Cycle 6 – Optimizations

I’m currently streamlining the graphics for my game. The main battle flow works well over all, but the graphics lag as each animation loads during the first battle. After that, it doesn’t present much of an issue. The last optimization I plan to include will eliminate that mostly if not all.

I still desire to aim at a Massively Multiplayer style of gaming in a sense with no PvP in the future. My current project will aim at Android only for this goal with a possibility of iOS devices in the future. However, I must turn to Google to get the server for this running. Fortunately, I have the software ready to send up into a Google Cloud server. My problem is that the game refuses to communicate with this very web site. Hopefully, it will work with Google’s Firebase. If not, then I will not be able to offer a back-up for your save games in the near future.

Thanks for reading.

Cycle 6

I will slowly upgrade this site’s layout. The core of my game’s system is in place. I need to finish one more system before release-time.

HttpUrlConnection from Java seems to not exist well at all with my standard 1.9.10 version of LibGDX on the Android side. I can’t fix its related code. This unfortunately translates to Retrofit as utter failure as well because of that dependency. Mentioning this, I hold respect in regards to Retrofit. I attempt to also see if Google Cloud will work, but if it does not, then I will not have any save feature available for the game. Unfortunately, this means Google Drive will also fail as an option.

Until I fix this problem, I will keep costs low, although that remains my intention from before. I successfully obtain an ID Token through Firebase at least. However, I see no point in the process if REST simply does not work in Android with LibGDX. This means both Open Match and Messaging fail completely with no real point in using either of them. Regardless, I still plan to provide source code as a starter base after my software’s public update.

Thank you for reading.

Cycle 5 – Complete

It’s been a long road, and there is more to go. I have a working version of the Open ID Connect stuff ready to go. It works fully with Gdx-Pay on the Android side. As of now, I don’t know what to do on the Desktop side for Gdx-Pay, but I believe Google intends to address that near April or such.

I would like to start posting links to my favorite communities. Many of my friends provide encouragement that kept me going through the game development of these past 10 years. The core community I would like to mention is Saving the Game. They are also on Discord, like the LibGDX community. Perhaps one day I shall rejoin the LibGDX Discord community for good.

I will start a Beta soon for my game by invite only. My main place of asking for invites consists of the Saving the Game community. If you prefer not to visit them on Discord, then I will eventually release my first official version on Google Play. I will also shortly announce my own Discord server for my game, Sylveria Software Story, where I will begin with the Beta for opinions and such.

On the good side, Open ID Connect works fully with Spring server software with no issue at all. It operates as a separate entity apart from Google itself, using the ID Token as a password of sorts. My security testing results in no failures as of yet, and the financial platform of Google stays distinctly isolated for security reasons. My design from two years ago works today, although I finished about a month earlier from this posting.

Once my Beta process finishes, I will release the LibGDX version on GitHub in my gpgs-libgdx repository. I want a polished product that others may work with. Of course, it’s open source. Hopefully, once Google finishes on their side, I can get Gdx-Pay working on the Desktop side for LibGDX.

My thanks goes out to the many artists and developers who contribute to LibGDX and whatever games you craft. While I still like to make a fair deal, I would like to take an extra step to thank the 3D artists who participate in my own craft. As such, I will go extra lengths to list the artists who constructed 3D models that I will add to my game in my own way in the future.

Cycle 6 will focus on 3D next. I would like to explore the idea of a fluids system in LibGDX, involving interactive water. I will also update this site in ways, since I lost interest in the features-tracking ability of a certain site that my own site will shortly refuse to use again for reasons related to both un-wanted and un-professional information gathering from them.

Thank you for reading.

Online Updates

I finally can acquire an “ID Token” safely through OAuth 2 when a person logs into Google through the game. The process seems to verify just fine, and no vital information gets revealed to me or others, apart from what a person already may publicly show from their account. The initial plan includes to use Google’s security as a platform for the game. If any financial transactions may occur, it happens through Google.

I need to route the log-in information from the game to a backend server on this web site for the purpose of knowing when a person actually logs into the game. This should open the possibility for multi-player gaming in the future. I possess the basic knowledge of setting up Spring for creating the server software. I already have working code ready to go for a skeleton of sorts, when I begin modifying it. I would like to return to updating the game’s graphics after passing this achievement.

I updated this site, so that it can handle security for the REST architecture. My purpose includes ensuring that all information remains confidential, even if nothing potentially dangerous crosses the Internet. Also, Google requires it for communication between their side and this web site. I start at this point to integrate a bit of REST into the game, so hopefully, the next portion finishes soon. If everything works well, maybe I can share the results of my progress with the LibGDX community.

Thank you for reading.

Cycle 5 Still Continues

I am dropping most of my efforts on the game to focus on server software.  I do have an alpha version in development.  An older and testable variation remains available to you if you have an Android device.  You just need to sign up for the Android page’s “beta testing” feature, which you can find by either clicking on this site’s Project Download section or visiting the Google Play app on your phone or similar.  Searching for “Sylveria” should be enough in Google Play.  If you press the “Pause” button in the battle scene, it will cause the game to become un-playable in the testing copy.  I mostly fixed this in my own current version, but I still have things to correct.


