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1  Game Development / Game Play & Game Design / Re: Game storyline scripting on: 2009-10-27 23:22:46
Thanks for the idea's I will have a bit of a play around and see what I come up with
2  Game Development / Game Play & Game Design / Re: Game storyline scripting on: 2009-10-27 00:30:08
I have a map for each area like say a village and each inside of a house is in a separate file

and would prefer to keep the scripts in the map file more for things like say a switch or other actions for objects on the map instead of game specific events other wise I will have bits of the game story line stored in say 100 different map files and if I want the game to return to an area later on then that map would contain early in the game code and later on in the game code.

I would perfer to have a main script that runs independant of any specific map file because as mentioned in the first post it may also be responsible for loading map files if the game requires a change of area

Maybe a file with something like

 Description=just to type in what is going on;
 Trigger=something to trigger event;
 OnEvent=do something;

then just work through the events?
3  Game Development / Game Play & Game Design / Re: Game storyline scripting on: 2009-10-26 23:10:47
That sounds like the sort of thing that I may need, what would be a good way to keep them in the correct order?
Since the main events will happen in a (somewhat) sequentail order

4  Game Development / Game Play & Game Design / Re: Game storyline scripting on: 2009-10-26 11:17:53
That does look like something that I would add into a map script but the game will be an RPG so you can go to a map more then once during the game so it may be hard putting different parts of the main code into the map scripts?
5  Game Development / Game Play & Game Design / Re: Game storyline scripting on: 2009-10-25 23:02:34
My map files have a section for script on load so that it can run a script when the map is loaded
and I have defined scripted areas that can run scripts on enter, while in or exit (or any combo of that)

They will be for things like I flick a switch a door opens, would be in the map so that its sorta a sealed unit

What I want the game script to do is add scripted areas (as need for extra stuff) or add characters, display messages, move the camera around bring in enemies ect at certain points in the game, things that would make up the events in the game

How do I keep track of where I am in the code, other then an index value?
Otherwise I will end up with something very much like I already have but just in a external script
an example would be great
6  Game Development / Game Play & Game Design / Re: Game storyline scripting on: 2009-10-25 10:12:40
Sorry yes that may have been a bad example it was just the first part of the code.
The reason it was done like that was so that the character was added after the map had actually loaded.

What I'm really asking is

If I put that into a script would I have an int to track what part of the script should be running, sorta like the switch or is there a better way getting the code to flow from one part to another. I was thinking of breaking the scripts into chapters to reduce the amount of code in there is that a good way to go?

and the value ConfigSettings.MainCharacterName was used mainly because that value is set at the name select screen, for other characters(other then the main character) they in the map file or will be in the game script
7  Game Development / Game Play & Game Design / Game storyline scripting on: 2009-10-24 07:18:31
Hi All,

I’m looking for some guidance on a game I’m working on

I’m sorta up to the part when I want to actually implement a story line into my game

Just wondering the best/easiest way of doing it

So far I have a class with a big switch statement that looks like


case 2:
//Load a map
case 3:
//Add the MC      
AddPC(ConfigSettings.MainCharacterName, 9, 13, "MCSet");
EntityController.SetRelations(ConfigSettings.MainCharacterName, "MC");

So something is triggered then the game index is increased

A condition is checked then if true something happens and then it moves onto the next index

I can see this getting messy quickly and would like remove it from actual code.

I was also thinking of being able to have different game modes that would use a different game script.

Is this the way it should be done? Or is there better way then using a switch with a game index int.

Also will have quest system that is in another class that can be triggered from this main script

8  Java Game APIs & Engines / Java 3D / Re: Need some help with 3D on: 2007-08-12 03:50:11
ok had a bit of a look and it seems to be ok its just a python script that you run from blender.
seems to work so I guess I will use it and see how I go. There was an example with it how to load the file into java so thats good.

I will have a play and see if I can get my breakout game into 3d which doesnt look like it should be too hard Smiley and see how I go from there
9  Java Game APIs & Engines / Java 3D / Re: Need some help with 3D on: 2007-08-10 16:38:53
I have found an XML format on the blender website called blend2java and it has an example so I will have a look into that and just have a play around with that. Of course I will keep reading the book also since most people I have read about on the net have recommend that book
10  Java Game APIs & Engines / Java 3D / Re: Need some help with 3D on: 2007-08-10 04:31:54
Thanks I will have a look

any ideas on file formats and getting them into the game?
11  Java Game APIs & Engines / Java 3D / Need some help with 3D on: 2007-08-09 21:14:28
Hi as always with these questions Im new and have done no real 3d work and would like a starting point.

I have blender and would like to make my models in this (Im new to that but I have found a good tutorial for this Smiley )
What is a good format to save the files as?

Im not planing to make my main project into 3d at the moment  but I have made a breakout game in 2d and would like to make it into 3d because its a fairly simple game and its finished Smiley

My plans for 3d games is more of a top down view at the moment but I guess if its 3d it shouldnt be too hard to change where the camera is, right?.

Also if some one knows of a good tutorial will a sample that just works with no extra mucking around by me and with source so I can have a play to get my head around this, and I want it basic, as in only using 3d built into java but of course I guess I will need a file paser of some kind but would like it as bare at possible.

12  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-22 21:27:41
Thanks Kova not sure what I was doing wrong but it seems to be working now.

ok now what I have learned is that reading files from another jar is the same as the one jar the only thing is that you need to add the other jar names to the class path in the mainfest of the main jar.

I can't see why it didnt work in the first place because it Im sure its the same but anyways thanks!
13  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-22 08:22:31
Im on windows but I would like it to work on linux also.

its on my other computer but I think I get

Running test class

its definitely a path issue but it just doesnt make any sence, I will try the file in the root of the jar and see if it can find it

Edit: ok well that workied in the root so the result is:

Running test class

I will make the folder again and see if its just that its not liking the folders

Edit again ok well I put it in the other folder and that seems to have worked ok I will try my main game again
14  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-22 01:13:38
ok I tried that and the test class runs and the txt file returns null,

I have:

Resources.jar which has in it:


Manifest-Version: 1.0

Test.class contains
public class Test{
   public Test(){
      System.out.println("Running test class");

and Testing.jar


Manifest-Version: 1.0
Main-Class: ResourcesInJarTest
Class-Path: resources.jar

and I have used your code for ResourcesInJarTest.class

15  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-22 00:36:48
Ok thanks for that,

I got that to work but still wont read the other files

anymore ideas?

16  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-21 23:41:09
ok well I have added this to the mainfest file and all my streams return as null.

I just use at the moment:


and open this with getSystemResourceAsStream this seems to work from the same jar
17  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-21 22:55:32
does it make any difference that there is no code in the Resources.jar?
I read a bit about the class-path and it seemed to only mention with code not just files
18  Game Development / Newbie & Debugging Questions / Re: Multiple Jar's on: 2007-07-21 12:35:25

but it didnt seem to work for me

I use the export feature in Eclipse to make jar files, .
I checked in my jar that I created and I couldnt find a manifest.dat file, is this supposed to be there?

I have a MANIFEST.MF file is this the same?

is the jar with the resources in the supposed to have a manifest file too?
19  Game Development / Newbie & Debugging Questions / Multiple Jar's on: 2007-07-21 12:06:17
Hi All,

I have searched the internet and I think I have read all the topics about jars on this forum but I can’t seem to find a working solution to one problem I’m having.

Ok I have my class files, some gif's, fonts and sound files and they run fine from eclipse and fine from a jar file but if I try and put the Resources into their own jar I can’t get it to work.

Any help would be great
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