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Games Center / Archived Projects / Re: Rimscape
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on: 2004-10-02 08:32:51
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I tried it out, noticed some improvment in windowed mode. I've got a P4 1.6ghz JVM 1.4.3 and some type of Intel video card.
Fullscreen - 12 fps at intro and menu, barely playable. 40-56 with no one around. 18-~20 with a group around.
Windowed - 22-48 at intro and menu, which was descent beacuse the intro at that time had alot of stuff going on. 26-30 in crowd fighting someone.
As usual, windowed mode on my system runs much better, but I only noticed a small improvement in speed during actual game play in windowed mode.
Hope this helps, good luck at getting it to run smoothly everywhere.
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2
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-29 09:08:52
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After much effort I've flattened out alot of bugs and changed alot of stuff and I have completed V 0.2. Some notable changes are the UI, crafting, and a second floor. Anyone who's interested, the game can be found at http://mbrenaman.com/AgeOfTheDead.jar. Also, I have some questions for anyone who does play it. 1. Item pick up is purely automatic. You walk on it, you pick it up. Should I make it to where you must either press right-click or number pad's center (5) to pick up items. 2. Arrow projection. Right now, arrows travel in a straight line to thier target, hitting anyone else in its path. Should I make it where arrows fly over any other npcs except the target? 3. Do I need to add Wooden Arrows. If you've played the Ranger, you'll notice you can make your own arrows and bows. Right now you need bones to make arrow heads for Bone Arrows. Should I add Wooden Arrows as an alternative for someone who has no Bones? Well, hopefully I'll get some input. Thanks everyone in advance. 
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5
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Games Center / Archived Projects / Re: Rimscape
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on: 2004-09-23 14:47:42
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Yes, the messages came from shooting other ships. Yes, I was trying fullscreen mode.  Windowed mode gives 40-50 for menu and ~40 for game play.
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6
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Games Center / Archived Projects / Re: Rimscape
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on: 2004-09-23 09:24:19
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Well, I'm sorry, I've been meaning to try it out but I've been very busy with my own work  The tutorial is very very good. I now understand everything to start up a new game and get far. The only problem I had was that the messages at the top of playing screen would sometimes move up and off the screen to fast for me to get my instructions (Usually when near other ships that were talking). Also, the main menu runs really slow on my setup. If the lower left hand number is fps, mine was 8-12. I have P4 1.6ghz running WinXp and JVM 1.4.2_05 But actual playing screen is like ~36-38
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7
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Game Development / Newbie & Debugging Questions / Re: Savegames - how to?
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on: 2004-09-22 14:16:13
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@Malohkan If you want to keep versions of a serialized class compatible then override 1
| private static final long serialVersionUID = 1234567L |
With your own version number and take care of the new vars, or any other changes in your class yourself. I was just suggesting it beacuse it sounded like he wanted to save more then a 2D map. But I do like the idea of saving it in a gif 
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9
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-17 08:52:32
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Yea Wisdom increases with Crafting. Intelligence goes up with mana use and both can be raised by reading. Btw: 1/2 done getting Alchemy/Crafting in and I'm adding the stuff for the second floor. Also had to make some changes like locked doors and quest/unique rooms can't start connected to each other. I'll probably post a new version in a ~couple of days. Thanks once more for your help 
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10
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-16 17:21:48
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O thats no problem, I'll just increase their burn length by %250, see if that does the trick.
The burnt torches are going to fall under the inclusive group of items you need for alchemy. Alchemy is going to be a term used for combing tools + supplies into new items. So a burnt torch + (Cotton Pants or Cotton Shirt or Rag (not in game yet)) + Potion of Oil(not in game yet) = new Simple Torch. Some of these skills will be easy for any class to learn with a WIS >=2, so even the Merc can "craft" stuff.
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11
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-16 06:47:46
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Hmmm, I set the Simple Torch's radius to 6, thought that was plenty for your first ligthsource???
Don't tell me you have not been using the torches, if you are and the light radius is small then something is seriously wrong with my web host, computer, eyes, and/or brain.
