Java-Gaming.org    
Featured games (91)
games approved by the League of Dukes
Games in Showcase (580)
games submitted by our members
Games in WIP (500)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Dark Past  (Read 3211 times)
0 Members and 1 Guest are viewing this topic.
Offline fireside

Junior Member


Projects: 1



« Posted 2009-05-05 05:11:53 »

I thought I would do a project section for my game here.  The game will be an adventure rpg that hopefully will be more aimed at casual game players.  I want the game to be small yet have a story, so there will be a lot of re-use of materials.  I'll eventually use a map to move around and then focus on planes that are either for fights or towns or special places.  Right now it consists of a plane with two characters and two cloned monsters.  There are stats now after an attack, which can get overlapped.  I'll probably use a health bar eventually.  The monsters can die when their health goes to zero, but not the players as yet.  The attack choices are white when they are permitted, but the other attacks aren't screened out yet, so they work even if they are gray.  The character can sometimes not be seen by a monster by being behind a tree.  Also, the healing spell actually detracts points.  I haven't gotten that far so it's one attack size for everything right now.  The game is turn based for the characters.



You can try the applet here:
http://fireside7games.com/labz/strat_test1.html
Offline CyanPrime
« Reply #1 - Posted 2009-05-05 05:40:35 »

As a casual gamer, I can tell you that this is a bad idea. You should do more of an action RPG like Zelda. This would be fantastic like that, but as is, while it looks good, and it's awesome that you made a 3D game, it's not fun.
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 12


Game Engineer


« Reply #2 - Posted 2009-05-05 06:41:02 »

As a casual gamer, I can tell you that this is a bad idea. You should do more of an action RPG like Zelda. This would be fantastic like that, but as is, while it looks good, and it's awesome that you made a 3D game, it's not fun.
I disagree. I think he should do what he's doing, as any idea will be just as fun as any other idea as long as it has been tweaked enough (in my opinion). And Zelda is certainly not a casual game.

I agree his game isn't fun yet, but it seems like he's really in the earlier stages so he's just not there yet. Instead of telling him just that it isn't fun, why not tell him why? Simply being negative isn't going to help too much.

As for me, I think his concept could be cool and he's got a good start. It seems much more like a WIP so I wouldn't even think it makes sense to make the judgement call of it being fun or not.

See my work:
OTC Software
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline fireside

Junior Member


Projects: 1



« Reply #3 - Posted 2009-05-05 06:54:20 »

Quote
As for me, I think his concept could be cool and he's got a good start. It seems much more like a WIP so I wouldn't even think it makes sense to make the judgement call of it being fun or not.

Thanks, I was going to say the same thing.  If he's saying turn based games aren't fun, that's more opinion.  But the game is barely getting started.  Normally, in a  turn based game, strategy becomes more important so there has to be decisions to make, etc.  Even if it was the first fight of the game, it would still be pretty simple and things would get added as time went on.  The nice thing about a game like this is I can play it myself and get some idea of how things are going.  It's not fun, yet.  I'll agree with that, but I'm just happy things are starting to work right now.  I didn't even mean to imply it was playable.  Anyway, it's a programming experience that leads me on a learning path.  I wrote the astar algorithm and have been learning a lot, so I'm happy with it.
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #4 - Posted 2009-05-05 09:56:13 »

The game needs to be muuuch more intuitive if you're going for casual gamers.
Nice 3d graphics, nice animations, but it's very hard to follow what's happening.

There doesn't seem to be any way of knowing how much health the units have left except to pay attention when they get hurt, and it's a bit hard to tell which unit is the currently active one (it took me a while to notice that the character portait in the upper left corresponded to the active unit).

