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1  Game Development / Newbie & Debugging Questions / Re: borders within a background image... on: 2007-01-01 16:46:12
ahh.. yeah i see what you mean.. thanks again for the link and tips. Smiley
2  Game Development / Newbie & Debugging Questions / Re: borders within a background image... on: 2006-12-31 21:37:42
thanks woogley... i had thought about that, but i really wanted to just have a single image rather than worry about tiles..

onyx: what do you mean by 1bit image? you mean something that's just a black and white regions where you can or can't move? the AGS thing looks neat, but i'm looking to do it all myself, rather than use a tool.. but thanks, though.
3  Game Development / Newbie & Debugging Questions / borders within a background image... on: 2006-12-31 14:14:50
Hi,

I have a question regarding how to determine borders, or places you can't move, when you have a single image for a background.  In a game similar to, let's say some of the older 2d adventure games. The background was a static image, and the characters moved around on the screen, but obviously they were constrained to the 'floor' part of the image.

How is something like that achieved? Can I somehow use the colors of the floor to determine where I can move?  Do I need another image that's just black and white, that will give the walkable/nonwalkable areas of the screen?

Thanks,
David
4  Games Center / Archived Projects / Re: [First release] Tetris clone - applet on: 2006-08-18 21:16:36
hehe cool, thanks.

DavidBobavid would do nicely.

 Grin
5  Games Center / Archived Projects / Re: [First release] Tetris clone - applet on: 2006-08-17 22:07:52
Awesome.. thanks Dans.

I didn't see the nickname thing, but i'm Newbie.. right near the top. level 11, score 550. Cheesy
6  Games Center / Archived Projects / Re: [First release] Tetris clone - applet on: 2006-08-15 19:49:21
Level 10, 505 points!  Grin

would a next peice view be out of the question? it might help a bit.. lol. yes, now i'm just asking for stuff so i can do better. Tongue
7  Games Center / Archived Projects / Re: [First release] Tetris clone - applet on: 2006-08-13 22:12:08
cool.

my best is level 7.. 340 or something.. Sad it's hard!
8  Games Center / Archived Projects / Re: [First release] Tetris clone - applet on: 2006-08-13 15:25:24
cool, i like it. Smiley

if i could make one suggestion, it would be neat if the bricks started from random sides, rather than always the same one.
9  Game Development / Game Play & Game Design / Re: text adventure game on: 2006-07-27 15:25:23
Jeff.. I had a look at the blog.. holy whitespace!

I looked at the html, and there's an unnessecary abundance of br tags in there.. like 2 after the paragraph, and one after each line in your table definition. if you're unfamiliar with the html, br is a new line. so just clean up the html around the table blocks and get rid of the br tags at the end of each line.
10  Game Development / Game Play & Game Design / Re: text adventure game on: 2006-07-27 15:21:26
Jeff.. thanks for turning this into an ongoing blog. Smiley

Props to the OP for kicking this off, however unintentional it may have been. Tongue

Now I'm going to take time away from the other game I was trying to make to play around with this!  Cry
11  Game Development / Game Play & Game Design / Re: text adventure game on: 2006-07-26 13:31:04
this thread is getting more and more interesting. i was just lurking before, but i want to throw in my request for jeff to continue his example as well. Smiley
12  Game Development / Game Play & Game Design / Re: How does it work in a MMORPG? on: 2006-07-22 16:27:04
On the other side of the coin, let's say someone has been playing for a couple hours and needed to log off.  They were no where near a "safe zone" so they found a nice, quiet spot in the wilderness well off he travelled routes.  When they log back on the next day, they discover that a group of hungry trolls has set up camp at that spot to feast on a group of dwarves they captured.  Do you:

1.  Automatically give players entering the game a few seconds of invulnerability to "look around" and get their bearings.
2.  Set a "ENTRY_SAFE" flag to "true" if the player logged off from a safe location.  If the location is no longer safe at log in, move the player a short distance in a random location so he's still in a safe zone.  If it was "false" at logout then he stays where he is.  No invulnerability period is granted.
3.  Just let fate rule.  If it's a safe spot to login then great.  If not, well, that's fate.  No invulnerability.  Think fast or become stew.

