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Lyfe 2D Engine / Blog: Recent posts

MAJOR SETBACK :(

well, the title says it all, since the original program was in processing which limits the amount of pure java I can use, the program has basically become to big to add more functionality to it and to slim down the render time. SO... I have now decided to do a complete rewrite in pure java using eclipse meaning i'm having it add basic functionality such as windows and image loading before even beginning to start making Lyfe over. This could take a while... So far I have a basic window creator and now I am working on loading/displaying images on the original form.

Posted by Brandon Estock 2012-11-11

Light Engine done :D

yep, finished it! It has a day/night cycle and lamps. The lamps add onto each other when they cross and while if you hold down the movement key, it does lag a bit, the render engine is quite fast and easily deals with large maps (the current maximum size is 255x255 beacause of my custom level file which I am going to phase out next update to just use the bmp file instead which will allow larger sizes) I am now considering this most current build v0.0.3 because while I did not add doors or fix the render lag, I did add a light engine, add the ability to resize the window and load custom sprite in a 20x40 size. :D I'm about to upload the executable builds in a minute if you want to check out the update

Posted by Brandon Estock 2012-11-03

Lighting Engine in the works! :D

I had some time today and was having trouble with working on adding doors (didn't want to make the texture :D or add it to the materialLoader) So, instead of sitting around on my butt, opened a new project up and started a Light Engine test, so far I have created the code to manage the blocks 'brightness' and update them accordingly based on lamps (new class to be added later) next light to be added is a sun lamp (new class to manage ALL pixels for night and day time cycle)
don't worry, I will add doors and crumbled walls soon, this light engine is just a side project

Posted by Brandon Estock 2012-11-01

Chests and Items are here! :D

I just created a new texture for chests and allowed it to give items. Finishing up some basic things such as the 'set active' overlay and adding code to the item classes to use the items (if active) so just a few more small additions until I'm ready to release v0.0.3! In version 0.0.3 I'm planning on adding blocks such as doors and breakable walls to use keys and bombs on. I also want to add a sudo-terminal accessible with the developer key to add items manually as well as change the key#/level/distance of the items.

Posted by Brandon Estock 2012-10-31

Almost to v0.0.3!

so as of the last post I changed my todo list and I have almost finished the inventory and item classes. the inventory viewer loads the inventory names and textures and allows you to drop an item and set an item active (the set active does visual yet but be assured, it is doing something). I created a sprite page for the 3 item types and an empty spot and added code for menu buttons. Had to fix part of my render functions because I realized instead of creating an image 380x380 i was using the wrong variable and was creating an image 1500x1500 (75x20 instead of 19x20) so I fixed that and It is rendering alot faster as well as making image manipulation/overlaying alot easier. I want to finish adding fully usable items before v0.0.3 so it may be a day or two but rest assured, it is being worked on! :D

Posted by Brandon Estock 2012-10-30

Java Problems and a re order of the Todo list

Just spent 2 hours of trying to figure out why my image overlay function was not affecting the image and why for some reason there was a major issue with the garbage collector causing 'OutOfMemory' Exceptions after 57 moves... oh well, a quick rewrite of the function as well as switching to the stable release and it is working, finally. Now I can display messages in a nicely formatted messageBox with a header and a message option as well as text color option. This is such a minor thing I'm not gonna bother releasing it but that's my update. The reorder is that instead of implementing doors, I've decided to implement the player's inventory viewer and the item class. this will be in v0.0.3 which should be coming soon :D

Posted by Brandon Estock 2012-10-29 Labels: status update

Status Update 10/27/12

yep :) just testing to see what the textures will look like once I implement them but I just added a noise texture to the blocks, color = new color(random(x, x + 30)) and it looks... well noisy but still cool, for now I think I will go with the minecraft textures as a temporary place holder and I need to add in a sprite sheet so I don't have to distribute a folder of 20x20 textures everytime I update :D but thats a project for tommorrow

Posted by Brandon Estock 2012-10-27
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