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1  Game Development / Newbie & Debugging Questions / Re: Ways of keeping track of classes... on: 2014-11-11 12:10:48
Thanks, I really appreciate you guys taking the time out to reply. Reading through there’s some very good advice and food for thought(at 27 classes I thought I had it bad, but 1100!!! Now that is a wtf moment!).

My final product is not a game(well not yet!) Instead I am trying to develop the skills needed to change my career! So, with that in mind, I have been learning the Java language for the last 18 months and in that time I have coded small routines and started a few games. I don't think I have enough 'skills' at the moment to get a job yet, so I am happy to spend another year learning.

For my next challenge, I am determined to code up a complete game! Recently turning my thoughts to the actual design side(my next uni module is design, with uml playing a big part).

In my game so far I have coded a swing app to design the rooms, and are now coding the game with the Libgdx framework. I have reused some of the classes, ie the MapHelper and xml loading and sorting classes. But I get this feeling that, what I am doing is NOT right, as these classes are duplicated and I am having to alter, as Java2d and Libgdx, at times don't play nice.

Should I be concentrating on getting the classes within a package to be self contained?

Then these new packages(above) are included into Eclipse like other runtime libraries?

Design is new to me, and I would like to follow the correct path from the beginning but I find myself overwhelmed at the moment. I have spent weeks trawling the internet watching vids and reading articles so far, but still feel on the fringes of understanding.

Thanks Catharis - your link to "big ball of mud" sums up my code so far!
2  Game Development / Newbie & Debugging Questions / Re: Ways of keeping track of classes... on: 2014-11-10 09:35:42
Thanx guys - that is much the same as I am doing now - only I am restricted to a 13" screen, so I think that may be a problem. Wow I am struggling with 27 classes - 140 would stress me right out.

If I have a break and knuckle down for exams, when I go back to eclipse I have lost the plot.

Oh well thats life!
3  Game Development / Newbie & Debugging Questions / Ways of keeping track of classes... on: 2014-11-08 13:34:30
In my voyage of discovery of java I have coded classes for virtual joystick, A*, scrolling, player physics, etc. But now I am trying to put all my methods together and build a game.

I am trying to follow an MVC pattern and so far, have 5 packages and 27 classes. But the big problem I have now is keeping track of everything. I have tried UML before, but got turned off - as it is another thing to learn! At the moment I am using an a4 notepad, but the landscape is to small so was thinking of buying an A1 flip chart type thing.

I was wondering how you pro developers manage or any good books text you can recommend.

Thanx in advance

Darren 
4  Game Development / Newbie & Debugging Questions / Re: Libgdx Android iOS : Best way for setting up the code to fit screensizes on: 2014-11-01 19:00:17
 Norakomi - Out of interest - how did you implement the AI of your packman game?
5  Games Center / Showcase / Re: My first app on Google Play on: 2014-10-27 11:00:19
Just tried on LG G3 - Sorry failed.  The right hand direction panel is displayed in the middle of the screen. Now hanging in a game over fade loop. The back button brings up a quit and norakomi buttons - the quit does not respond.
6  Discussions / General Discussions / Re: Mobile Java game development, without using a full-size laptop on: 2014-10-05 16:49:40
I have been using a 13" Macbook air 1.8GHz 4GB ram and a 250GB flash drive for java/android development for the last couple of years. In that time it has surpassed all my dreams. The only downfall is, of late I have been doing a lot of gui designing, and I am finding the screen landscape to be very limiting. So a smaller would be very painful!
7  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-10-03 08:28:19
No imagination here... I am a traveller with no fixed abode! I live in a converted 7.5t lorry, happily divorced, just me and my Macbook!  Grin
8  Discussions / General Discussions / Re: Knightlore type isometric view - questions. on: 2014-09-14 21:58:40
Hey thanks!

I have made a start on the gui. I am having to learn swing, so a steep learning curve. If i new how to insert pictures I would, but follow this link for a peek.

http://indiesoftwarez.com/2014/09/14/my-adventures-in-swing/


Darren
9  Discussions / General Discussions / Re: Knightlore type isometric view - questions. on: 2014-09-09 21:00:03
Hey thanxs for the reply there Icass - very much appreciated. In the absent's of advice, I have decided to code up a swing app, to aid in design. This map editor will save this out to an xml file. Then a custom map engine to display.
10  Discussions / General Discussions / Knightlore type isometric view - questions. on: 2014-09-03 21:00:04
I have been playing around the last couple of days with inkscape, learning how to draw tiles of different sizes for an isometric map. I have loaded these into Tiled.tmx for use in a Libgdx game and all is going well. But I now think that I am heading into a dead-end using Tiled.tmx to create my room maps for a Knightlore style trip down memory lane. It seams that Tiled.tmx is good for a flat ish type world only. Would I have to code a custom map editor and a renderer?

Any advice gratefully received

Darren
11  Game Development / Newbie & Debugging Questions / Re: On-screen joystick with libgdx, boundary stops? on: 2013-10-12 13:48:36
You can always thank me with a medal  Grin

If I new how I would do.....
12  Game Development / Newbie & Debugging Questions / Re: On-screen joystick with libgdx, boundary stops? on: 2013-10-12 10:37:29
Opiop65 you are a gentleman and a squire....that was perfect. Lots of theory their and things to learn.

65k....looking now.  Ok maybe not..the link is broken page will not load.
13  Game Development / Newbie & Debugging Questions / On-screen joystick with libgdx, boundary stops? on: 2013-10-11 19:42:51
Hi all, I am new to java and libgdx and maths come to think of it!  I am trying to make an on-screen joystick for the android side of life.  So far I have drawn a filled circle and another smaller filled circle at the same centre coordinates.  I have the thumb circle moving around in regards to mouse and touch, with 'touchDragged' and resetting the thumb to centre with 'touchUp'.

At this point I am stuck!  I can use .dst to find the distance between the centre points(vector2) and the thumb circle(vector2) and I can find the angle 0 - 360 from the x line.  But how can I set the bounds and no the x and y coords so you can't move the thumb circle outside the bounds of the larger background circle.

I think the solution involves soh cah toa but my limited math skills are letting me down.  Can anyone point me in the right direction please I have been trawling the internet with limited success.

Many thanx in advance

Darren
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