Terraria Clone

Show us your works in progress and request feedback

Post » Sun Mar 02, 2014 12:52 pm

Got bored and decided to give this a try for fun. So far it is coming out alright. I have yet to figure out how to get explored areas to stay lit. Also yet to figure out how to create a better terrain and a better lighting system with light spill. Anyways give it a go and let me know what ya think. The inventory is pretty shit, it will show up empty and then show gold in it if you get some, but that's about the extent of it. The underground is a procedural array and is different every time you play.

INSTRUCTIONS
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Equip a tool and start digging! See how much gold you can collect.

CONTROLS
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A & D To move Left & right
Spacebar to Jump
Left Mouse Click & Hold to Swing Hammer
TAB Open inventory

https://dl.dropboxusercontent.com/u/729 ... index.html
Last edited by VictoryX on Thu Mar 06, 2014 8:28 pm, edited 3 times in total.
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Post » Sun Mar 02, 2014 2:42 pm

Very nice start! I love procedural generation, so many possibilities. I find the dude can't jump up if there's a block above him, is that intentional? Makes it hard to get out of the tunnels. Great stuff though, look forward to seeing what's next!
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Post » Mon Mar 03, 2014 5:27 am

So I've made some updates to the game There is now a flat grass land on top that will always be generated. The underground is still completely new every play randomly generated every load. I added in the swinging action seen in Terraria and gave the rocks and gold different health. IE Rocks destroy faster than Gold does. I also changed the control scheme to match Terraria a bit closer. Now you just hover your mouse over the brick you want to destroy click and hold. There is a hitbox distance so you can only hit rocks within a certain range. I removed the inventory as it was crap and really didn't work. Next I will be tackling either A: Revealing areas that were dark and having them stay lit as you explore. B: A proper Inventory system with different weapons that and hammers.

A&D To move Left & Right
Spacebar to Jump
Left Mouse Click to Swing Hammer

Note: For some reason in Firefox and IE the map shows up like a weird grid thing, grid lines going through everything. No clue why as this doesn't happen in testing within Construct. Chrome however shows the game properly.
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Post » Mon Mar 03, 2014 9:43 am

Tile seams show up if Point sampling, Pixel rounding and Letterbox integer scale aren't on. Problem is turning these settings on makes everything look a bit grainy and pixelly, but that might suit the look of this game! More info on Tilemap (you are using Tilemap right?): https://www.scirra.com/manual/172/tilemap
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Post » Mon Mar 03, 2014 10:08 am

Interesting! ;)
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Post » Mon Mar 03, 2014 7:37 pm

lolpaca, no not using Tilemaps just straight sprites. I haven't used Tilemaps before but that seems like it may be the way to go. Well all the Terrain is a single sprite object with a different sprite on each animation frame. So I have one object called terrain, frame 1 is dirt frame 2 is rock frame 3 is gold frame 4 is grass and so on.
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Post » Mon Mar 03, 2014 8:49 pm

Another quick update, the dirt layer is now destructible so you can dig through dirt grass rock and gold now. All with varying health. The inventory is back it sort of works in that it can be opened and closed with TAB and it will show if you have gold and how much gold you have. There is a new graphically bug where a black line runs across the top of the screen. The grid line issue has been fixed somewhat, how it was fixed I have no clue. There is also some FPS lag when opening and closing the inventory whenever you obtain gold.
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Post » Wed Mar 05, 2014 4:15 am

Another small update. The inventory lag issue should be fixed now. The ground sprites now have a bit of rough edging so it's not just perfect squares. Got rid of the graphical bugs as well, IE weird black line across the top and odd gridlines. Right now I'm trying to figure out a lighting system. Where if you start digging down light will spill from outside to the underground and light it up a bit. I thought maybe a particle system would work for this but particle systems don't have collision so that is a no go for right now. If anyone knows of some advanced lighting techniques let me know.
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Post » Wed Mar 05, 2014 9:26 am

For the lighting, you could try something similar to what's in my game, there's a brief description of how I did it on this thread greed-a-proc-gen-dungeon-crawler-sort-of-thing_t96259 PM me if you want more details
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Post » Thu Mar 06, 2014 8:27 pm

Small update you now start off without the hammer equipped and you will have to select the Hammer from the inventory to use it. Also there is a hammer icon around the cursor to easily identify what item you have equipped at the time.
@lolpaca I'll have to look into that, I read over it quickly and it seems a bit over my head. I think I will be able to figure it out sooner or later though lol. Thanks for the help.
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