My thought is to lean at #2.  There would be complexity to the random movement to keep the character in an area already explored by them and that they could have gotten to from the entry zone ( don't want to put them on the other side of a locked door for example ).  But it seems most fair.

in WoW, there are no wandering bands.. so that sort of thing can't happen.  however, if you log off while in the wilderness, and not a town, whn you log back in, you'll be in exactly the same place. i've heard of people logging in and getting ganked before they know whats going on, because they just appeared in front of a group of players..haha.

as to not being near a safe place, every character in WoW has a hearthstone, which is sort of like a magical portal to an inn. you can change the inn it brings you too when you're visiting it. so normally people hearth back to their inn before logging out. the hearthstone also has a 1 hour cooldown, and you can't use it while in combat, so you can't use it as a quick travel while you're playing, nor to save yourself from an asswhooping. except paladins. they can do all sort of cheap stuff. lol.

anyway.. not totally sure this is what you were looking for, but that's how wow works, so hope it helps you get some ideas.
13  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-12 18:29:49
ohhh.. very interesting! i understand what you're doing now. (after spelling it out for me..lol). your example makes alot of sense.

so if i understand this correctly, when i'm inside of a building, then the front wall would be the layer on top of the player, and the rest would be behind him. i think that would still give the effect i want.  but what about buildings with walls or rooms inside?

something like:
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_________
|         |
|___      |
|         |
|___   __ |


that's how the layout would look from a straight top-down view, but the walls would be drawn so they look like they're on an angle. so in my little house there's a wall on the inside making 2 rooms.  when i'm in the front room, i'd be drawn infront of it, but if i go into the back room, that wall would need to be drawn on top of me. if i put that middle wall on the top layer, it'll still be drawn on top of me, even if i'm infront of it. :-S


14  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-12 17:40:55
Hmm..interesting.

do you have any sprites that are larger than one tile, though? i'm wondering how you handle the player bring infront of the back wall of a room (for example) when the room walls are drawn the layer above the player.. if the player sprite is say one tile wide and 2 tiles tall.. i'm trying to do something (graphically) like chrono trigger, instead of doing it like final fantasy 3 (not that i'm implying one is bad or anything).

the way i started thinking about it, is that the current layer would be composed of tiles, and each tile would have the base grownd texture, and whatever other additional things that the player could still walk on (like a sprig of grass, or a flower), and then the tile would have a list of object, orderd by increasing x-coordinate. so that stuff will appear infront of the players feet, for example.  so then my player movement consists of small shifts on a given tile, or moving him between tiles. all the collision checking is based on what is on the tiles around him only. if he goes up a level, then it will be the same situation.

i think i understand how your method is working though (and it giving something more ff3-style), and i was thinking of doing something similar to that until i started worrying about things partially overlapping each other (ct-style).  if i'm thinking of how yours is supposed to work completely wrong, please correct me. Smiley
15  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-12 13:51:44
hey demonpants,

that sounds like a really interesting solution. thanks for sharing that. Smiley

i've been rethinking a number of things this weekend, but i was still stuck on how to get several layers working correctly. i was thinking of putting all my objects into one layer, like the floor (could be grass if outside) and objects, trees, rocks, walls, etc into that layer as well. but then when i want to move up a layer, if it's above ground, it would be largely empty to see the ground below, but for the places on that layer, it would be the same thing. so each layer would be independant of each other, and i'd only have to worry about colliding with objects on the layer my player is on.

so how do you manage moving between layers? like if you have a house with 2 floors?

thanks
16  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-07 11:36:33
yeah blank_axolotl, i think that's the sort of thing i was wondering about..but if opengl can do it like that, i'll look into it.

cylab, that's another thing i was thinking of, if i decide to go a more 3d/2d style. i know bahuman said that it's probably better if i have a model that i can store in the video memory, but i'm thinking there won't ever be too many things on the screen at anyone time anyway.. and if they're all boxes, wouldn't that be easy enough for it to render quickly?

well... i got the jogl chapters from the killer games programming in java website.. and i'll work through those this weekend, and see if any of it makes sense to me..

eitherway.. i'll get back to you guys and let you know how it turns out.. lol.  Tongue

thanks again!  Grin
17  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-06 23:12:26
that's so freaky.. and assbackwards!  Shocked

lol.. but from what i do know of 3d programming, aren't billboards things that are 'standing up'.. like trees, or that nature.. or does it work the same if i want to make a floor? wouldn't i make a grid of squares and just texture them? or agian, is that pretty much the same thing?

