Shandalar Clone
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Re: Shandalar Clone
 by Braids » 23 Jul 2011, 23:20
by Braids » 23 Jul 2011, 23:20 
please make the random battles optional. and if you do have random battles, maybe you could do some screen zooming and blurring effects like FF between the map and the mulligan check 
			
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Re: Shandalar Clone
 by friarsol » 24 Jul 2011, 15:12
by friarsol » 24 Jul 2011, 15:12 
Adventure mode is all about monsters wondering around the world and you fighting "random" enemies. If you don't want that, don't play Adventure mode.Braids wrote:please make the random battles optional. and if you do have random battles, maybe you could do some screen zooming and blurring effects like FF between the map and the mulligan check
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Re: Shandalar Clone
 by DennisBergkamp » 24 Jul 2011, 21:10
by DennisBergkamp » 24 Jul 2011, 21:10 
This would be an awesome addition indeedBraids wrote:please make the random battles optional. and if you do have random battles, maybe you could do some screen zooming and blurring effects like FF between the map and the mulligan check
 Can't make any promises though, not sure how to code it exactly.
 Can't make any promises though, not sure how to code it exactly.- 
				 
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Re: Shandalar Clone
 by lord of 13 » 31 Jul 2011, 16:39
by lord of 13 » 31 Jul 2011, 16:39 
Render on to an image for both your previous screen and current screen, then postprocess the two together. You could read about the HLSL code to do so and spin a new thread to do the blurring for maybe 20-30 frames in advance via computer-side effects, so long as you have some basic effect for the first couple o' seconds while the other thread is processing.
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Re: Shandalar Clone
 by moomarc » 07 Aug 2011, 10:39
by moomarc » 07 Aug 2011, 10:39 
I was reading the first few posts in the topic and saw that you need art for the clone. If you still need stuff just let me know. I tend to jump around between the different graphic requirements of Forge because each is different in its requirements of me. The pet tokens take a long time with me having to paint with a 1px brush size half the time because of the detail. I love the detail though and enjoy the challenge, but it IS time-consuming (especially if there's a lot of real-life work in between). For the new UI graphics and splash screen, it's a lot simpler and less intensive, so I can throw those out relatively quickly. I think elements of this will fall somewhere in between and I'd love to help out.
Edit: That was post 10001 in the Developer's Corner, so whoever posted before me made the milestone for the forum...
			Edit: That was post 10001 in the Developer's Corner, so whoever posted before me made the milestone for the forum...

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Re: Shandalar Clone
 by phm » 12 Aug 2011, 15:19
by phm » 12 Aug 2011, 15:19 
Awesome project, loved the old Shandalar! How can I download/test it, the previously posted links no longer work.
			
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Maybe some useful code
 by mtgrares » 16 Aug 2011, 17:08
by mtgrares » 16 Aug 2011, 17:08 
I found some random code from a book that might help. The code is low-level and uses BufferedImage. The object ImageSFXs has drawFadedImage() and drawBlurredImage() and ImagesTests has fadingImage() which makes the image smoothly fade away to nothing. You may want to look at some of the other code in the book but I'm not sure what else you may find useful - book homepage.DennisBergkamp wrote:This would be an awesome addition indeedBraids wrote:please make the random battles optional. and if you do have random battles, maybe you could do some screen zooming and blurring effects like FF between the map and the mulligan checkCan't make any promises though, not sure how to code it exactly.
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Re: Shandalar Clone
 by DennisBergkamp » 16 Aug 2011, 21:36
by DennisBergkamp » 16 Aug 2011, 21:36 
Yes, I'm definitely still looking for some extra art, thanks for the offer! I've spent a lot of time grabbing stuff from opengameart.org and also some open source games like Battle for Wesnoth. So I do have a lot of stuff that can be used already, but since a lot of the graphics are from different projects, some of them feel a bit out of place because they're just so different in style.moomarc wrote:I was reading the first few posts in the topic and saw that you need art for the clone. If you still need stuff just let me know. I tend to jump around between the different graphic requirements of Forge because each is different in its requirements of me. The pet tokens take a long time with me having to paint with a 1px brush size half the time because of the detail. I love the detail though and enjoy the challenge, but it IS time-consuming (especially if there's a lot of real-life work in between). For the new UI graphics and splash screen, it's a lot simpler and less intensive, so I can throw those out relatively quickly. I think elements of this will fall somewhere in between and I'd love to help out.
Edit: That was post 10001 in the Developer's Corner, so whoever posted before me made the milestone for the forum...
There's been so much going on in real life though, so I haven't really found the time (or energy) to work on this... things are crazy at work plus my son just started to walk, I spend most of my free time chasing him around the house
 
