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1  Game Development / Game Play & Game Design / Re: 2D Football Game on: 2005-07-22 22:53:14
Is there a better book?  Only 3 months, no? :-)
2  Game Development / Newbie & Debugging Questions / Pointless, but here's one... on: 2005-07-22 17:58:49
I agree...pointless, unless you are doing a (smirk) tic-tac-toe AI bot that needs to test for the best move. :-)  Then, checking for a win needs to be, uh, faster.

How about this?

Number the squares from the top left, row by row, ro the bottom right: 1 2 4 8 16 32 64 128 256

1  2  4
8  16  32
64  128  256

Then, create a Hashtable one time, at startup:

(BeanShell, ha!)

import java.util.*;

Hashtable winCombos = new Hashtable();

winCombos(["7"] = true;
winCombos["56"] = true;
winCombos["488"] = true;
winCombos["72"] = true;
winCombos["146"] = true;
winCombos["292"] = true;
winCombos["273"] = true;
winCombos["84"] = true;

Then, to test...simply add the squares with your mark in it and then:

if (winCombos[sumValue] == true) {
   YOU WIN!!!!
}

Sufficiently nasty enough? HAHAHA...that was amusing.
3  Game Development / Newbie & Debugging Questions / Go Tile on: 2005-07-22 17:42:08
Start with a tile-based game, work your way up.  if you go with something too daunting to start, you'll get frusterated.  Learn concepts iteratively, make each succeeding game more complex or different.  I've done that, and it's worked well.  It helps keep you motivated.

My first games were single-screen.  Then, I did a J2ME project with a tile-based engine.  Now I'm doing a server/client RPG with tile-based engine.  In the future, I will do another RPG (based on something very popular!) that has some icnreased capabilities like better AI.

Harvest your game brain. :-)
4  Discussions / Miscellaneous Topics / Re: Thinking about buying a Nintendo DS on: 2005-07-22 17:37:53
I bought a GBA after DS was released.  Who wants to sit there touching a screen?  Not comfy!  PSP will crush DS, sadly...and I'm a Nintendo guy.  DS went with the gimmick.  Luckily, they didn't sacrifice GBA.  Different line of product.  But they need a version of the GBA which will play like a DS/PSP
5  Game Development / Game Play & Game Design / Re: 2D Football Game on: 2005-07-22 16:31:54
Start with a book...there's a lot you need to know...there are no tutorials that explain how to make a 2D football game.  If you have to ask for one, then yer not prepped. :-)

Start with this book:

http://www.brackeen.com/javagamebook/
6  Game Development / Game Play & Game Design / Stop It! on: 2005-07-21 21:31:03
Yer discouraging me from writing the CRAPPIEST MMOG EVER!!!!!!!!!!!!!!!
7  Game Development / Game Play & Game Design / Tile Studio on: 2005-07-21 21:19:42
Free. Quality. Programmable output.  Tutorial. Image editing.  Perfect. :-)

http://tilestudio.sourceforge.net/
8  Game Development / Game Play & Game Design / Easy. on: 2005-07-21 21:11:58
One axis of truth:  The game must seem to easy, yet be hard.

Think about it...Pac-Man, 4 slow-moving ghosts, and a giant screen.  How could they possibly catch you?  But they do.  I must play again!
How about Keno?  A large number of numbers are selected, and you only need to get a small subset of them.  This is easy!  But it's not.
Texas Hold Em Poker.  Oh, this time, I'll get that Ace pair.  Just one more game...I only need to make the best 5 of 7 on the table, how hard can this be???
9  Game Development / Networking & Multiplayer / A little update on my progress... on: 2005-07-20 21:37:56
As opposed to some other MMOG posts, I've actually gone forward with this project as promised.  :-) Thought I'd give you all an update as a nod to the help provided.

Right now...after tons of design, thought, and not a lot of free time to get it done that quickly...I have a working system that allows users to log in (a random name is assigned, no authorization), move around a screen, and that movement is seen on all the other clients' screens.

Pretty simple, but exciting if it's your first ever implementation of that kinda functionality. :-)  I'm not using any libraries except NIO and Log4J to accomplish it all.  I studied under Dave Brackeen's book to figure out the graphcis and such.

To accomplishment the movement on this simple, Utima 3-esque type world, I've used a simple concept.  It works like this:

* Report all stoppages and single-vector movements to the server.  With each command, the current X/Y of the player is passed.

* The client doesn't process any movements of the other players for 1 second.

With this system, the data is kept to a bare minimum, and the movement is smooth because I don't have to worry about over-corrections...that's what the 1-second is.  Since the game doesn't involve on-screen interaction between characters (fighting, etc.), it doesn't need to be absolutely real-time.

I'm pretty excited by it all.  I'm moving on to "rooms" and optimizations next.  I am using Tile Studio to do my screen layouts, very cool tool! (Much better than Mappy!)
10  Discussions / Miscellaneous Topics / Algorithmic Graphic Resizing... on: 2005-07-19 02:25:17
Hey, some time back when I was using BeOS, I used a tool that did graphical resizing with an alternative algorith, so that resizing anything always looked real good and sexy....not like Paint Shop Pro and friends that magled vector-type graphics.