Game Update – Cycle 5

The game now allows communication with Google for basic account authentication, but it does not presently offer anything for game play addition at the moment.  Separation exists between the log-in screen and the battle scene part, so that I can attach better design for allowing more choices later.  The Ability Test buttons presently cause damage, activating even greater values when a button “animates” with pretty graphics.  I plan to release another demo set of software soon.  I look at JJWT to transfer Ability Test button stuff with the server software.  Cycle 5 will end when that successfully happens.

Basic Integration of Google Play Games Services – Cycle 5

I previously modified an OAuth2 Client for communicating with just Google’s Cloud stuff.  However, I decided to add a software library instead from MrStahlfelge on Github.  His “gdx-gamesvcs” repository basically includes the same client, and it also offers integration with Google Play Games Services.  While I need to focus on saving game progress in the future on my personal web server, using the Google Play Game Services entails my desire to enable Events.  I think this could allow a game a form of occasionally checking in on the status of an online economy.   In going through this avenue with Google, I also do not have to save sensitive passwords on my server.  I plan on requiring a Google account in order to obtain benefits from the online server.

I still push forward in the area of MongoDB.  I have the full code setup for the server software on that end.  I think I need to learn more about the Spring WebFlux version of MVC.  I need to make a structure that will interact with it for the purpose of at least saving game progress.

Decorating the Saphirel and Sylveria models goes extremely slow, because mainly, I give attention to the game code.  I finally acquired a Blender add-on for designing clothes.  In all, I believe I should attend to the eyes, the skeletons, and the clothes for now.  I intend on drawing bots after finishing with that chore.

I debate on how to address fiction within the game.  I believe that J. R. R. Tolkien contributed a lot of his life’s work to his Lord of the Rings series.  If anything, it lead to a modern gaming industry based on some of his imagined world’s lore.  I know this project may seem to possess similar origins to Aetherlight, but I have no wish to compete with them.  I grew up, loving the concept of Japanese mecha.  At that point, the two games divide.

I start to address battle abilities for ScorpiBot and Saphirel to pass the time.  Hopefully, the next release carries a few of them.  In that way, the game will not just have each waiting a few seconds to smack each other.  I think I will add an Abilities button to the future welcome screen, becoming necessary to choose something before granting a battle opportunity.  After that, I would like to add a choice of distributing experience.

Thank you for taking your limited time to read this!


Voice-overs – Cycle 5

This release mainly targets the vocals for the Proverbs scriptures.  The music collections have slightly changed.  As usual, you can find them after you press the Pause button, located in the bottom-left of the screen.  Saving the progress of battles finally works in a correct way.  NOTE:  If you have tried a test build before, the “first” battle for this version will play the old way.  After that, battles should normally perform in the pattern they should.  If either Saphirel or ScorpiBot run out of health, the next game’s start will begin a fresh battle to experience.  You can find the downloads by clicking on the Project Download button above.


Ongoing Progress – Cycle 5

I am looking forward to vocalizing the scriptures in the game.  I already have a template set up for that, and a few friends help me in choosing the ones to put forward.  It is just something to focus on while progress continues in other projects meant to go into the software.

In the past month and a half, I have placed a lot of emphasis in learning the Spring framework.  It houses a LOT of content for making server software.  Thanks to the tech support of JetBrains, my copy of IntelliJ finally works with Lombok.  IntelliJ is the main software I use to make Java software.  Lombok makes work shorter to code, since it can take care of some simple items.  “Getters and setters” come to mind, which basically share the values from one part of software with another independent part, so they may successfully co-exist.  WebFlux seems like the next big thing coming from Spring.  It handles Internet communication very efficiently.  Amazingly, it still runs fine on this very single-thread “computer in the Cloud” that sent you the page you read now, but its real power comes from how it works with two or more threads.  If you ever build a computer, you may know something about how one “core” of a computer’s brain usually equals to one “thread”.  I still have testing and adjusting to finish before I can introduce the saving of progress for a player.  Single Sign-On still remains on my plate, but I am not sure how to accomplish that yet with my game and the Desktop systems, including Windows, Linux, and MacOS.  (I will be a rebel and use a capital M!Nimbus looks like it might do the job, but I really need something from Spring Security.  Finally for this subject, I consider the Apache Cassandra database for the server software because of its compatibility with WebFlux.  It closely offers almost all of the benefits of MongoDB, but it highly resembles SQL in its approach to retaining info.  It would potentially store the progress data.

As usual, my level of success with Blender and the 3D models for Saphirel and Sylveria stay at a slow pace.  I communicated with the author of Auto-Rig Pro, and he gave some guidance on how to deal with the character rigging, which mainly resembles a human skeleton.  I purchased access to an online class from Udemy, aiming specifically to aid my knowledge and understanding with Blender rigging.  The legs on Saphirel do not lay straight as of this moment of writing, but I just basically need to tweak the properties a bit.

The Android download has the most recent game update.  The Desktop builds do not yet offer the most recent update.  It just primarily addresses the fading in and out with the ability buttons in the bottom right of the game’s battle screen.  Progress with the cycle mostly hinges on how the server software does at the moment.

Thanks for reading!