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1  Games Center / WIP games, tools & toy projects / Re: Melancors Cave on: 2013-08-17 19:00:22
My collision detection system works so far at last. I didn't think it would be this complicated really... am I the only idiot to base my 2D collisions on shape intersection checks? Because it seems fast and efficient, I may just stick with it.
2  Games Center / WIP games, tools & toy projects / Re: Melancors Cave on: 2013-07-30 16:26:32
I wouldn't post here if I wasn't determined to develop this into a game you can play. At this point I am redesigning the world map, and pretty much everything in it. The appeal of this game (if any) will lie in the amount of details, or else it will get boring very quickly to run through a maze of dull walls. For example, small spiders populating the cave have a lot of code for crawling, hanging from web threads, jumping from one wall to another, and catching on fire when hit by flames. But these spiders are really only decoration and not inended as a gameplay element. There won't even be many of them to see.

It took me almost a week, just to get the wall-crawling right. I hope my speed of progress will increase, or else it will be another 8 years til finish  Emo
3  Games Center / WIP games, tools & toy projects / Re: Melancors Cave on: 2013-07-26 01:42:05
Would it help if I just changed her hair and dress? Just kidding. She's just a placeholder, we are keeping copyright violations off the forum.
4  Game Development / Game Mechanics / Re: sub pixel accuracy on: 2013-07-25 04:00:40
Of course, I only looked at the question and not his 9 projects and they're all 3D, hehe. Still surprised that he would run into problems like this... Shows how much I know!
5  Games Center / WIP games, tools & toy projects / Melancors Cave on: 2013-07-25 02:25:32
This 2D adventure game was started 8 years ago as a Game Maker project. I neglected it because (Game Maker sucks!! and) the whole design sucked, as it was screen-based, and the screens were small and a lot.
Recently I started getting into Java2D, and I really like the possibilities - and I can't complain about performance either. For my purposes anyway.
Within a few weeks of learning Java from scratch, I realized that this project may be plenty of fun to try, and surprisingly, everything has worked really nice so far.

After loading up the map from my old binary file, the program creates a few sets of different cave walls. Each wall part is then scanned for transparency, and polygons are created for collision detection. The cave map is large enough to get lost in, and there are eight different sets of graphics. Most of them are taken from LostGarden, but three are mainly generated by code.



I don't see much sense in uploading an exe, because you really wouldn't see much more than in the above image. I will, however share any code if interest arises. And I AM willing to include dynamic lighting in the end.

Once filled with detail, this cave will be worth exploring. For comparison, here's what this used to look like under Game Maker. The gameplay was going to be along the lines of "Sacred Armour of Antiriad". Beginning above ground, the player was supposed to have no idea of the cave's size and be amazed by all the stuff it reveals, as the journey becomes more difficult and spectacular towards the bottom.









6  Game Development / Newbie & Debugging Questions / Re: Collision Detection on: 2013-07-23 21:56:44
Make polygons, and use ShapeIntersect for collisions. If you ask me.
7  Game Development / Game Mechanics / Re: How to shoot from the tip of a rotating gun? on: 2013-07-23 21:45:42
Funny looking. High-res lighting on 8x8 sprites.
8  Game Development / Game Mechanics / Re: sub pixel accuracy on: 2013-07-23 21:39:52
How is that supposed to help him? Are you suggesting he should anti-alias per hand? very funny.

1  
2  
   g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
   g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);


These two commands are called directly after initializing "g" (Graphics2D)

If you're not sure about the effects, try them seperately. You'll immediately see what they do.





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