 I do however have a vacation coming up pretty soonish and I'm planning to spend a bunch of time working on this again. I think the main type of art I'd be looking for would be icons to put on the map itself for cities / houses / castles etc. These would only be at the very most 64x64 px, so even if you would use a 1x1px brush size (which sounds insanely hardcore, by the way!!!) it shouldn't be too bad
 
 Nice splash screens / menus would make a big difference, but for now I think the fugly swing menus do the trick. The biggest problems are some of the ingame graphics, here's an example to illustrate (look at the wolf and sheep icon which just feels way out of place ) :
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Re: Shandalar Clone
 by DennisBergkamp » 16 Aug 2011, 21:39
by DennisBergkamp » 16 Aug 2011, 21:39 
Thanks for the link rares, I will check it out!
As for a test version, I will release one once I've merged the latest Forge code with my stuff. I'm not sure what the best way of doing this would be, by the way, since everything got moved over to Git as I understand it.
			
		As for a test version, I will release one once I've merged the latest Forge code with my stuff. I'm not sure what the best way of doing this would be, by the way, since everything got moved over to Git as I understand it.
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Re: Shandalar Clone
 by Chris H. » 16 Aug 2011, 21:40
by Chris H. » 16 Aug 2011, 21:40 
`DennisBergkamp wrote:Thanks for the link rares, I will check it out!
As for a test version, I will release one once I've merged the latest Forge code with my stuff. I'm not sure what the best way of doing this would be, by the way, since everything got moved over to Git as I understand it.
It did not last ... we are back to SVN but at a different host.
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Re: Shandalar Clone
 by Braids » 16 Aug 2011, 23:02
by Braids » 16 Aug 2011, 23:02 
what revision control have you been using? a subversion branch? have you been using git locally, perhaps? do you have or can you get a copy of the official code before you started? merging will be much less painful if you can find a common ancestor.DennisBergkamp wrote:Thanks for the link rares, I will check it out!
As for a test version, I will release one once I've merged the latest Forge code with my stuff. I'm not sure what the best way of doing this would be, by the way, since everything got moved over to Git as I understand it.
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Re: Shandalar Clone
 by Braids » 16 Aug 2011, 23:04
by Braids » 16 Aug 2011, 23:04 
with different rev numbers than we had with google.Chris H. wrote:[git] did not last ... we are back to SVN but at a different host.

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Re: Shandalar Clone
 by moomarc » 17 Aug 2011, 14:31
by moomarc » 17 Aug 2011, 14:31 
I understand that. I'm far more likely to lose time to family rather than work, although its just me and my wife at this stage - no children.DennisBergkamp wrote:There's been so much going on in real life though, so I haven't really found the time (or energy) to work on this... things are crazy at work plus my son just started to walk, I spend most of my free time chasing him around the house
 Don't mind skipping work occasionally to do some Forge stuff (and considering that I work for myself, the boss doesn't mind too much either), but family takes priority. One day I'll be chasing kids and playing with Lego too
 Don't mind skipping work occasionally to do some Forge stuff (and considering that I work for myself, the boss doesn't mind too much either), but family takes priority. One day I'll be chasing kids and playing with Lego too   
 DennisBergkamp wrote:1x1px brush size (which sounds insanely hardcore, by the way!!!)
 I'm a bit of a perfectionist sometimes, so I can't refrain from the hardcore details if I think it looks wrong without it.
 I'm a bit of a perfectionist sometimes, so I can't refrain from the hardcore details if I think it looks wrong without it. If you could make some kind of list with what icons and what they're for, that would be ideal. Then I know what the wolf and sheep icon is actually about and might be able to add extra flavor to it. There's also at least one other guy on the forums wanting to get involved on the art side, so maybe post it in the main forum (unless you want to stick to one artist to keep style continuity). If you need specific themes for some icons - perhaps mountainous dwellings, or goblin burrows etc - name them. The more info I have to work with the better.DennisBergkamp wrote:I think the main type of art I'd be looking for would be icons to put on the map itself for cities / houses / castles etc. These would only be at the very most 64x64 px, so even if you would use a 1x1px brush size (which sounds insanely hardcore, by the way!!!) it shouldn't be too bad. Nice splash screens / menus would make a big difference, but for now I think the fugly swing menus do the trick. The biggest problems are some of the ingame graphics, here's an example to illustrate (look at the wolf and sheep icon which just feels way out of place )
-Marc
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Re: Shandalar Clone
 by Braids » 17 Aug 2011, 15:12
by Braids » 17 Aug 2011, 15:12 
moomarc actually thrives in a spam-rich environment.moomarc wrote:. . . The more info I have to work with the better.

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Re: Shandalar Clone
 by moomarc » 17 Aug 2011, 15:16
by moomarc » 17 Aug 2011, 15:16 
Its true. Although now I have vikings marching through my head while other random Pythons are lowered from the top of my skull to place their spam orders...Braids wrote:moomarc actually thrives in a spam-rich environment.moomarc wrote:. . . The more info I have to work with the better.
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