Play Minecraft!
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 70
Projects: 15


★★★★★


« Reply #5 - Posted 2009-05-05 10:50:55 »

worked well for me for a bit but then crashed, heres my console output

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  
201  
202  
203  
204  
205  
206  
207  
208  
209  
210  
211  
212  
213  
214  
215  
216  
217  
218  
219  
220  
221  
222  
223  
224  
225  
226  
227  
228  
Java Plug-in 1.6.0_14
Using JRE version 1.6.0_14-ea-b03 Java HotSpot(TM) Client VM

----------------------------------------------------
c:   clear console window
f:   finalize objects on finalization queue
g:   garbage collect
h:   display this help message
l:   dump classloader list
m:   print memory usage
o:   trigger logging
q:   hide console
r:   reload policy configuration
s:   dump system and deployment properties
t:   dump thread list
v:   dump thread stack
x:   clear classloader cache
0-5: set trace level to <n>
----------------------------------------------------

Java version is: 1.6.0_14-ea
-> support for BufferedImage
Version helper for 1.2+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Loading Texture...from InputStream
Loading Texture...from InputStream
Loading Texture...from InputStream
Loading Texture...from InputStream
Loading Texture...from InputStream
[ Tue May 05 09:47:18 BST 2009 ] - WARNING: Unsupported Texture width...resizing to a width of 256 pixels!
Loading Texture...from InputStream
Loading Texture...from InputStream
Loading Texture...from InputStream
Loading Texture...from InputStream

....

Processing new material Material.001!
Processing new material Material.003!
Processing object from 3DS-file: Cube
Object 'Cube_jPCT108' created using 594 polygons and 303 vertices.
Loading file from InputStream
File from InputStream loaded...354 bytes
Processing new material Material!
Processing object from 3DS-file: Cube
Object 'Cube_jPCT121' created using 12 polygons and 8 vertices.
Exception in thread "AWT-EventQueue-2" java.lang.ArrayIndexOutOfBoundsException: -1
   at org.me.hello.Path.checkNearType(Path.java:214)
   at org.me.hello.WebPlayer.mousePressed(WebPlayer.java:569)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
hit =  8.140148729021151
Exception in thread "AWT-EventQueue-2" java.lang.ClassCastException: com.threed.jpct.Object3D cannot be cast to org.me.hello.Actor
   at org.me.hello.WebPlayer.mousePressed(WebPlayer.java:500)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
player moved up 1
leaving changeplayer
Exception in thread "AWT-EventQueue-2" java.lang.ArrayIndexOutOfBoundsException: -1
   at org.me.hello.Path.checkNearType(Path.java:214)
   at org.me.hello.WebPlayer.mousePressed(WebPlayer.java:569)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
hit =  6.259903455939561
enemies turn
leaving changeplayer
girl pos = 10,0map 3
eye pos = 10,10map 4
start 10,10
end 10,0
loop number 0   10,9
loop number 1   10,8
loop number 2   10,7
loop number 3   10,6
loop number 4   10,5
loop number 5   10,4
loop number 6   10,3
loop number 7   10,2
loop number 8   10,1
loop number 9   10,0
testPathShort is true
entering chooseEnemy
start 10,10
end 13,0
loop number 0   11,9
loop number 1   12,8
loop number 2   13,7
loop number 3   13,6
loop number 4   13,5
loop number 5   13,4
loop number 6   13,3
loop number 7   13,2
loop number 8   13,1
loop number 9   13,0
start 10,10
end 10,0
loop number 0   10,9
loop number 1   10,8
loop number 2   10,7
loop number 3   10,6
loop number 4   10,5
loop number 5   10,4
loop number 6   10,3
loop number 7   10,2
loop number 8   10,1
loop number 9   10,0
closest player = 0
girl pos = 10,0map 3
path size  11
leaving
path size = 10
oneEye   13,1--4ending move
leaving changeplayer
girl pos = 10,0map 3
eye pos = 20,10map 4
start 20,10
end 10,0
loop number 0   19,9
loop number 1   18,8
loop number 2   17,7
loop number 3   16,6
loop number 4   15,5
loop number 5   14,4
loop number 6   13,3
loop number 7   12,2
loop number 8   11,1
loop number 9   10,0
testPathShort is true
entering chooseEnemy
start 20,10
end 13,0
loop number 0   19,9
loop number 1   18,8
loop number 2   17,7
loop number 3   16,6
loop number 4   15,5
loop number 5   14,4
loop number 6   13,3
loop number 7   13,2
loop number 8   13,1
loop number 9   13,0
start 20,10
end 10,0
loop number 0   19,9
loop number 1   18,8
loop number 2   17,7
loop number 3   16,6
loop number 4   15,5
loop number 5   14,4
loop number 6   13,3
loop number 7   12,2
loop number 8   11,1
loop number 9   10,0
closest player = 0
girl pos = 10,0map 3
path size  11
leaving
path size = 10
oneEye   14,1--4ending move
leaving changeplayer
hit =  22.296322040479147
player moved up 1
leaving changeplayer
Exception in thread "AWT-EventQueue-2" java.lang.ArrayIndexOutOfBoundsException: -1
   at org.me.hello.Path.checkNearType(Path.java:214)
   at org.me.hello.WebPlayer.mousePressed(WebPlayer.java:569)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
hit =  5.619363133671566
enemies turn
leaving changeplayer
girl pos = 10,0map 3
eye pos = 13,1map 4
start 13,1
end 10,0
loop number 0   12,0
Exception in thread "Thread-11" java.lang.ArrayIndexOutOfBoundsException: -1
   at org.me.hello.Path.getFShort(Path.java:307)
   at org.me.hello.Path.checkNeighborsShort(Path.java:352)
   at org.me.hello.Path.testPathShort(Path.java:293)
   at org.me.hello.WebPlayer.chooseEnemy(WebPlayer.java:801)
   at org.me.hello.WebPlayer.run(WebPlayer.java:310)
   at java.lang.Thread.run(Unknown Source)
Offline Mike

