First addon pack released.
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First addon pack released.
Hey.
Just to inform the community that the first "part" of modifications to DMJ have been released.
Head over to Germanny's site to download it:
http://www.germanja.de/
Please note, one of the new switches still remains incomplete. This will be updated, with new graphics and code modifications in the near future.
I'll let you know as and when these updates are completed.
In the meantime, enjoy, and happy adventuring.
* If more elaborate documentation is needed to explain how to use these new graphics, please let me know.
Just to inform the community that the first "part" of modifications to DMJ have been released.
Head over to Germanny's site to download it:
http://www.germanja.de/
Please note, one of the new switches still remains incomplete. This will be updated, with new graphics and code modifications in the near future.
I'll let you know as and when these updates are completed.
In the meantime, enjoy, and happy adventuring.
* If more elaborate documentation is needed to explain how to use these new graphics, please let me know.
I figured it would be best to use this topic to post further developments to DMJ.
I've already started making another addon pack for DMJ, but as alot already know these things take time. I'll post my progress here, and post some piccies as I go.
I'll make the snow town part of the next addon, complete with the "inside" views of the buildings, and add some more snowy deko.
I've already made a start on this, and added wintery trees and added snow to Germanny's forest pack.
For now, I've been concentrating more on the code than graphics, but I'll start churning these out soon.
We do, however, have extra doors that are breakable and I'm adding more to the list at the moment.
As some might already know from my last addon pack, doors don't have to "look" like doors, so many new and "unusual" graphics will be seen in the near future.
Updates are being made slowly but surely - I'll keep this post updated as I go.
Piccies:-
http://img149.imageshack.us/img149/6402/pics1pg4.jpg
I've already started making another addon pack for DMJ, but as alot already know these things take time. I'll post my progress here, and post some piccies as I go.
I'll make the snow town part of the next addon, complete with the "inside" views of the buildings, and add some more snowy deko.
I've already made a start on this, and added wintery trees and added snow to Germanny's forest pack.
For now, I've been concentrating more on the code than graphics, but I'll start churning these out soon.
We do, however, have extra doors that are breakable and I'm adding more to the list at the moment.
As some might already know from my last addon pack, doors don't have to "look" like doors, so many new and "unusual" graphics will be seen in the near future.
Updates are being made slowly but surely - I'll keep this post updated as I go.
Piccies:-
http://img149.imageshack.us/img149/6402/pics1pg4.jpg
Last edited by Kelly on Sat Jan 13, 2007 2:35 am, edited 1 time in total.
I know the biggest challenge alot of people find with DMJava is the setting it up to work - do you have a fool proof set up, or does you tweaked engine have better Java support?
Just a thought, you may get more people looking if more people can get the thing to run easier (mine no longer does and I haven't looked into redressing that : ( )
Just a thought, you may get more people looking if more people can get the thing to run easier (mine no longer does and I haven't looked into redressing that : ( )
Basically, the code modifications are just minor tweaks that enable the use of the new graphics. These include new switches, doors, deko etc.
I'm hoping to get help creating a self-extracting/installer for these addon packs (with Ian's help hopefully - no pressure Ian!).
For the moment, it's a case of just extracting the compressed file and copying the graphics into the appropiate folders.
The installation will still require DMJ 1.05 via the Java runtime, but I'm not familiar with any problems. At least I've never encountered any.
Maybe, an explanation of any problems that may have been encountered by the DMJ community would help clarify any issues regarding it's installation process.
Edit:- Doors to go with the four runes from DMJ - here's the fire,water and wind doors.
(They all animate ingame).
http://img152.imageshack.us/img152/4918 ... ra1vi2.jpg
http://img131.imageshack.us/img131/5163 ... rb1pu9.jpg
http://img406.imageshack.us/img406/3674 ... rc1vv2.jpg
I'm hoping to get help creating a self-extracting/installer for these addon packs (with Ian's help hopefully - no pressure Ian!).
For the moment, it's a case of just extracting the compressed file and copying the graphics into the appropiate folders.
The installation will still require DMJ 1.05 via the Java runtime, but I'm not familiar with any problems. At least I've never encountered any.
Maybe, an explanation of any problems that may have been encountered by the DMJ community would help clarify any issues regarding it's installation process.
Edit:- Doors to go with the four runes from DMJ - here's the fire,water and wind doors.
