Okay, don't know why the previous video didn't allow comments, but I am starting a lets play series on the game. Also, another bug is that when your in your inventory, you can have an extra slot if you never place the item in a grid box. I show this in the video.
Okay, don't know why the previous video didn't allow comments, but I am starting a lets play series on the game. Also, another bug is that when your in your inventory, you can have an extra slot if you never place the item in a grid box. I show this in the video.
[media]http://www.youtube.c...BismiH2g[/media]
Bug fixing has commenced! Your videos make it very easy to remember and pinpoint the bugs. List I compiled from your videos:
- add item labels
- make monsters be layer specific
- make monsters save into files
- make it so you can damage and kill monsters
- fix underground lighting glitch
- fix between chunks collisions
- add on-ground items
- when inventory is closed, throw item on ground in direction of mouse
- add menu to quit game
Bug fixing has commenced! Your videos make it very easy to remember and pinpoint the bugs. List I compiled from your videos:
- add item labels
- make monsters be layer specific
- make monsters save into files
- make it so you can damage and kill monsters
- fix underground lighting glitch
- fix between chunks collisions
- add on-ground items
- when inventory is closed, throw item on ground in direction of mouse
- add menu to quit game
Nice, can't wait for an update, and glad my videos are helping you
Hey everybody! Update for today! The update will either be out today or within the next two days (hopefully). I might cut some of my list for later addition in the update after 1.0_5. It just depends on whether or not I have any time to work on the game today. So here are the dev notes that I accomplished yesterday.
- fixed monsters so they are layer specific
- added on ground items! No longer do you just instantly receive the item after breaking the tile!
- almost done with item labels (so you can see what item it is when hovering over it
- fixing up the item swinging animation (possibly going to figure out 2D modeling so I can move certain parts of the body)
- added some rough framework for entity-on-entity collisions
- Multiplayer update will come after the 1.0_5 update. There are just so many things that need to be done that I will release the singleplayer updated version first.
- After either the 1.0_5 update or the Multiplayer update (1.0_6 or 1.1_0?), weekly updates will begin with some random bug fixes inbetween. So no more wondering when an update will come out!
And for today I have:
- make it so you can damage and kill monsters
- make monsters save into files
- fix underground lighting flashing
- fix between chunks collisions
- when inventory is closed, throw item in hand onto ground and in the direction of the mouse
- add menu to quit game (no more 'ESCAPE' to quit [Probably will have an option to keep it if people still want it])
- finish item swinging animation (just fix some bugs and have it directionally update when you move.
- make item animation look better.... (2D modeling?)
Hey everybody! Update for today! The update will either be out today or within the next two days (hopefully). I might cut some of my list for later addition in the update after 1.0_5. It just depends on whether or not I have any time to work on the game today. So here are the dev notes that I accomplished yesterday.
- fixed monsters so they are layer specific
- added on ground items! No longer do you just instantly receive the item after breaking the tile!
- almost done with item labels (so you can see what item it is when hovering over it
- fixing up the item swinging animation (possibly going to figure out 2D modeling so I can move certain parts of the body)
- added some rough framework for entity-on-entity collisions
- Multiplayer update will come after the 1.0_5 update. There are just so many things that need to be done that I will release the singleplayer updated version first.
- After either the 1.0_5 update or the Multiplayer update (1.0_6 or 1.1_0?), weekly updates will begin with some random bug fixes inbetween. So no more wondering when an update will come out!
And for today I have:
- make it so you can damage and kill monsters
- make monsters save into files
- fix underground lighting flashing
- fix between chunks collisions
- when inventory is closed, throw item in hand onto ground and in the direction of the mouse
- add menu to quit game (no more 'ESCAPE' to quit [Probably will have an option to keep it if people still want it])
- finish item swinging animation (just fix some bugs and have it directionally update when you move.
- make item animation look better.... (2D modeling?)
Nice, didn't have time to make a video today, or even play today. Sorry ):
When you update (or if you already have =D) and I get a chance to record, I will put up three episodes. One for my lets play, one for update info, and one explaining the options menu detailed part (if I can find my recording of that, hopefully I can D:)
Nice, didn't have time to make a video today, or even play today. Sorry ):
When you update (or if you already have =D) and I get a chance to record, I will put up three episodes. One for my lets play, one for update info, and one explaining the options menu detailed part (if I can find my recording of that, hopefully I can D:)
Update will happen this week. I just dumped with a large amount of work this week, but the update will be this week! (No more delays...) And sounds good to me. Any videos you do I appreciate! Thanks!
Didn't read every post, so sorry if this was asked...
but why are you having to add explicit support for Operating Systems?
Also, if you are actually hard coding the location of the Application Data Folder... well, in the long run you'll have a bad time. Just use %APPDATA%, or rather something like:
File TerramFolder = new File(System.getProperty("user.home"),"Terram");
From the sounds of it, you have a big switch or elseif ladder that is setting the folder location.
Didn't read every post, so sorry if this was asked...
but why are you having to add explicit support for Operating Systems?
Also, if you are actually hard coding the location of the Application Data Folder... well, in the long run you'll have a bad time. Just use %APPDATA%, or rather something like:
File TerramFolder = new File(System.getProperty("user.home"),"Terram");
From the sounds of it, you have a big switch or elseif ladder that is setting the folder location.
That's All! Good luck
Really? I had no idea I could do that... But it does appear that I can use:
System.getenv("APPDATA");
I would still have to make a ladder, but now it'll be much smaller. Thanks!
