Thanks Erik and Gambit. This depression and overall sensitivity stopped too many of my projects. Sometime last year I decided to pick up a few of the old open threads and weave them forth. Things were going quite fine for a while, but late winter is a dangerous time, it seems the cold and darkness d...
This depression makes things very difficult. Like the door problem, on some days even the smallest tasks look insurmountable. With being unhappy there also comes a big sensitivity to things being said to me, and even if I know people try to be helpful and friendly, on some days it freaks me out a lo...
The first idea was to have metal gates that loosely resemble spider webs. But meanwhile I was working more a more spiderish variant, but still with the circular structure. At the moment I hit a dead end there, though.
My most liked party is not among the popular persons either ... I think most often I tried with Stamm, Tiggy, Hisssa and the forth position changed a few times. First try must have been with Gothmog.
While Java does not support flipping of images on the fly (well, it does but requires a matrix transform which I assume to be slow), scaling works very nicely and fairly fast. So it's no problem to scale images - also I have a number of different sizes in the set already, just chose the largest ones...
@Hajo: Looking at the latest pictures I like the lighting a bit more, even if it's still glossy... have you tried to turn the light source a little bit red or yellow? That would give it a nice "Light coming from torch's fire" effect and should reduce the gloss a little bit. The light sour...
If one starts with a blank slate, the first few tiles can be freely designed, but very soon every new object, monster or decoration must be made to fit to those already in existence. So it it quite understandable that only exchanging the walls and floors while keeping everything else will not work w...
The movement effect does't work in the latest demo because it's not consistent. Sometimes the image on a floor tile changes, sometimes it doesn't. And it's the same problem with the walls. It appears to be completely random? The floor is layed out for the dungeon at creation time, patterned in an i...
I'm testing it again right now... when I step forward, the floor tile that was right in front of me is replaced by another one that is exactly identical, the same happens for the tile two steps in front of me. The very same thing can be told for the wall tiles: they are always looking the same. I c...
http://www.funkelwerk.de/data/truecolor_share/dugoma-1/cr_sceil_10.png I want to make the wall, floor and ceiling tiles from Dugoma v0.03 available under the creative commons "Attribution-Share Alike 3.0 Unported" license: => http://creativecommons.org/licenses/by-sa/3.0/deed.en I assume ...
I'm a bit late, but I'll try a short introduction, too. 40 years of age is not too far away anymore, and people over here tell, that we get wise when reaching 40. So the silly youngster times are almost over, but it's alright, being wise is something, too :) Having started my computer career with an...
I'll try to respond to the points: Loading time: Yes it takes a while to load. If half life 2 loads faster, then that is fine. I cannot do much, I just call the JRE API to load a PNG file, and it takes a while. I'd like faster loading too. Maybe some day I find a solution. Ian's idea of progress bar...
I think I have two comparable screenshots now: http://www.funkelwerk.de/data/dugoma/rock_walls.jpg http://www.funkelwerk.de/data/dugoma/light_test/rock_walls_light.jpg Which one do you like better? I also might be able to do further adjustments, but it will be more difficult to do them if I have a l...
I'm just starting with this project. So far I have a rendering system and some base graphics. I have improved the graphics several times, and I'll continue to work on it - or just stop the project if I have the impression that it makes no sense to continue. I do this mostly for the fun, and out of c...
I just took a look, and was reminded about an old question that I never could solve. The monster from images 462pic through 464pic - I met that in the original DM, but it seemed peaceful. At least I do not remember it attacking my party. I didn't quite know what to do with it - in one game I just le...
I know the last version did not work for some people, but I'm a bit uncertain why. I figured that mouse events worked, but key events did not work for some people. I have changed the focus handling, but since the old demo worked for me, it's hard to say if this one works better. At least it worked a...
I'm glad to hear that you like my homepage, Bit :) Over the years quite some projects and stuff piled up. Actually I just never got into real 3D coding, but a short try to learn OpenGL, which left me impressed by the features, but it also seemed to be very complex. I've talked a lot about the graphi...
@Gambit37: I almost had given up on this project a while ago, because the high number of graphics disturbed me too. At the moment the graphics data is about 1600 files, and this is borderline insane. Particularly since I'm just starting with this. I only have a paper sketch of the plan. But it shoul...
Most likely I didn't manage to recreate the same view and field of view that the original DM had, and so I might have have more map positions visible on screen. I noticed that every 4th of the 144 views is empty, because such structures cannot be seen when they are on the back of the wall. But if th...
Currently the dungeon is randomly generated, inspired by the roguelike games. If you start the demo, you get a new dungeon each time (including floor and wall patterns). I'm working on an editor to make fixed dungeon as well. Visually it looks much like before: http://www.funkelwerk.de/data/dugoma/s...
I found a way how to separate wall decorations like booths and niches from the actual wall graphics. The moss texture layer I want to keep as part of the walls, since it is semitransparent and would be very difficult to attach to different base walls on the fly while rendering. This is how the undec...
I see, you need to make this fit into the original code constraints. I took the freedom to start all new, which of course also means a lot of extra work to create the games core. But I think I can steal some code from my former tries to create RPGs, so it should be fairly swift once decided what I w...
In our case, we must do multiples of the original 320*200. 960*600 is the maximum which is allowed then. You never make tiles in other dimensions? I started my own DM-like project with rendering new walls and floors. So I am free to choose whatever size I want, but if I change my mind it will take ...
I had forgotten about Starquake, but now that it's mentioned I remember that I played many hours. Yes, that definitely was a very well made game :) Dungeon Master left me very impressed. Chaos Strikes Back a bit less. I don't know why, but I still think Dungeon Master had the better game design. if ...