(They all animate ingame).
http://img152.imageshack.us/img152/4918 ... ra1vi2.jpg
http://img131.imageshack.us/img131/5163 ... rb1pu9.jpg
http://img406.imageshack.us/img406/3674 ... rc1vv2.jpg
Update:
Thanks to Crimson Ghost, I been able to design a new wallset to go with the "town level", by using his original graphics combined with Germannys' "greenwalls" set. Here's a piccie.
http://img178.imageshack.us/img178/2091/pic1qz2.jpg
Also being updated is a new readme file regarding instructions on using and installation of these addon packs, with many thanks to Ian.
Nice job to both of you!
Thanks to Crimson Ghost, I been able to design a new wallset to go with the "town level", by using his original graphics combined with Germannys' "greenwalls" set. Here's a piccie.
http://img178.imageshack.us/img178/2091/pic1qz2.jpg
Also being updated is a new readme file regarding instructions on using and installation of these addon packs, with many thanks to Ian.
Nice job to both of you!
- cowsmanaut
- Moo Master
- Posts: 4378
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
cool to see it all coming together.. just a point.. you didn't hand in the side views to the lion fountain in your rar.. also.. what's with the bong in your items folder
I wonder what your dungeoneers are supposed to do...
"Dude.. I just saw a dragon"
"woah.. this is some good stuff Nabi sold us eh?"
I wonder what your dungeoneers are supposed to do...
"Dude.. I just saw a dragon"
"woah.. this is some good stuff Nabi sold us eh?"
- Crimson Ghost
- Novice
- Posts: 23
- Joined: Sat Dec 16, 2006 7:22 pm
- Location: Fife
Yeah, the items were just a little something I was messing around with. They will be redone for the next addon pack.
The lion fountain is in your wallset Cows'. I've only changed the facing pic (fountain.12) to PNG. I had to do this for the mist on the mystic fountain.
I've only included the files I worked on and alterted a little and not your original wallset.
The readme file I included just says that you have to come here to download your wallset. If you like, I will add the entire set, with your permission, into the next addon pack?
Pics:-
http://img250.imageshack.us/img250/5452/fountca7.jpg
http://img215.imageshack.us/img215/8696/alcovehr2.jpg
Edit - Some more:-
http://img92.imageshack.us/img92/3407/snowmapsjz1.jpg
http://img181.imageshack.us/img181/103/ ... owncu1.jpg
The lion fountain is in your wallset Cows'. I've only changed the facing pic (fountain.12) to PNG. I had to do this for the mist on the mystic fountain.
I've only included the files I worked on and alterted a little and not your original wallset.
The readme file I included just says that you have to come here to download your wallset. If you like, I will add the entire set, with your permission, into the next addon pack?
Pics:-
http://img250.imageshack.us/img250/5452/fountca7.jpg
http://img215.imageshack.us/img215/8696/alcovehr2.jpg
Edit - Some more:-
http://img92.imageshack.us/img92/3407/snowmapsjz1.jpg
http://img181.imageshack.us/img181/103/ ... owncu1.jpg
Just to keep you updated on the latest work done so far.
The outside for the town is now complete. Due to the new wallset, the actual "building" graphics have been assigned to the 4-sided alcove.
Have you might have noticed from the last addon pack, the one-sided and 4-sided alcoves can now have thier own images - so we can still have an "normal" alcove on that particular level.
The 1-sided alcove is almost complete for this town level - but the actual mechanics involved in creating the town is ready.
Also updated and ready for use are the new .class files. These have also been updated to PNG format.
The addon pack updates so far contain the following:
1) New fountain.
2) New alcoves.
3) Outside wallset both in snow and normal conditions.
4) Town mechanisms.
5) Snowy deko.
6) Alternate deko, barrels, carts etc.
7) Hedge row can be breakable in selected areas to reveal secrets.
9) Tree and underground monsters.
Work in progress:
1) Townsfolk.
2) Events to interact with the towns-people.
3) Town interiors - shops..etc.
I'll keep you updated, and post more piccies as I go.
The outside for the town is now complete. Due to the new wallset, the actual "building" graphics have been assigned to the 4-sided alcove.
Have you might have noticed from the last addon pack, the one-sided and 4-sided alcoves can now have thier own images - so we can still have an "normal" alcove on that particular level.
The 1-sided alcove is almost complete for this town level - but the actual mechanics involved in creating the town is ready.
Also updated and ready for use are the new .class files. These have also been updated to PNG format.
The addon pack updates so far contain the following:
1) New fountain.
2) New alcoves.