- Terrem Alpha v1.0_5 has been released! Just click re-download on your launcher to update the game! Also, any custom textures should be in their own texture pack before updating as well as any changes to the default tiles, items, GUI, etc
- Multiplayer does not work in this release! Sorry for the inconvenience. I wanted to get the singleplayer updated as fast as possible. The multiplayer update will be released with Alpha 1.0_6 which will follow by bug fixes for the 1.1_0 release!
- There is also an optional launcher update to fix the way operating systems are detected. This should fix some issues on Linux and certain versions of Windows.
Changelog:
Alpha v1.0_5 - October 17, 2012
* Launcher update available!
+ Added basic entity-on-entity collisions
+ Added the ability to kill monsters when you click on them
+ Add on-ground items
= Improved performance a lot for medium to lower end machines
= The in-game zoom level has been increased by 25%
= Changed how operating systems are detected by the launcher
= Made nights on the overworld much, much darker
~ Fixed monsters "following you down the ladder"
~ Fixed on-load pitch black lighting (between 21:00 and 21:59)
~ Fixed inbetween chunk collision glitch (hopefully...)
~ A few minor bug fixes (only a few this time)
Oh and 80 members! Woo hoo! Thank you everyone for signing up and a bigger thank you to those who have been constantly supporting and showing interest in Terrem!
Great to hear about the update! If you code a Workbench in, I'll give you a texture shot with everything so far, even though I've been way too busy to make any new ones!
Great to hear about the update! If you code a Workbench in, I'll give you a texture shot with everything so far, even though I've been way too busy to make any new ones!
Lol you are making me code one in aren't you . Before that can happen, I need to create item intensity tiers. But that'll come later
Bug fixing has commenced! Your videos make it very easy to remember and pinpoint the bugs. List I compiled from your videos:
- add item labels
- make monsters be layer specific
- make monsters save into files
- make it so you can damage and kill monsters
- fix underground lighting glitch
- fix between chunks collisions
- add on-ground items
- when inventory is closed, throw item on ground in direction of mouse
- add menu to quit game
Check out my GitHub and Website!
Check out my GitHub and Website!
Nice, can't wait for an update, and glad my videos are helping you
So they despawn when they go off screen, correct?
Actually they despawn when they leave the loaded chunks area. Close though
Check out my GitHub and Website!
Uh... Thanks? lol I love you too Rainbow Dash (no Bronie intended)
Check out my GitHub and Website!
Hey everybody! Update for today! The update will either be out today or within the next two days (hopefully). I might cut some of my list for later addition in the update after 1.0_5. It just depends on whether or not I have any time to work on the game today. So here are the dev notes that I accomplished yesterday.
- fixed monsters so they are layer specific
- added on ground items! No longer do you just instantly receive the item after breaking the tile!
- almost done with item labels (so you can see what item it is when hovering over it
- fixing up the item swinging animation (possibly going to figure out 2D modeling so I can move certain parts of the body)
- added some rough framework for entity-on-entity collisions
- Multiplayer update will come after the 1.0_5 update. There are just so many things that need to be done that I will release the singleplayer updated version first.
- After either the 1.0_5 update or the Multiplayer update (1.0_6 or 1.1_0?), weekly updates will begin with some random bug fixes inbetween. So no more wondering when an update will come out!
And for today I have:
- make it so you can damage and kill monsters
- make monsters save into files
- fix underground lighting flashing
- fix between chunks collisions
- when inventory is closed, throw item in hand onto ground and in the direction of the mouse
- add menu to quit game (no more 'ESCAPE' to quit [Probably will have an option to keep it if people still want it])
- finish item swinging animation (just fix some bugs and have it directionally update when you move.
- make item animation look better.... (2D modeling?)
Check out my GitHub and Website!
When you update (or if you already have =D) and I get a chance to record, I will put up three episodes. One for my lets play, one for update info, and one explaining the options menu detailed part (if I can find my recording of that, hopefully I can D:)
Update will happen this week. I just dumped with a large amount of work this week, but the update will be this week! (No more delays...) And sounds good to me. Any videos you do I appreciate! Thanks!
Check out my GitHub and Website!
It should have been instant. But I activated it for you so enjoy! And welcome to the forums!
Check out my GitHub and Website!
Thanks! (I like the Pokemon signature and avatar :D)
Check out my GitHub and Website!
but why are you having to add explicit support for Operating Systems?
Also, if you are actually hard coding the location of the Application Data Folder... well, in the long run you'll have a bad time. Just use %APPDATA%, or rather something like:
From the sounds of it, you have a big switch or elseif ladder that is setting the folder location.
That's All! Good luck
Really? I had no idea I could do that... But it does appear that I can use:
I would still have to make a ladder, but now it'll be much smaller. Thanks!
Check out my GitHub and Website!
lol?
Your account has been activated! Enjoy!
And the 1.0_5 update will be out today! I just have to put the finishing touches on everything
Check out my GitHub and Website!
- Terrem Alpha v1.0_5 has been released! Just click re-download on your launcher to update the game! Also, any custom textures should be in their own texture pack before updating as well as any changes to the default tiles, items, GUI, etc
- Multiplayer does not work in this release! Sorry for the inconvenience. I wanted to get the singleplayer updated as fast as possible. The multiplayer update will be released with Alpha 1.0_6 which will follow by bug fixes for the 1.1_0 release!
- There is also an optional launcher update to fix the way operating systems are detected. This should fix some issues on Linux and certain versions of Windows.
Changelog:
Oh and 80 members! Woo hoo! Thank you everyone for signing up and a bigger thank you to those who have been constantly supporting and showing interest in Terrem!
Check out my GitHub and Website!
Lol you are making me code one in aren't you . Before that can happen, I need to create item intensity tiers. But that'll come later
Check out my GitHub and Website!