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12
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-15 15:54:16
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Well, when you say you wish the view was larger do you mean the whole game area or just the illuminated tiles beacuse as you go through the game there will be other light sources that provide much more light. Glad I got that whole cpu time consumption thing going right thanks for running it  I'll also make the default size of the text background larger, 7 lines of text larger, so it will be there for the player to notice and help define aestically that thats the message area. EDIT: ok did that and I added auto function command last night to the right mouse button which will open close doors get items look talk and do specific a attack based on your class. http://mbrenaman.com/AgeOfTheDead.jar
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14
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-14 15:59:32
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Yea, the article I was reading about Serialization for games had something like. I was going to check out later on but since you have a method I'll get it from you  thank you. Also, XML for the script text files, I looked into it and it would be kinda nice to use but early on when I was making the game I thought it would be over kill but with so much script stuff already and more script coming I think it might be the best thing to do. I'm going to take some time to look into.
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15
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-14 14:58:21
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Sorry Malohkan but in these early versions whenever I change a data member in the main Dungeon class or any of its members members and so on, saved games will be incompatable. There are way around this but I haven't implemented this early on. I changed the stairs and doors on the mini-map and stairs up/down tiles do look different but they are also temp tiles (like the female Mercanary (take a look)) so hopefully the final versions will be easier to distinguish. I could not recreate this bug you found with the Ranger and the missing rats, tried a bunch of stuff and everything worked fine  so that's not good. When you say miss you do mean the actual "Miss" tile appears over the rat? As for the second bug I'm totally lost, the code for the minimap and map of stuff you've seen very small and straight-forward and I can't find anything wrong with it after double-examination. I have no clue how a red square could appear with an non-merchant npc not present. I'll keep looking though. Any updates I could make have been uploaded.
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16
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-14 11:15:12
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Well, I busted my hump yesterday finding the perfect solution for redrawing, implemented, tested, then added everything else that was suggested like Male's start +1 Str and Females +1 Dex ect... If you have time try it out http://mbrenaman.com/AgeOfTheDead.jar. I would like to know what you think of the transparent rectangles under the messages and minimap. Also @dranonymous, I'm 22 and not being 14 anymore and having such a newb problem bothered me but I suppose when 44 or 66 and I'm writing a space shooter for my new halographic computer display, I'll have newb problems 
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Games Center / Archived Projects / Re: Here goes - I present an alpha of Daughterware
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on: 2004-09-14 08:41:25
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Pretty cool, definently not my age group  . If antialiasing doesn't slow it down to much it would probably make it look even better. Everything ran fine and the only problem I had with the design was that there was no button to go from a game section back to the main menu. So to try it all I had to restart the game several times. For saving, maybe the player could save thier progress/scrore on every game at once from the main menu. And as Malohkan pointed out one of the top right window buttons causes the window on my system to just dissapear until I right click and hit restore on its icon on the task bar. Other then that it worked fine, keep at it and maybe you'll be able to make that money you were talking about  .
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-13 19:19:39
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Ok, I see now d. That'll be simple to try out (the translucent rectangle).
To prevent to much change to the app class itself I will make the update method from the GameCore hang until a redraw is needed. That should do, seems like the path of least resistence. I just want to keep it so later I can have animated damage effects, like the reb blood blobs splattering and fire damage exploding and stuff.
