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1  Game Development / Game Play & Game Design / Re: ActionListeners for an array of JComboBoxes... on: 2005-05-10 23:13:09
You can cheat the compiler.  Grin

In the for loop:

final JComboBox finalCB = characterBox
  • ;
    finalCB.addActionListener(new ActionListener()  
      public void actionPerformed( ActionEvent event )
         String picNum = (String)finalCB.getSelectedItem();  
2  Game Development / Game Play & Game Design / Re: What are the  levels of designing a game? on: 2005-05-10 23:05:27
I'm new to these forums but am currently starting this process so I'll tell you how I'm doing it.

The most important thing I find is that I need to be making progress.  If after a couple weeks I still don't have anything that works, I would consider that a failure so iteration is what I like (with work and side projects).

So I have a list of 'deliverables' that all have some level of gratification to them.  This also allows my OOP side to create objects that are extensible and can be added to/editted to get to the next phase.  When a deliverable is done it can stand on it's own and graphically show progress.  Early bugs are caught here as well so they don't cascade and kill me later.

I've spent a lot of time thinking about my game as well and have a spiral notebook of notes about my objects, data transfers, controls, UI design, etc.  This was all done before code.  I had a friend look it over too to see if it's something he would play (he liked it).

Just like in the real world, it doesn't matter what process you use, but just use one.  You can make one up if you want but without one you have no gauge to determine where you are at and eventually you'll get burned out before getting done.  There's nothing worse than a line of code that will never be executed. :-/
3  Game Development / Game Play & Game Design / Re: KeyListener Why? on: 2005-05-10 22:51:10
Just to be sure, the KeyListener is only called once when you first press a key, and once when you release the key (disregarding key repeats for the moment because you don't want to rely on that in a game). Your game is probably running more frames in between the keypress and keyrelease events and you probably want your character to keep moving during that time. It's the difference between bashing your left button over and over again to move the player left, and pressing and holding the left button just once until you release it; or the difference between RSI after one game or after a thousend games  Wink

Actually,  if you press and hold down a key, many key press events continue to fire.   That's why flagging is even more relevant, since for example someone may only intend only 1 movement space per press and release instead of every press.  There just isn't a 1:1 ratio of press:release.

Being a computer programmer, RSI is probably a forgone conclusion anyways.  Wink
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SF/X Libraries
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