3) Outside wallset both in snow and normal conditions.
4) Town mechanisms.
5) Snowy deko.
6) Alternate deko, barrels, carts etc.
7) Hedge row can be breakable in selected areas to reveal secrets.
9) Tree and underground monsters.
Work in progress:
1) Townsfolk.
2) Events to interact with the towns-people.
3) Town interiors - shops..etc.
I'll keep you updated, and post more piccies as I go.
I still need to go through this outdoors stuff you sent me, Kelly.
I completed the Shop part of the documentation last night, with a lot of your help Will go through it again later though, as there is bound to be some confusion in there somewhere. Including it with the test dungeon was a great idea.
I completed the Shop part of the documentation last night, with a lot of your help Will go through it again later though, as there is bound to be some confusion in there somewhere. Including it with the test dungeon was a great idea.
Breakable hedgerow.
I've done two versions of this, one using doors and the other using a monster, thanks to Ian's idea, I set up triggers to provide 3 different graphics as you hack through the branches (I'll elaborate more on this when the views are completed).
For now, here's the door graphics.
http://img224.imageshack.us/img224/2254/hedgeway6br.jpg
I've done two versions of this, one using doors and the other using a monster, thanks to Ian's idea, I set up triggers to provide 3 different graphics as you hack through the branches (I'll elaborate more on this when the views are completed).
For now, here's the door graphics.
http://img224.imageshack.us/img224/2254/hedgeway6br.jpg
Thanks guys.
Here's another bunch of images for the town graphics - some you have already seen, but reworked a little more.
The images for the breakable hedge are infact monsters, which I mentioned earlier. By setting the move and attack perimeters very high, it will never attack you. I've assigned triggers in the editor to replace one monster for another, in a continuous cycle until the party has "hacked" through the bushes.
This in turn, gives the illusion of the party fighting their way through the hedge, revealing another part of the dungeon on the other side.
Replacing the last monster with the "opennorm" image, allows us to use a open door as the newly hacked hedge.
The town graphics are in both the snowy and "normal" versions, the rune doors are finished and I've just finished a "demo" dungeon to give examples of how the trigger mechanisms are working.
Still working on the events, townsfolk and interiors, but I'll get you posted.
http://img265.imageshack.us/img265/9237 ... ges3os.jpg
http://img407.imageshack.us/img407/9291 ... ove7dw.jpg
http://img101.imageshack.us/img101/5609 ... ove6vy.jpg
http://img265.imageshack.us/img265/2200/town9dl.jpg
http://img101.imageshack.us/img101/2407/townopen8ki.jpg
Here's another bunch of images for the town graphics - some you have already seen, but reworked a little more.
The images for the breakable hedge are infact monsters, which I mentioned earlier. By setting the move and attack perimeters very high, it will never attack you. I've assigned triggers in the editor to replace one monster for another, in a continuous cycle until the party has "hacked" through the bushes.
This in turn, gives the illusion of the party fighting their way through the hedge, revealing another part of the dungeon on the other side.
Replacing the last monster with the "opennorm" image, allows us to use a open door as the newly hacked hedge.
The town graphics are in both the snowy and "normal" versions, the rune doors are finished and I've just finished a "demo" dungeon to give examples of how the trigger mechanisms are working.
Still working on the events, townsfolk and interiors, but I'll get you posted.
http://img265.imageshack.us/img265/9237 ... ges3os.jpg
http://img407.imageshack.us/img407/9291 ... ove7dw.jpg
http://img101.imageshack.us/img101/5609 ... ove6vy.jpg
http://img265.imageshack.us/img265/2200/town9dl.jpg
http://img101.imageshack.us/img101/2407/townopen8ki.jpg
Here's piccies of the monsters I've been working on.
They still need quite alot of work yet, the first one I still think needs darkening some more. It should have occupied a full square as well.
The living wall is Germannys' monster, I've just added in a little opacity and blending to get the initial effect.
Both creatures have been set up with mana and each fires a combination of lightening and ven bolts.
http://img129.imageshack.us/img129/9650/monster14du.jpg
http://img441.imageshack.us/img441/8285/monster24vr.jpg
Edit:- The wall is supposed be part of the snowy theme - it's just a quick demo for testing only. (Just thought I should add that!)
They still need quite alot of work yet, the first one I still think needs darkening some more. It should have occupied a full square as well.
The living wall is Germannys' monster, I've just added in a little opacity and blending to get the initial effect.