I'll get to work. Thanks for clearing up that stuff yall, I feel like such a newb :-/ (btw this is not my first programming language or first game so I feel... well, kinda dumb)
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-13 17:41:23
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So active rendering actually using a loop to update->draw repeadily, how else can it be done? What are the alternatives to it? As for adding a delay I can add that. But I would like to know the alternatives to my gameLoop. Maybe some source code or something 
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-13 14:27:10
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Ok, I'm feed up trying to make this work (that is the fact that the 2d blit eats up so much). Here's the latest profile with the new Window that doesnt use that active rendering Flat profile of 73.25 secs (4163 total ticks): AWT-EventQueue-0
Interpreted + native Method 12.8% 0 + 403 sun.java2d.loops.Blit.Blit 0.3% 0 + 8 sun.awt.windows.Win32BlitLoops.Blit 0.1% 0 + 4 sun.awt.font.GlyphList.setupStringData 0.1% 0 + 2 sun.awt.font.NativeFontWrapper.getFontMetrics 0.1% 0 + 2 sun.awt.windows.WInputMethod.getNativeLocale 0.0% 0 + 1 sun.awt.windows.WComponentPeer.nativeHandleEvent 0.0% 0 + 1 sun.awt.font.NativeFontWrapper.getCharMetrics 0.0% 1 + 0 sun.awt.windows.Win32OffScreenSurfaceData.initSurface 0.0% 0 + 1 javax.swing.JComponent.processKeyEvent 0.0% 1 + 0 java.awt.Container$MouseEventTargetFilter.accept 0.0% 1 + 0 sun.java2d.SunGraphics2D.<init> 0.0% 1 + 0 javax.swing.JComponent.paintDoubleBuffered 13.5% 4 + 422 Total interpreted
Compiled + native Method 0.0% 1 + 0 vtable chunks 0.0% 0 + 1 javax.swing.RepaintManager.currentManager 0.0% 1 + 0 sun.awt.font.FontDesignMetrics.stringWidth 0.0% 1 + 0 DungeonManager.draw 0.1% 3 + 1 Total compiled
Stub + native Method 79.0% 0 + 2497 sun.java2d.loops.Blit.Blit 0.2% 0 + 6 sun.awt.windows.Win32DDRenderer.doFillRectDD 0.2% 0 + 5 sun.awt.windows.Win32BlitLoops.Blit 0.1% 0 + 2 sun.java2d.loops.DrawGlyphList.DrawGlyphList 0.0% 0 + 1 sun.awt.font.GlyphList.setupStringData 79.5% 0 + 2511 Total stub
Still a problem so I'm going to take a chance add post the code to the GameCore which the main game extends. Its really sloppy beacuse I was working on it but here, PLZ, tell me what the hell I'm doing wrong. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200
| public abstract class GameCore extends JFrame{
public static final float FONT_SIZE = 14.0f; public static final int GAME_WIDTH = 800; public static final int GAME_HEIGHT = 544;
private boolean isRunning;
protected GameCanvas gameCanvas;
private JFileChooser fileChooser = new JFileChooser();
public void stop() { isRunning = false; }
public void run() { try{ init(); gameLoop(); } finally{ lazilyExit(); } }
public void lazilyExit() { Thread thread = new Thread() { public void run() { try { Thread.sleep(2000); } catch (InterruptedException ex) { } System.exit(0); } }; thread.setDaemon(true); thread.start(); }
public void init() {
setTitle("Age of the Dead - by Mathew Brenaman");
setBackground(Color.black); setForeground(Color.white); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setIconImage(loadImage("Icon.gif"));
gameCanvas = new GameCanvas();
gameCanvas.setBackground(Color.black); gameCanvas.setForeground(Color.white); gameCanvas.setPreferredSize( new Dimension(GAME_WIDTH,GAME_HEIGHT)); gameCanvas.setDoubleBuffered(true); gameCanvas.setFocusable(true);
try{ gameCanvas.setFont(Font.createFont(Font.TRUETYPE_FONT,getClass().getResourceAsStream("Calisto.TTF") ).deriveFont(FONT_SIZE) ); }catch(Exception e){ System.out.print("\nError in loading Calisto.ttf, unable to start game...\n"); return; }
Container c = getContentPane(); c.setLayout(new FlowLayout()); c.add(gameCanvas);
gameCanvas.requestFocus(); pack(); setVisible(true); gameCanvas.setVisible(true); show();
setExtendedState(Frame.MAXIMIZED_BOTH);
isRunning = true;
}
public BufferedImage loadImage(String fileName) { try{ return ImageIO.read( getClass().getResourceAsStream(fileName) ); } catch(IOException e){} return null; }
public File showFileChooser(String dialogTitle,String approveButtonText, String approveButtonToolTip, char approveButtonMnemonic,ExtensionFilter extensionFilter,boolean saveFile){