But, in looking for that sorta tool now, I don't even know how to search for it.  Does anyone here know what I'm talking about?  Can ya point me at a good resizing tool? Huh
11  Java Game APIs & Engines / Java 2D / Preserving Transparency in Filmstrips on: 2005-06-17 04:15:42
I have filmstrips (collections of images in one file) that require some transparency.  When I extract out an image from the filmstrip, copying the segment of image from the filmstrip image, I lose the transparency.

Am I doing something wrong, or is this not possible?  How do I preserve the transparency from the filmstrip in the individual image?
12  Game Development / Networking & Multiplayer / Re: RPG-style Skin Handling on: 2005-04-18 13:26:58
OK cool, I'm getting the paper doll metaphor.  That totally solves my problem of how to implement skin color.

One more question, I still can't tell if you're insinuating that the complete character sprite model should be generated in advance, or if you should draw the character "paper doll style" each frame?

Thanks so much!
13  Game Development / Networking & Multiplayer / Re: RPG-style Skin Handling on: 2005-04-18 03:13:52
Interesting.

The game is 2D.  Think classic Ultima stuff...nothing fancy.  There will be the standard variet of starter pant and shirt styles.  There will also be a selected skin color.

Over the course of the game, players can acquire new duds.  The problem hits when you have 30, 40, 50 people in a room...and drawing operations must be streamline while taking into account all the possible outfit pieces and the combinations players have them in.

Not sure what more I can explain than that...let me know.

The "paper doll" thing sounds interesting...can you elabortate?
14  Game Development / Networking & Multiplayer / RPG-style Skin Handling on: 2005-04-15 03:32:40
In designing the crappiest RPG ever, I'm starting to think about how to handle the skinning system.  For example:

You enter a room with 15 people there.  They all have different permutations of pants (red, green, blue, polka dot) and shirts (Plaid, I'm With Stupid, Slipknot).

The question is, how best to handle and draw the characters.  Some issues:

1) Are all the possible paints and shirts already loaded into memory at startup?

2) Are the necessary pants and shirts loaded on an as/needed basis...such as, when a new type walks into the room?

3) Are the sprite objects for each character created to reflect the permutation, or is the pant/shirt/ead drawing all done individually per frame?

4) How does one handle palette shifting?  If a player's skin color is configurable, should that be drawn dynamically each frame, or as above, cached into the sprite?


My spidey-sense suggests that the sprites should be constructed for each unique look, then linked to each character that matches it.  Memory would be loaded/unloaded on an as/need basis.  Resources would be JAR-local, so it shouldn't be too much of a lag issue.

Anybody know of any tutorials on this aspect of the online world?  There's enough tile-based stuff out there that I've gone through. ;-)
15  Game Development / Networking & Multiplayer / Re: MMORPG of another kind...advice? on: 2005-04-06 01:58:42
My MMORPG will allow 2 simultaneous clients to connect at once!

OK, well, I hashed out an algorithm for handling input today.  I will just keep my eyes out for any literature I can find on the topic.  I'm just glad the demands of my system don't include the words "real" and "time" in it.

:-)
16  Game Development / Networking & Multiplayer / Re: MMORPG of another kind...advice? on: 2005-04-05 02:09:35
So what you're saying is to send date once every minute, do *everything* on the client, and pass on MMORPG or networking books? :-)

Seriously...in making the CRAPPIEST MMORPG ever, I'm a newbie.  I've spent the last week swimming ideas in my ahead about how to handle basic player movement, sync'ed clocks, and just how much will my server be able to handle?

I'm thinking of implementing turn-based walking just to make things easy...and cement my game as the crappiest ever forever.  But, then, I do want people to play it. :-)

Anyone can recomment an MMORPG book specifically?  I'll check Amazon now I guess...

17  Game Development / Networking & Multiplayer / MMORPG of another kind...advice? on: 2005-04-04 23:09:59
I find it funny that I just read an article that made fun of people who post "I am going to write the best MMORPG ever, what language should I use?" and then the thread below this one does it. ;-)

OK...I'm planning on writing the CRAPPIEST MMORPG ever!  I've done C/C++, and I'm converting from J2ME game development...so technically I'm new to Java game development.  So, a couple questions if anyone can enlighten me. :-)

1) Is it possible for a single server to manage hundreds of connections at once?  I've heard that you might use multiple servers, in separate "rooms", to manager it.  I'm going to have "rooms" to keep down the info people get, but one Java server process will manage everything.

The system won't be huge...but there could be hundreds of people on at a time.  Could i run into an issue? (Bandwidth won't be excessive...just movement, chat, and some other details...no fighting, etc.)

2) If you were to make an MMORPG that *only* tracker a player moving in a 2D environment, what might be a simple way of accomplishing it?

I've seen lots of articles that talk in generics about more complicated, real-time systems.  My system doesn't have to be pinpoint real-time, there could even be a delay like Maplestory.  Anyone know of any simple tutorials on the topic on the net.

Google fails me. :-)

3) What's the best Java graphics book for 2D work.  Are there any for Java Internet/MMORPG gaming? (aside from the one on Java 1.0 I had years ago :-) )

Thanks in advance...hope the questions aren't too vague!
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