JGO Wizard


Medals: 69
Projects: 2
Exp: 5 years


Java guru wanabee


« Reply #6 - Posted 2009-05-05 10:56:50 »

Worked well for a bit here too and then it crashed. With the same error.

EDIT: Removed console log seeing as it was the same as the post above.

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline h3ckboy
« Reply #7 - Posted 2009-05-05 11:14:54 »

if you guys look at it you have exactly the same exception Wink.
Offline gouessej

« In padded room »



TUER


« Reply #8 - Posted 2009-05-05 13:42:52 »

I get this at the end but it works fine:
Quote
Exception in thread "Thread-8" java.lang.IllegalThreadStateException: forbid thread creation in disposed TG
   at sun.plugin.security.ActivatorSecurityManager.checkAccess(ActivatorSecurityManager.java:155)
   at java.lang.ThreadGroup.checkAccess(ThreadGroup.java:288)
   at java.lang.ThreadGroup.<init>(ThreadGroup.java:102)
   at sun.applet.AppletThreadGroup.<init>(AppletThreadGroup.java:44)
   at sun.applet.AppletThreadGroup.<init>(AppletThreadGroup.java:26)
   at sun.applet.AppletClassLoader$3.run(AppletClassLoader.java:620)
   at java.security.AccessController.doPrivileged(Native Method)
   at sun.applet.AppletClassLoader.getThreadGroup(AppletClassLoader.java:618)
   at sun.applet.AppletSecurity.getThreadGroup(AppletSecurity.java:315)
   at sun.applet.AppletSecurity.inThreadGroup(AppletSecurity.java:191)
   at sun.applet.AppletSecurity.inThreadGroup(AppletSecurity.java:199)
   at sun.applet.AppletSecurity.checkAccess(AppletSecurity.java:213)
   at java.lang.Thread.checkAccess(Thread.java:1263)
   at java.lang.Thread.setPriority(Thread.java:1013)
   at org.me.hello.WebPlayer.run(WebPlayer.java:346)
   at java.lang.Thread.run(Thread.java:619)

It is a nice beginning even though I don't like turn-based games.