fileChooser.setDialogTitle(dialogTitle); fileChooser.setApproveButtonText(approveButtonText); fileChooser.setApproveButtonToolTipText(approveButtonToolTip); fileChooser.setApproveButtonMnemonic(approveButtonMnemonic); fileChooser.addChoosableFileFilter(extensionFilter); fileChooser.setFileFilter(extensionFilter); fileChooser.rescanCurrentDirectory(); int result; if(saveFile){ result = fileChooser.showSaveDialog(GameCore.this); File fileResult = (result == fileChooser.APPROVE_OPTION) ? fileChooser.getSelectedFile() : null; if(fileResult!=null){ if(!fileResult.getName().toLowerCase().endsWith(extensionFilter.getExtension())) fileResult = new File(fileResult.getAbsolutePath() +"."+extensionFilter.getExtension()); } return fileResult; } else{ result = fileChooser.showOpenDialog(GameCore.this); return (result == fileChooser.APPROVE_OPTION) ? fileChooser.getSelectedFile() : null; }
}
public void gameLoop() {
long startTime = System.currentTimeMillis(); long currTime = startTime; TimeSmoothie timeSmoothie = new TimeSmoothie();
while(isRunning){ long elapsedTime = System.currentTimeMillis() - currTime; currTime += elapsedTime; update(timeSmoothie.getTime(elapsedTime));
gameCanvas.repaint();
Toolkit.getDefaultToolkit().sync();
} }
public void update(long elapsedTime) { }
public abstract void draw(Graphics g);
public void paint(Graphics g) { g.setColor(Color.BLACK); g.fillRect(0,0,getWidth(),getHeight()); gameCanvas.repaint(); }
public class GameCanvas extends JPanel {
protected void paintComponent(Graphics g) { draw(g); } }
} |
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-13 10:28:28
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Thats great Malohkan, I'd be happy to use gamelizard for future versions. I'll try and contact you in the future, hopefully gamelizard has a link to an email address I could use, if not my profile has my email address. And also, I'll need to find the info I need to sign the jar and do whatever I need to do to the manifest to break the game up into 3 jars. Also still trying to figure out what to do with those excess dungeon sounds. Gonna try to NOT use active rendering, see how that works...  Thanks again everyone, this forum rules 
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-12 18:57:27
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@dranonymous ok let me address all of your very nice critques. I can weaken the rats, there're supposed to be like "giant rats" sorry. Sound and music are coming soon. I have the code and stuff just haven't added. But I have started on the MIDI soundtrack. I will gladly fix the ranger and sex thing also thank you for pointing that out. About cpu usage, if its standing still, it shouldnt be doing much... hmmm I'll profile it and get to the bottom of it. I'm not sure what water mark like look is.... do you mean a translucent box behind every bit of text or just the messages at the top. Use the number pad to move diagonally sorry but its listed in the 'h' help screen (sorry again) For sounds (not real ones but ones in the dungeon) I could easily make it not display any continuous messages. So like if you hear "Something walking by" you'll only get one message for it until you hear it from another source or you move away. Combat, doors opening, all those sounds happen but I made it to were you can't hear what you can see. Either that you would walkaround hearing the sound of your own footsteps. I don't know, seemed ok not to tell a player he/she hears a door opening when he/she opened it. @blahblahblahh as mentioned before, my web host doesnt support JNLP so I can't make it webstart. But if you want to host a future version then that would be cool. And yes, I think its strange that DnD stuff was supposidly based on Tolkien's books which have no specialized character at all (trying to remember stuff I havent read those books in ages). EDIT: I reprofiled my game and my own compiled code is only 6% of the problem. Here's a snippet that I wanted yall to look at.... Stub + native Method 64.6% 5 + 12391 sun.java2d.loops.Blit.Blit 2.0% 0 + 380 sun.awt.windows.WToolkit.sync 1.9% 2 + 356 sun.awt.font.GlyphList.setupStringData 1.2% 38 + 187 sun.awt.windows.Win32DDRenderer.doFillRectDD 1.0% 0 + 198 sun.java2d.loops.DrawGlyphList.DrawGlyphList 0.6% 0 + 122 sun.awt.windows.Win32BlitLoops.Blit 0.2% 0 + 31 java.io.RandomAccessFile.setLength 0.1% 1 + 16 java.lang.StrictMath.floor 0.1% 2 + 11 sun.awt.font.GlyphList.discardData 0.1% 2 + 8 sun.awt.image.BufImgSurfaceData.getSurfaceData 0.0% 0 + 8 java.lang.StrictMath.pow 0.0% 0 + 6 sun.awt.shell.Win32ShellFolder2.getAttributes0 71.7% 50 + 13714 Total stub
As you can see sun.java2d.loops.Blit.Blit is the bottleneck. So is there like any common mistakes or something that one can make when 2d drawing? I'm using BufferedImages.... umm (details uhh) I'm using active rendering in a JFrame. I really don't know what other info might help short of posting source code.