thanks for still replying to all of this.. Smiley
18  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-06 15:43:26
Tongue

so let's say i want to keep it still 2d-ish, or maybe a bit isometric, with the camera fixed (but maybe it will allow zooming a bit)..

can i still define my map as a set of tiles, and then when i draw the ground, create squares and put my tile as a texture on those squares? is that proper, or some kind of freaky assbackwards way of using opengl?
19  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-06 14:15:12
Quote
LOL! The 2 steps backward is the main reason why most of us don't finish a game, I think 
yeah, probably.. though last night i started to talk myself out of going 3d again.. so i don't know anymore.. *thows up hands*.

right now, i have my map defined as a set of layers,and each layer has tiles on it.. so i was starting to put together my base tile layer, which will have the ground tiles.. then an object layer, that was to have trees, buildings, etc. and then i guess more object layers for extra floors, or things like that.

my map and layer classs (in a nutshell) is something like this:
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2  
3  
4  
5  
6  
7  
8  
public class Map {
  private ArrayList mapLayers;
}

public class Layer {
  private Tiles[ ] [ ] tilemap;
  private Tiles[ ] tileset;
}


and i have a class for tiles
1  
2  
3  
public class Tiles {
  private BufferedImage base;
}


so i have a set of tiles for the map, and the map just points at each tile where it's supposed to show up.. i did it this way ,so for large areas, i wouldn't be repeating tiles that are the same - like grass.. or trees, or whatever. i don't know.. i've just started working on this, so nothing is totally set in stone yet.

as for how defining the building geometry on the map.. i'm still sort of unsure how it might cause me to draw the whole map. wouldn't i still be looking for an area of my map, and then looking for the objects that are shown within that area only?  Huh

this is making me feel like such a noob..  Cry
20  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-05 19:39:36
what bahuman is saying about defining a wall with a set of verticies makes alot of sense to me, if the buildings are fairly rectangular. how would it be less efficient if you're telling it to just draw simple boxes, rather than load a model?

now that i got that whole 3d/2d idea in my head, i'm starting to begrudgingly like it more and more.. this was supposed to be a cheesy simple game..  but then again, i've never been known to take the easy route.. Tongue

the fps is something that would bother me though, because i would hate to look at it when it suddenly has become an issue, and realize that my fundimental idea of how i went about doing everything was wrong (or at least, inefficient).. so i'd rather think about all the annoying issues first.. Smiley

oh boy.. now i'm starting to rethink how i defined my map and all that.. *sigh*.. 1 step forward, 2 steps backward.. Tongue

i know i'd be able to seperate my building models from my map, or what have you.. it's just that i have almost no experience with 3d modeling tools.. which is part of the reason i was trying to avoid it in the first place..

so.. any good books i should be looking at? Tongue

thanks again, btw.
21  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-05 15:27:34
hey purpleguitar,

what you said about using the height to handle layers and then look 'through' the ones i don't want, and showing them when i need to go higher is what i starting thinking about after i read that link..

it sounds like a good idea.. though how wouldn't it be efficient? if it's going to not be visible, wouldn't the rendering of it be skipped?

if i wanted to have things tilted, couldn'ti stil do it hte same way, and just draw my tiles so they're at the correct angle?

which sort of brings me to another question, that's probably pulling this thread off topic.. but lets say i want to use some 3d.. would i *have* to use a 3d modeling tool to then draw everything and create models for my buildings, or would i still be able to do it all in my tile map, and then draw cubes or rectangles (or whatever) for my walls where i want them? would that be less efficient than creating a model of the building?
22  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-05 12:31:53
duh! i guess that makes sense..  Embarrassed

hmm.. but that also gives me ideas for making something better than just 2d.. something like paper mario, where all the sprites are 2d and flat, but its got a 3d sort of look and feel to it.. HMMMM..

i'll have to look into this some more..  thanks!   Cheesy
23  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-04 21:12:32
how then can i do just 2d with opengl? i'm an opengl n00b, in case you couldn't tell by now.. Tongue

i know what you mean by seperate layers bahuman, but i also want to show them all at the same time - like i want the building to show the outside of all its floors, not just the bottom floor, which is why i'm concerned about having them all visible together..

