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1  Games Center / WIP games, tools & toy projects / Re: Text Adventure Creation Tool on: 2014-04-06 01:53:57
Seems amazing!
Although I would put this and the source on github if I were you.

Thanks!
I've added a link to the source in github, but if anyone wants to look at it be warned, it is quite messy, and completely uncommented.
2  Games Center / WIP games, tools & toy projects / Text Adventure Creation Tool on: 2014-04-04 10:28:15
This is some text adventure creation software I've been working on.
It almost resembles a finished project, although I might end up altering or redoing the command and scripting systems.

Github, Download & Source: https://github.com/Borkpaladin/BitshiftTextAdventureCreator
Download: http://www.java-gaming.org/user-generated-content/members/249765/bitshift-creation-engine.jar


I haven't made the help menu yet, so it might be a bit confusing, but if you do try it make sure you click apply a lot.

Right now I it still has a few bugs, however these are mainly due to the bad implementation of a 'scripting' method I used in the game. Most of the commands start with an underscore (_), and so far some basic logic is included, and its main usage is to change rooms, add items and change boolean variables.

The commands I've added so far are:
_script:[command] (only to be used in text boxes that are not marked as script boxes (such as descriptions) to add scripts to them)
_additem:[player, or room name]:[item name];
_setroom:[room name];
_setdialogue:[dialogue name];
_var:[variable name]; (replaces text with a number from the variable list)
_trig:[trigger(boolean) name]; (replaces text with a boolean variable from the trigger list)
_hasitem:[player, or room name]:[item name]; (replaces text with booean value)
_if[[boolean value/string/int]=[boolean value/string/int][command] (note, if statement has a '[' before boolean argument, and after. It also takes > or < signs, instead of the = sign)
[variable name] = [double value] (assigns value to variable)
[variable name] - [double value] (subtracts value to variable)
[variable name] + [double value] (adds value to variable)
[trigger name] : [boolean value] (assigns value to trigger)
_repeat:[int, repetitions]([command]) (brackets are important)
_newline
_print:[text];
_print:[text]:[int color, hex (0X000000) or decimal];
_println:[text];
_println:[text]:[int color, hex (0X000000) or decimal];

All commands must be on their own line, including commands that take another command as an argument, e.g. repeat or if. As you can probably see, the script system is very crude, and any suggestions on how to improve it would be great.

Also, any commands that link rooms together placed in a command will link it with the other room in the overview window. These can be moved around by dragging them, and red lines show the links of the currently selected room. Right clicking a room in the overview will open the editing menu for it.

Click the green arrow to launch the game, or try to export it. Exporting the game should work, and it will create a folder containing the jar and the game data.

Known bugs:
- Creating dialogue and only having one dialogue option that does not link to another will trap the player in the dialogue forever.
- Launching the game without any rooms may crash it, and will cause an exception.
- Sometimes the editor does not load all of the data correctly (Fixed?)

Any suggestions for improving it would be great.
3  Game Development / Newbie & Debugging Questions / Re: Raycasting Fisheye Error on: 2013-12-28 05:33:28
Thanks, I'll remember to do that in future projects too.
4  Game Development / Newbie & Debugging Questions / Re: Raycasting Fisheye Error on: 2013-12-23 10:10:51
I found the error, it was actually due to the inaccurate method in which I detected the collision of a ray with a wall
Just in case any one else encounters the same error, here is the corrected code snippet, (it'll probably be incomprehensible, but it's better than nothing).

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boolean rayHitHorizontalSide= hitHorizontalSide(x2, y2, sourceX, sourceY);
            if (rayHitHorizontalSide) {
               double rise =(Math.floor(y2/wallSize)*wallSize - sourceY);
               double run = rise/vy * vx;
               dist = Math.sqrt(run*run + rise*rise);
               
               rise =(Math.floor(y2/wallSize)*wallSize+wallSize - sourceY);
               run = rise/vy * vx;
               if(Math.sqrt(run*run + rise*rise) < dist)
                  dist = Math.sqrt(run*run + rise*rise);
            } else {
               double run = (Math.floor(x2/wallSize)*wallSize - sourceX);
               double rise = run/vx * vy;
               dist = Math.sqrt(run*run + rise*rise);
               
               run = (Math.floor(x2/wallSize)*wallSize+wallSize - sourceX);
               rise = run/vx * vy;
               if(Math.sqrt(run*run + rise*rise) < dist)
                  dist = Math.sqrt(run*run + rise*rise);
            }
5  Game Development / Newbie & Debugging Questions / Re: Raycasting Fisheye Error on: 2013-12-22 07:45:17
Thanks for your help, it would be great if you were able to find that article.
6  Game Development / Newbie & Debugging Questions / Raycasting Fisheye Error on: 2013-12-19 09:10:30
For a bit of fun I decided to create a 2.5D raycasting engine, it works well, however when I attempt to remove the fisheye effect with Math.cos in this line of code:
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dist * Math.cos(Math.toRadians((angleOfRay * angleBetweenRays) - (fov / 2.0)));

It causes a weird distortion in the height of the walls, it appears to slightly over compensate for the fisheye effect.