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-12 15:11:24
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Sorry to double post, but go ahead and ignore the last post, all I had to do was turn of IgnoreRepaint for the JFrame and override its paint method and make it draw a black rec. behind the game canvas. So everything has been fixed. The weight thing with meat and bones was actually a nasty bug, thank you for seeing it. Anyways, here's a the link again to the jar http://mbrenaman.com/AgeOfTheDead.jarHopefully everything works now 
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-12 08:18:27
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I've fixed all the problems sited, but to get the area outside of the game's Canvas to redraw, I force a redraw() on the window in my rendering loop, which obviously kills the frame rate.
Any better way to get the main JFrame that contains the game' Canvas to draw and update the area outside of the Canvas (in the JFrame)? Or should I just make the maximized size of the game the same size as the game canvas?
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Games Center / Archived Projects / Re: Age of the Dead V0.1
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on: 2004-09-11 20:47:00
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Well thank you both for clearing up that window question, I'll get that taken care of and the window mazimizes at the start on purpose (on my 800x600 display that's the only way I can see the edges of the game buffer), and thank you very much Malohkan for your input  . If you interested in future updates watch this forum. Anyways, let me address the problems you both stated... First, the light is simply just at a low radius level for torches, and kevglass, sorry about not warning you about the torches. The game is designed to draw tiles as far as the dimension of the game buffer 25*18, on a 800*544 canvas, so I'll increase the light radius' for light sources. Sencond, sorry about that weight of bones thing, purely an accident. And for alchemy, I havent programmed it in yet (well atleast the actual recipe making stuff). But thats what those bs items are for. Third, 68 Vitality, I hope you mean hp/life and not the stat "Vitality", which can be seen by pressing or "Stats". If hp, good it worked right, if not then I must ask how long you played .
Fourth, about buy/sell/trade/repair. I made it to were characters in their dialog could to take you to buy/sell/trade/repair menu, like Marcus at the begining, ask him to trade, he sells food and stuff (You said you had trouble getting food) and he also does the sell/trade/repair. And as you progress through the game you'll meet other character's that trade, until you reach the "Necropolis", which is going to be a complete undead town in the dungeon. Do you think that sounds suitable (didn't seem to bad to me) or should I let the player return to a town map?
Looks like I'll be busy later thanks again y'all.
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Games Center / Archived Projects / Age of the Dead V0.1
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on: 2004-09-11 17:53:37
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Well, I've been working on this dungeon crawler "Age of the Dead" now for two months, and I need some people to test it. I have no friends or relatives that would touch a tile-based turn-based rpg type game with a ten-foot pole so no one has played it. My web host doesn't support JNLP so I can only provide a direct link to the executable jar file... http://mbrenaman.com/AgeOfTheDead.jarThe closest thing I have to instructions right now is the help screen, press [h] in game. Try it out, tell me what you think. Maybe it won't be that bad... :-/ EDIT: this is an early version with only 3 classes and a script not extending past the first floor. Also I've only just finished balancing everything for one class (Mercenary) so, expect anything with the other two.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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