viso

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  1. i bought a real domain http://diablo-forever.com added monsters so its now actually somewhat a game, there is not much to it.
  2. Hi all, i choose to remove the minotaur as an ally, i keep him in the game as enemy. I found some free assets here http://www.reinerstilesets.de/2d-grafiken/2d-monsters/ (search for lava troll) and use he lava troll as an ally that you can cast. The problem is it was not with transparent background (which i am solving in code) and its also not png but bmp (it would take more space 10MB, i changed it all to png with this tool http://www.xnview.com/en/xnconvert/#downloads) It was also harder to build the sprite collection, since i was using so far this guys images http://opengameart.org/users/clint-bellanger?page=2 and he had it always in one large png, so it was easier, the lava troll has like 500 individual images. Enough talk try it with the new golem (i will call him that instead of troll) http://diablo-forever.s3-website-us-east-1.amazonaws.com/ Hope the load time wont be too bad. I think the golem is too light for this game, guess i will make him darker soon. Maybe its not even a good choice at all. You can also find the old minotaur as an stronger enemy (at the bottom of the map with the zombie). I made also few fixes but they are not obvious. hmm i think i should make the sprite timeframe shorter (faster image change), looks so slow when they die.
  3. looks pretty good, thx for sharing
  4. i recognized the assets from the game flare https://github.com/clintbellanger/flare-game/tree/master/art_src image assets are here https://github.com/clintbellanger/flare-game/tree/master/art_src also that guy Clint Bellanger has a page on opengameart.org i am also using them in my game. the images are definitely older then 2015 so i guess Clint Bellanger is the author.
  5. alright i could not sleep and realized what is wrong in the algorithm, i made it very fast again i had places with O(n^3) algorithms but i could have it close to O(n) so i did that few seconds load is fine, don't need a progress bar again. http://diablo-forever.s3-website-us-east-1.amazonaws.com/ still s**t load of work to do.
  6. alright last update for the day (to me its 10:40 pm (in New Zealand)) i improved the performance in game, the game loop is now not calling the update for static artefacts (like 1200 trees/stones/walls ..), game plays now again smother http://diablo-forever.s3-website-us-east-1.amazonaws.com/ next is going to be the loading progress bar, just to see (for me also) what is taking time etc. Man i already feel tired to wake up for work tomorrow, See you, Viso.
  7. damn, i need to look into that, i am trying to get all images into variables so that later i can have them on demand. Hm i checked, its mostly the map that is build that takes so much time (its not about the images really). There is some logic for example for the water, that takes some time, basically it depends on the water/grass positioning to determine what image should be selected, that takes some time also.
  8. Hi, thx, the loading time has 2 parts, first its loading all the images that may be big. Second i am generating the map, lets say 100x100 that takes some time, while it has atleast 2 layers, the background and the artefacts (like trees and stones). There is actually more to it, i definitely need a progress bar yes scala.js is amazing, typesafe functional language makes thinks easier.
  9. so i updated the map, has now stone walls, is also bigger, i can tell there are now more performance problems :/ you may still try diablo-forever.s3-website-us-east-1.amazonaws.com
  10. Latest version always here Play only with keyboard and mouse. Without a name or a proper design document i started to create an diablo clone in browser. I am working alone, i didn't use any framework but instead used scala.js which compiles to javascript. Its just a side project, working on this on weekends and nights (if i dont play something else haha ). Image assets are mostly from this guy http://opengameart.org/users/clint-bellanger Its probably not the typical html5 game Not 100% sure if i finish it (at least at some degree) but it will be for free anyway. I am planing to do a rich skill tree, no inventory, stats boost drops, skills acquired from boss enemies. The hero is a mage + necromancer. At this point its kind of playable but everything is in test state (one test enemy, one test npc, one test map ... ) let me know if you have performance problems ( if so, mention your OS and browser ) Also what do you think about the idea. Thx Viso.
  11. Hi thx for answer, nice idea. For couple days no one answered so i started something on my own. i found the game "tentacles of war", actually a nice little game. i will stick so far with my own game.
  12. Hi, i would like to implement some web base game in my free time. I created some unfinished games in the past as a one man team, but it was always lacking some unified idea but also assets (images + sounds + ui). I would like to find some author that has an idea/document but also assets (may be free/existing if that is enough) I like to work alone and for fun, i cannot promise results or a dead line upfront, i work for free. One of my first games in the past was in XNA and was an diablo style rpg, what i wanna say i like challenges and another diablo clone in HTML would be one (for example). I would work with scala.js that compiles into javascript (i don't like javascript its a weird language) one of my other unfinished games (for motivation) : video My motivation is mostly satisfaction but also credit/reference. Ask me anything, or point out mistakes, thx.