g2d.drawImage(charSprites[12], lbx2-487, lby2-406, this);
        */

        {
            g2d.setColor(Color.WHITE);
            g2d.drawString("HP: "+Math.round(menuGameRender.getCharLife())+" : "+menuGameRender.perCent+"%",(lbx2-416),(lby2-398));
            g2d.setComposite(makeComposite(10*0.1F)); //op back to normal for other drawings
        }
        }

        //if(menuGameRender.getCharLife()>=0)
        //{
        //   g2d.setPaint(gradient2);
        //    g2d.fillRoundRect((lbx2-436),(lby2-415), fLife-perCent, 5,5,5);
        //}

            //----------fps counter------------------
            g2d.setColor(Color.black);
            g2d.drawString("fps: "+fpsIntStat,800,10);

            //-----------time area----------------
            g2d.drawImage(counterPane,306,0,this);

            if(threadGameInstance.time>180)
            {
                //infinity
                g2d.drawImage(numberPix[11],381,0,this);
            }
           
            else
            {
                g2d.drawImage(times[threadGameInstance.time1],336+28,0,this);
                g2d.drawImage(times[threadGameInstance.time2],336+28+28,0,this);
                g2d.drawImage(times[threadGameInstance.time3],336+28+28+28,0,this);
            }


            {
                g2d.setComposite(makeComposite(opac*0.1F));
                g2d.setColor(CurrentColor);

                g2d.drawImage(curr,215,360,this);

                item1=new Font("SansSerif", Font.PLAIN, fontSizes[0]);
                g2d.setFont(item1);
                g2d.drawString(currentColumn[0],yTEST,366+fontSizes[0]);

                item2=new Font("SansSerif", Font.PLAIN, fontSizes[1]);
                g2d.setFont(item2);
                g2d.drawString(currentColumn[1],yTEST,366+fontSizes[0]+2+fontSizes[1]);

                item3=new Font("SansSerif", Font.PLAIN, fontSizes[2]);
                g2d.setFont(item3);
                g2d.drawString(currentColumn[2],yTEST,366+fontSizes[0]+2+fontSizes[1]+2+fontSizes[2]);

                item4=new Font("SansSerif", Font.PLAIN, fontSizes[3]);
                g2d.setFont(item4);
                g2d.drawString(currentColumn[3],yTEST,366+fontSizes[0]+2+fontSizes[1]+2+fontSizes[2]+2+fontSizes[3]);

                g2d.setComposite(makeComposite(10*0.1F));
            }

            //limit break stuff
            g2d.drawImage(fury, 20, 190, this);
            //g2d.setColor(Color.BLACK);
            //g2d.fillRoundRect(10,130,16,204,16,16);
            g2d.drawImage(furyBar,10,130,this);
            g2d.setColor(Color.RED);
            g2d.fillRoundRect(12,132,12,menuGameRender.getBreak()/5,12,12);

            //status layer
            g2d.setComposite(makeComposite(statusOpac*0.1F));
            g2d.setFont(statusFont);
            g2d.setColor(charStatColor);
            g2d.drawString(statusChar,lbx2-350,100);
            g2d.setColor(oppStatColor);
            g2d.drawString(statusOpp,x2-10,100);
            g2d.setComposite(makeComposite(10*0.1F));
            g2d.setFont(notSelected);
           
    }

        //-----------ENDS ATTACKS QUEING UP--------------

            //when paused
            if (threadGameInstance.isPaused==true)
            {
                g2d.setColor(Color.BLACK);
                g2d.setComposite(makeComposite(5*0.1F));//initial val between 1 and 10
                g2d.fillRect(0,0, gameWidth, gameHeight);
                g2d.setComposite(makeComposite(10*0.1F));
                g2d.setColor(Color.WHITE);
                g2d.drawString("Paused",400,240);
            }