The entire class is accessible here: https://www.dropbox.com/s/nuhol52mm95lm7p/Source.txt

Screenshots:


If this error is totally unsolvable from the information provided, would anyone be able to show me any good raycasting tutorials besides this one http://www.permadi.com/tutorial/raycast/ ?
7  Games Center / WIP games, tools & toy projects / Re: Dragon Realms - Rogue Like Game (WIP) on: 2013-11-28 08:56:09
I'm afraid it doesn't have much of a goal to it yet (that's one of the main reasons I posted it, to get some advice Smiley ), but you can go down the stairs to check out the different terrain generation modes.
8  Games Center / WIP games, tools & toy projects / Re: Dragon Realms - Rogue Like Game (WIP) on: 2013-11-28 08:51:47
Use the wasd keys, if that doesn't work you might have just spawned in a block (I haven't fixed that yet...), try pressing the tilde key (¬ or ` its the squiggle one) and typing generateLevels to spawn the levels again. Alternatively you can just start a new game (I really need to fix this Tongue)

EDIT:
I got the music from Kevin MacLeod's website (http://incompetech.com/), he has a ton of royalty free music.
9  Games Center / WIP games, tools & toy projects / Re: Dragon Realms - Rogue Like Game (WIP) on: 2013-11-28 08:45:57
Why is this 40mb? Cheesy

Weeeelllll..... it started by adding one piece of music to it, then it sought of spiraled out of control from there...
Also apparently I forgot how to compress audio Tongue
10  Games Center / WIP games, tools & toy projects / Dragon Realms - Rogue Like Game (WIP) on: 2013-11-28 08:33:48
This is the first main game that I have worked on without eventually giving up due to lack of interest or horrible planning. 'Dragon Realms' (a chessy title that I'll probably change) is supposed to be a Rogue-Like game focusing around randomly generated dungeons and a ton of loot. The main idea is to progress through 30-50 randomly generated dungeons, each containing a different boss, until the player reaches the final level and has to face off against the final boss. The first level will just be a pre-made town(s).

So far I've added a few different enemies, the first boss, a bunch of weapons, 6 different types of dungeon generation, lighting (-ish), a particle effect, npcs, a console and menus. I've also added the ability to spawn structures into the maps, although I haven't actually implemented this yet  Tongue. The game does use quite a bit of ram while it first loads its resources (about 1gb), and uses around 500mb normally. Originally, I did have trouble getting the frame rate to a reasonable level with such a large amount of tiles, however now on my pretty average laptop I managed to get about 60-200 fps. I decided to use the lwjgl and Slick 2D for rendering and sound, however for some strange reason I didn't actually realise slick did other stuff besides rendering, so I made the rest of the engine myself.

I should also note that the music used in the game is by Kevin MacLeod (http://incompetech.com/).

Screen Shots


Sprites


Download (Hopefully it works, it's super alpha/totally not done but it will be eventually)
https://www.dropbox.com/s/gyo96hvxrje8occ/Dragon%20Realms.zip
 - Side note, if you play the game and are stuck in the terrain, try pressing the ¬`(tilde) button, typing 'generateLevels' and pressing enter. In the console you can also use 'toggleDebug' to show fps, 'toggleLighting' to.. well, toggle lighting and 'spawn (enemy name) (x) (y) (strength)' to spawn enemies (some enemy names are snake, zombie, slime and skeletonArcher). '+' and '-' change the zoom level.

I made most of the sprites myself, however some of them are place holders, such as the door and snake sprites which are from Oryx's LOFI Fantasy sprite set.

Any ideas for how to make the game a bit more... fun, would be great  Wink

EDIT:
Here's a no-sound version that it a bit smaller in size (8mb rather than 40mb)
https://www.dropbox.com/s/v1wbf3h4cqkr6mf/Dragon%20Realms%20NOSOUND.zip
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