Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (489)
Games in Android Showcase (112)
games submitted by our members
Games in WIP (555)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 2 [3] 4 5 ... 10
 21 
 on: 2014-09-01 03:07:53 
Started by Nickropheliac - Last post by Cero
Newbie threads, I feel bad because, if they're noobies what am I?

Oh dont worry people post there all the times because its the Newbie & Debugging Questions. So whenever I dont know how to do anything I would post it there anyway

 22 
 on: 2014-09-01 02:47:59 
Started by Warden - Last post by BurntPizza
Always just put in code if you have it. I couldn't really tell what you meant.

 23 
 on: 2014-09-01 02:43:00 
Started by Warden - Last post by Warden
So, I have my Launcher class and, I have two other classes that extend it. Then, Those two classes use super to define which if statement to execute within the Launcher class.

Now, What I'm trying to do is have one of those extended classes create a JPanel and, a JLabel within it. So that I can show a loading gui, Which updates the JLabel to show things like; Loading: Tile "Grass" or, Loading: Image X.

Updating the JLabel isn't a problem, The problem is adding the panel from the extended class to the JFrame of the super class (Launcher.class). Which has to be done within the if statement that identifies the extended class by a id#.

If necessary I can attach code to this post to better assist someone with helping me, Upon request. I'm kind of multi tasking right now, So if something is hard to understand just ask for clarification.

 24 
 on: 2014-09-01 01:48:02 
Started by Nickropheliac - Last post by Slyth2727
Medals for everyone! Nickropheliac, +1 for making me laugh   Smiley

Edit: Just kidding I think Riven wouldn't like me promoting that sort of thing. Too late.
Please don't feed me to the Monster.

 25 
 on: 2014-09-01 01:17:41 
Started by LiquidNitrogen - Last post by LiquidNitrogen
Chainsaw Cat is a fast paced action/reflex type game where you must collect food and treasure while avoiding traps.
You must make quick decisions and take calculated risks to succeed!

<Link will go here when I stop being sad about having to implement menu buttons, confirmation dialogs and such>
This is shaping up to be the first game I have actually completed Grin



Randomly generated maps made from 400 different template parts

 26 
 on: 2014-09-01 01:04:51 
Started by BurntPizza - Last post by Longor1996
Physics, Mip-Mapping, and a Performance-Graph!



Also, its raining cubes.


And there is a lot of cubes...

 27 
 on: 2014-09-01 00:58:02 
Started by Warden - Last post by Warden
you could do it roughly like this:

1  
2  
3  
4  
public class Tile{
    public int type;
    public int variant;
}


use type to record what sort of tile it is: GRASS, WATER, LAVA, etc.
and variant to record what variant it is: NORTH, WEST, etc.

then your game logic can just check these values as it needs them, and your rendering can use them to decide which tile graphics to use.

I was thinking of something along the same lines as a Component Model, Like what BurntPizza suggested.

There's plenty of different ways to do this of course, but using a separate class for each one is probably really over complicating things for yourself.

As I'm currently coding the classes independently and, debugging them. The complication isn't much of a bother. Other than redundantly adding three lines per tile class. But, I will definitely implement this once I know the classes are bug typo free.

Precisely. I've been posting this often as of late, but here's some ideas on how to automate tile map joining in the manner than you describe: http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/

I actually looked at that link, Which you posted in a previous post. But, I think it's a little over complicated for this project. Though I can see how it would eliminate the need for tile variations. Seeing as you could simply apply a mask over the map at the specified coordinates and, essentially achieve the same outcome with less graphic work. In many cases where project authors don't produce their own tiles, I can see how this would be a great concept. Correct me if I'm mistaken.

 28 
 on: 2014-09-01 00:47:30 
Started by Warden - Last post by BurntPizza
Precisely. I've been posting this often as of late, but here's some ideas on how to automate tile map joining in the manner than you describe: http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/

 29 
 on: 2014-09-01 00:41:20 
Started by Warden - Last post by LiquidNitrogen
you could do it roughly like this:

1  
2  
3  
4  
public class Tile{
    public int type;
    public int variant;
}


use type to record what sort of tile it is: GRASS, WATER, LAVA, etc.
and variant to record what variant it is: NORTH, WEST, etc.

then your game logic can just check these values as it needs them, and your rendering can use them to decide which tile graphics to use.

There's plenty of different ways to do this of course, but using a separate class for each one is probably really over complicating things for yourself.

 30 
 on: 2014-09-01 00:31:38 
Started by Warden - Last post by Warden
Hmm.. you're not using a separate class for each grass tile variant are you?? If you are, it's much easier to make a single grass tile class, and store its variant as a member.

I'm actually not using members right now, But would peg it as a future efficiency upgrade. Once I have all the individual classes coded, I could transition them to class members. It's a lot easier to copy/paste classes and, comment 12 of them out of the tile initializer right now as opposed to commenting out twelve class members. I'll add this to the "todo" list.

Pages: 1 2 [3] 4 5 ... 10
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Nickropheliac (9 views)
2014-08-31 22:59:12

TehJavaDev (22 views)
2014-08-28 18:26:30

CopyableCougar4 (27 views)
2014-08-22 19:31:30

atombrot (40 views)
2014-08-19 09:29:53

Tekkerue (38 views)
2014-08-16 06:45:27

Tekkerue (34 views)
2014-08-16 06:22:17

Tekkerue (24 views)
2014-08-16 06:20:21

Tekkerue (34 views)
2014-08-16 06:12:11

Rayexar (71 views)
2014-08-11 02:49:23

BurntPizza (47 views)
2014-08-09 21:09:32
List of Learning Resources
by Longor1996
2014-08-16 01:40:00

List of Learning Resources
by SilverTiger
2014-08-05 10:33:27

Resources for WIP games
by CogWheelz
2014-08-01 07:20:17

Resources for WIP games
by CogWheelz
2014-08-01 07:19:50

List of Learning Resources
by SilverTiger
2014-07-31 07:29:50

List of Learning Resources
by SilverTiger
2014-07-31 07:26:06

List of Learning Resources
by SilverTiger
2014-07-31 02:54:12

HotSpot Options
by dleskov
2014-07-07 16:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!