Both creatures have been set up with mana and each fires a combination of lightening and ven bolts.
http://img129.imageshack.us/img129/9650/monster14du.jpg
http://img441.imageshack.us/img441/8285/monster24vr.jpg
Edit:- The wall is supposed be part of the snowy theme - it's just a quick demo for testing only. (Just thought I should add that!)
Monster update:-
Back view -
http://img227.imageshack.us/img227/3016/monster3es7.jpg
Side view -
http://img147.imageshack.us/img147/2310/monster4wv4.jpg
Front view -
http://img258.imageshack.us/img258/7448/monster5ix2.jpg
Attack view -
http://img228.imageshack.us/img228/4567/monster6sv8.jpg
Back view -
http://img227.imageshack.us/img227/3016/monster3es7.jpg
Side view -
http://img147.imageshack.us/img147/2310/monster4wv4.jpg
Front view -
http://img258.imageshack.us/img258/7448/monster5ix2.jpg
Attack view -
http://img228.imageshack.us/img228/4567/monster6sv8.jpg
Town interiors:-
http://img441.imageshack.us/img441/9452 ... rs1ei3.jpg
http://img441.imageshack.us/img441/6892 ... rs2qd9.jpg
http://img441.imageshack.us/img441/1650 ... rs3yg3.jpg
http://img226.imageshack.us/img226/3166 ... rs4us5.jpg
The last one still needs some work, a little more texturing and lighting.
I know Crimson Ghost is working on interiors for the town as well - going by what he was telling me, I look forward to seeing it.
http://img441.imageshack.us/img441/9452 ... rs1ei3.jpg
http://img441.imageshack.us/img441/6892 ... rs2qd9.jpg
http://img441.imageshack.us/img441/1650 ... rs3yg3.jpg
http://img226.imageshack.us/img226/3166 ... rs4us5.jpg
The last one still needs some work, a little more texturing and lighting.
I know Crimson Ghost is working on interiors for the town as well - going by what he was telling me, I look forward to seeing it.
More on the town interiors.
http://img251.imageshack.us/img251/3913/tables1ia8.jpg
http://img251.imageshack.us/img251/448/ ... iorwf1.jpg
Still gotta do the townsfolk, and/or events/shop mechanisms.
Also adding secret fireplace, based on the switch mechanism.
All this is gonna take a while, but as always I'll keep
you updated.
http://img251.imageshack.us/img251/3913/tables1ia8.jpg
http://img251.imageshack.us/img251/448/ ... iorwf1.jpg
Still gotta do the townsfolk, and/or events/shop mechanisms.
Also adding secret fireplace, based on the switch mechanism.
All this is gonna take a while, but as always I'll keep
you updated.
Last edited by Kelly on Sat Jan 27, 2007 10:40 am, edited 1 time in total.
Okay, just to clarify the shop mechanism, it won't be the same as in DMII.
DMJ isn't designed for it.
We can't re-create the buy and sell functions or the decision making of the shopkeeper as in DMII. All we can do is a mechanism, that will allow us to interact with the towsfolk using events, triggers and initial graphics to give the illusion of "buying".
At the moment these are all working via a "window" (as in DMII) which in turn allows us to interact with the shopkeeper, who will then ask for his payment.
On payment, the item will then appear in your inventory.
This is the best we can do, due to our restrictions of the code.
I'll post some piccies when I have completed the basics.
In the meantime, here are some extra bits I've added for scenery for the outside maps.
These are orignally Germanny's graphics, I have just resized and darkened the boulder a little.
http://img256.imageshack.us/img256/3579/boulderbc1.jpg
http://img174.imageshack.us/img174/6951/flowertd6.jpg
DMJ isn't designed for it.
We can't re-create the buy and sell functions or the decision making of the shopkeeper as in DMII. All we can do is a mechanism, that will allow us to interact with the towsfolk using events, triggers and initial graphics to give the illusion of "buying".
At the moment these are all working via a "window" (as in DMII) which in turn allows us to interact with the shopkeeper, who will then ask for his payment.
On payment, the item will then appear in your inventory.
This is the best we can do, due to our restrictions of the code.
I'll post some piccies when I have completed the basics.
In the meantime, here are some extra bits I've added for scenery for the outside maps.
These are orignally Germanny's graphics, I have just resized and darkened the boulder a little.
http://img256.imageshack.us/img256/3579/boulderbc1.jpg
http://img174.imageshack.us/img174/6951/flowertd6.jpg