            //when gameover
            if (threadGameInstance.isGameOver==true)
            {
                g2d.setColor(Color.WHITE);
                g2d.fillRect(0,0, gameWidth, gameHeight);
                g2d.setColor(Color.BLACK);
                g2d.setComposite(makeComposite(8*0.1F));//initial val between 1 and 10
                g2d.fillRect(0,210, gameWidth, 121);
                g2d.setComposite(makeComposite(10*0.1F));
                g2d.drawImage(status,0,210,this);
                g2d.setColor(Color.WHITE);
                g2d.setFont(notSelected);
                g2d.drawString(ach1,400,240); //+14
                g2d.drawString(ach2,400,254);
                g2d.drawString(ach3,400,268);
                g2d.drawString(ach4,400,282);
                g2d.drawString("<< press ENTER to proceed >>",400,296);
            }
//--------------------STUF HERE IS ABOVE ALL----------------------
       
        //------------notification area------
            g2d.setColor(Color.black);
            //bar 50% trans
            g2d.setComposite(makeComposite((sysNotOpac/2)*0.1F));

            g2d.fillRoundRect((835-14-(sysNot.length()*7)), 35, 14+(sysNot.length()*8), 20, 10, 10);
            //text 100% trans

            g2d.setComposite(makeComposite(sysNotOpac*0.1F));
            g2d.setColor(Color.white);
            g2d.drawImage(notPic,(840-14-(sysNot.length()*7)), 38,this);
            g2d.drawString(sysNot,(840-(sysNot.length()*7)), 50);
            g2d.setComposite(makeComposite(10*0.1F));

        //--------------------------------VOLATILE BACK BUFFER -----------//

            g.drawImage(volatileImg,0, 0, this);

           
            //g.dispose();
            //g2d.dispose();
    }

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Last edited by SubiyaCryolite on Wed Feb 16, 2011 4:19 pm, edited 1 time in total.

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PostPosted: Mon Jan 03, 2011 10:54 am 
Gamer Geek

Joined: Wed Dec 22, 2010 8:04 am
Posts: 33
Location: Lusaka, Zambia.
I think I found a solution. The codebase shall be GPL v3 licensed. While the artwork shall be Licensed under Creative Commons Attribution v3 unported (http://creativecommons.org/licenses/by/3.0/). Makes sense no?

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PostPosted: Mon Jan 03, 2011 12:28 pm 
Gamer Geek

Joined: Wed Dec 22, 2010 8:04 am
Posts: 33
Location: Lusaka, Zambia.
Its uphttps://sourceforge.net/projects/scndgen/files/

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PostPosted: Mon Jan 03, 2011 1:39 pm 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6755
Location: Oxford, Englandshire
I'll add the sourceforge link to the IoTD page later. 8)

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PostPosted: Sat Jan 08, 2011 8:57 am 
Gamer Geek

Joined: Wed Dec 22, 2010 8:04 am
Posts: 33
Location: Lusaka, Zambia.
Hi, make sure you download "lib.zip" as well as "scndgen.jar" or the game won't launch. The source code is under the netbeans project folder.

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PostPosted: Wed Jan 12, 2011 9:45 am 
Gamer Geek

Joined: Wed Dec 22, 2010 8:04 am
Posts: 33
Location: Lusaka, Zambia.
Uploaded a new jar that Doesn't require lib.zip. Sorry for the inconvenience guys :(

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PostPosted: Fri Feb 11, 2011 11:14 am 
Gamer Geek

Joined: Wed Dec 22, 2010 8:04 am
Posts: 33
Location: Lusaka, Zambia.
A new version "alpha 11.02_06" is now available. Thanks for the support guys, I've got 165 downloads against 4 websites I'm tracking, could have slightly more. This new version has 9 characters, 11 stages and some interesting code, mostly downloading items from the internet and so on. The code can be found in loginScreen.java, the entire source is available on sourceforge (and within the .jar itself). Here are some new screens. Try out the new version, any some suggestions (particularly on items and achievements) would be greatly appreciated. ;D. Change-log and screen shots below. P.S. check the About section in the main menu ;D

- Added 2 new stages "African Village" and "Hidden Cave", redrew "Frozen Wilderness"
- Game automatically checks for new updates and downloads audio files
- Completed new character select screen
- Added a new character, "Jonah"
- Added 2 new characters, "Adam" and "NOVA Adam"
- Added a new stage, "The Apocalypse"
Image
Image
Image
Image
Image
Image

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Last edited by SubiyaCryolite on Wed Feb 16, 2011 4:21 pm, edited 1 time in total.