tell me about this NullSprite thing, kevglass..  right now, i have a Tile class, which i use to keep track of all the tiles i'll have on my map. when i call the draw method of that, it'll check if the BufferedImage in that tile object is not null, and draw it if it isn't.. is that sort of like what you're talking about?
24  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-04 15:55:09
hey kevglass,

that's a really interesting idea. Smiley

but if i do need map layers, wouldn't it waste time while drawing to loop through all my layers looking for tiles to draw, even when i'm nowhere near any buildings or other places that would require the second (or greater) map layers?

and that's good that i should still be doing this with java2d.. 3d stuff would complicate things too much for me.

thanks,
david
25  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-04 14:27:21
i keep seeing people talk about using opengl for 2d stuff.. it's scaring me, because i'm really unfamiliar with it, and i'm unsure if i'm going about this properly now...  Undecided  i was planning on doing this with java2d.

but anyway, those fears aside.  to achieve some kind of overlap, i was planning on having my character spites inserted in the correct cells of the map - when the screen gets drawn, the player will be drawn in at the correct location, so if something overlaps from the cell below, it'll get drawn over where it needs to.

i'm not really sure that perspective transforms would be required for what i want to do, unless i go the opengl route i guess. if i do that, wouldn't i still need to worry about how to store a second floor and when and how to remove it from view so i can see inside a building?
26  Game Development / Game Play & Game Design / Re: buildings like in ultima 7 on: 2006-07-04 11:48:20
hi bahuman,

well the reason i don't say that it's isometric is because it looks as if the tiles aren't aligned at an angle - the bottom is parallel with the bottom of the screen. but anyway, i guess it could be isometric too then..

if i have more levels on my map, won't that waste space in memory, or spend more time drawing, even when i'm not in a town, for example?

as for showing black.. i think when you went upstairs, you could still see what was outside.. but was black when you when below the ground level.. (i know for sure thats how it was in ultima 8 at least)
27  Game Development / Game Play & Game Design / buildings like in ultima 7 on: 2006-07-04 01:22:51
hi,

i've starting building a 2d rpg, and i want to have view top down, but tilted so you're not look only at everyone's head.. not an isometric view, because its not at an angle - think final fantasy... i'd say ultima 7, but that's done so it's tilted to the left as well - i just want it tilted back. you know what i mean?
(some pics from ultima 7 for reference: http://www.mobygames.com/game/ultima-vii-the-black-gate/screenshots)

so anyway, i have a map now where i can draw my grass and sand, etc..  but i'm wondering how to implement buildings. again, modeling this after ultima 7, i want to just be able to walk into a building, and have the roof disapear so i can see inside. also, i'm pretty sure ultima 7 let you go up to the second floor of a building.

i'm curious how this can be done. at first i was thinking of having a map layer that had things like the roof on it, and when i go in a building, hide that layer. but the problems i'm seeing with that is that i don't want to have another full map layer, when it's largely going to be empty (except for when near a town, where there will be several buildings).

so anyway.. my question is if anyone can give me some ideas on how i can accomplish having buildings, with possible second (or more) floors on my 2d map.

any help with be grealy appreciated!
28  Game Development / Newbie & Debugging Questions / Re: Large maps for RPGs on: 2006-04-03 14:59:30
Hi,

Thanks for the tips Robert. That makes alot of sense, and I'll try that out. Smiley

Sorry for not posting back sooner.

David
29  Game Development / Newbie & Debugging Questions / Large maps for RPGs on: 2006-03-29 14:20:41
Hi,

I've been thinking about making a game for a while now, and while I think I know how to do a few things, I'm really unsure how to create or handle a map. I want to make it using jogl or something like that, because aside from making a game, I'm looking for an excuse to learn opengl programming.

My initial thinking is an isometric map, sort of like ultima 8/online, but I've also been tossing around the idea of doing it sort of like Wizardry 8. But eitherway, I still need a world to walk around in. I'd like to have a large seamless map, think Oblivion/Morrowind, and with different, possibly distrinct regions, like in WoW. I'm obviously not aiming for those kinds of graphical detail, but I want something big.

So my questions are how do I define such a space, do I need to model it in a 3d app first? If I want to be simple and just flat, can I use some sort of 2d/tile based thing, and view it at an angle?  How would I represent this in classes?  And lastly, when moving around, I know I don't want to have to load the whole map into memory when the game starts, so different areas would load when you get close, right? How would I handle things like that?

I know that's a lot of questions right off the bat, but any advice or ideas would be greatly appreciated.

Thanks,
David.
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