Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (564)
Games in Android Showcase (151)
games submitted by our members
Games in WIP (605)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Game Development / Newbie & Debugging Questions / Re: Rendering isometric tiles on: 2012-11-17 18:44:48
Please put up some screenies.
2  Game Development / Game Mechanics / Re: Need help with sprite selection on: 2012-11-17 14:40:15
Sorry for the late reply, I thought I'm ignored all together.

Just choose a sprite based on whatever state the player is in, right?
That much I have figured out. The question is how do I efficiently manage the states when server states and client states work differently. I have found a solution as listed but I think it's too convoluted for the task.

Or is this a networking problem?
No, I know how to implement networking. It's definitely a design problem.
3  Game Development / Game Mechanics / Need help with sprite selection on: 2012-11-07 20:12:46
Hello, I'm a newcomer. Gotta remark that the registration question was the most interesting of all the forums I've been to.

Long story:

In my game objects (mostly units) can have different sprites and animation depending on the state like idling, moving from A to B, attacking X, etc. Since these states are standard among all units and (I guess) there are potentially infinite of them I think I should pluck that bit out and put it as its own somewhere, like an animator set of classes. At the moment the game just draw the "idle" sequence for everything.

The game is multiplayer, turn-based has a server-client structure. Actions arent revealed until the resolution phase. The server doesnt care about sprite facing or states; it just carry out instructions sent from the client when the player hit the "resolve turn" button (and sprite facing doesn't matter with 360 degree vision). An unit who is "moving from A to B" to one person might still be "idle" for an other. For it to work, I guess the client side should memorize its own set of known units as well as their states and duct tape the animation handling to the unit which I think involving extending the original Unit class of the server to accommodate the extra properties.

The problem:

Sounds too complex and too much work just to choose which sprite to draw to the screen. I've flipped over some game dev books but they dont touch this kind of details. Any suggestion?
Pages: [1]
theagentd (9 views)
2015-03-27 23:08:20

wxwsk8er (52 views)
2015-03-20 15:39:46

Fairy Tailz (45 views)
2015-03-15 21:52:20

Olo (28 views)
2015-03-13 17:51:59

Olo (30 views)
2015-03-13 17:50:51

Olo (35 views)
2015-03-13 17:50:16

Olo (41 views)
2015-03-13 17:47:07

ClaasJG (40 views)
2015-03-10 11:36:42

ClaasJG (39 views)
2015-03-10 11:33:01

Pippogeek (47 views)
2015-03-05 14:36:23
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!