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PostPosted: Sun Feb 13, 2011 2:17 pm 
Rookie

Joined: Sun Feb 13, 2011 2:13 pm
Posts: 1
Hi,thanks for sharing the information here.Really a nice information is provided by you but i'm new in programming area.Thanks a lot again for sharing the information here...


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PostPosted: Wed Mar 09, 2011 3:46 pm 
Gamer Geek

Joined: Wed Dec 22, 2010 8:04 am
Posts: 33
Location: Lusaka, Zambia.
Thanks for the support guys, Alpha 11.03_08 is now out. http://www.sourceforge.com/projects/scndgenAs usual the sourcecode is available in the .jar files. The biggest change I made is that character sprites are now VolatileImages rather than standard Images. This eliminates pop-in on older spec machines :D
Image
Image

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PostPosted: Fri Mar 25, 2011 1:09 am 
just thought I would post, this game looks pretty cool, good job :)


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PostPosted: Fri Mar 25, 2011 1:11 am 
Also, cool comic! I'll be sure to follow it


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PostPosted: Thu May 05, 2011 1:24 pm 
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virulent wrote:
Also, cool comic! I'll be sure to follow it


Thanks, Alpha 11.04_29 is now out at the usual URL. It's got several new features, most notably 2 new characters, an achievement locker and joypad support via jInput. Enjoy some screenies.

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PostPosted: Thu Jul 07, 2011 3:36 pm 
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Hey guys BETA 11.07_01 is out. Its main new feature? Online leaderboards *cheers in background*. Yeah its not perfect but this is a big step forward. Pretty soon global online play could go live:D The game also has a rating feature, which is also uploaded as stats, so please rate the game. enjoy

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PostPosted: Sat Dec 10, 2011 11:20 am 
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Hi guys, SCND GENESIS v1.11.11.27 is out. http://sourceforge.net/projects/scndgen. 9 Stages, 12 characters and a complete story mode. Unfortunately my leader board table is totally messed up. I'm gonna release a fix in the next version

Although the source has always been available on-line (as a .zip), I finally uploaded everything onto to my SourceForge svn server http://sourceforge.net/projects/scndgen/develop. So feel free to sync and code away. The art assets are available inside the games jar, and can be dragged into your local project folder.

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PostPosted: Sat Dec 10, 2011 12:56 pm 
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Great to see that you're still working on and improving this. 8) Nice Job.

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PostPosted: Sat Jan 14, 2012 10:14 am 
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The latest stable release is available here here. It has fantastic audio courtesy of the Wesnoth team embedded within the jar. It also supports multiple user accounts via sqlite. ENJOY!!!!

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PostPosted: Sat Jan 14, 2012 1:28 pm 
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Nice work, man! Keep it up!

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PostPosted: Sat Jan 14, 2012 8:47 pm 
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Its a good, fun game, but I am absolutely horrible at it. I'd imagine, once you polish it up a little, you could easily sell it. :yeah


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PostPosted: Sat Jan 14, 2012 9:22 pm 
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got any gameplay vids uploaded?

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PostPosted: Fri Jan 20, 2012 6:37 am 
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Jimbo wrote:
got any gameplay vids uploaded?

http://m.youtube.com/watch?desktop_uri=%2Fwatch%3Fv%3DBLdjW2o_ZYQ&v=BLdjW2o_ZYQ&gl=US, though thats an older version. As for gameplay, pay attention to your fury bar. Dont just spam attacks, heal yourself, buff your stats and de-buff your opponent if possible.

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