Offline bobjob

JGO Knight


Medals: 10
Projects: 6


David Aaron Muhar


« Reply #9 - Posted 2009-05-05 14:01:34 »

Seems to run fine, but my console kept spouting errors:
Quote
java.lang.ArrayIndexOutOfBoundsException: -1

keep up the good word.

My Projects
Games, Webcam chat, Video screencast, PDF tools.

Javagaming.org with chat room
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline fireside

Junior Member


Projects: 1



« Reply #10 - Posted 2009-05-05 14:38:45 »

Thanks for trying it everyone.  The array is because the grid is a little too small for the screen and I didn't do checking for that.  It probably happened when the characters were at the bottom of the screen.  I hope.  Anyway.   I'll get that fixed. 

I don't understand the thread error.  I saved it and maybe I'll be able to figure it out eventually.  This security business on untrusted apps gets a little frustrating.

Quote
There doesn't seem to be any way of knowing how much health the units have left except to pay attention when they get hurt, and it's a bit hard to tell which unit is the currently active one (it took me a while to notice that the character portait in the upper left corresponded to the active unit).

I'll eventually have a health bar on the characters.  I'm not sure about the icons right now.  Maybe I'll start the game in conversations where you get used to connecting the icon with the character turn.  I plan to make it as intuitive as possible.  Choices that don't apply will be grayed out, and buttons won't work if they don't apply.  I could also highlight the character when no choice has yet been made and it's that characters turn. 

Offline Darrin

Junior Member


Projects: 1



« Reply #11 - Posted 2009-05-05 15:16:20 »

looks cool.  I love turnbased games.   Are they a small market?  depends on the game heroes of might and magic sold about 250,000 units each version.   Civ sold millions.   But generally speaking the market is smaller, 50,000 retail whereas rts are much more.   

I couldn't get them to do anything.  The attack button seem to be locked.   How is it supposed to work?

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #12 - Posted 2009-05-05 15:30:52 »

I'll eventually have a health bar on the characters.  I'm not sure about the icons right now.  Maybe I'll start the game in conversations where you get used to connecting the icon with the character turn.  I plan to make it as intuitive as possible.  Choices that don't apply will be grayed out, and buttons won't work if they don't apply.  I could also highlight the character when no choice has yet been made and it's that characters turn.

Nice. This could turn out good. =)

As I said before, the 3d graphics are really nice, if a tad amateurish looking.. but I guess that's hard to avoid.
The animations are great!

Play Minecraft!
Offline fireside

Junior Member


Projects: 1



« Reply #13 - Posted 2009-05-05 15:55:32 »

Quote
I couldn't get them to do anything.  The attack button seem to be locked.   How is it supposed to work?

I guess the best thing for now is to immediately choose the move button and bring the characters up by the center of the screen somewhere.  After a move, the turn changes.  The icon above tells which character has a turn.  When you're up by the center somewhere, the attack button should work.  Then you choose an attack and highlight one of the enemies.  It should light up when the mouse has gone over it and an attack is chosen.  If you click when it's highlighted, the attack will occur.

Quote
As I said before, the 3d graphics are really nice, if a tad amateurish looking.. but I guess that's hard to avoid.

I'm using very low poly models, almost to the extreme.  I'd rather have the game load reasonably fast and have a larger selection with more animations.  I'll probably work on other scene graphics to add a little more interest, though.  Other types of trees, maybe a few stumps or something and possibly some hills that just get plunked down in different places.  Most of my stuff just has an amateur look so I get that quite a bit.  I don't focus on graphic details very well.  These characters aren't even textured.  I used vertex coloring.  I think it's becoming my trademark.  I figure online games is a natural for me because the expectations are lower.
Offline Tobse

Senior Newbie





« Reply #14 - Posted 2009-05-05 21:23:13 »

A Games needs a Dragon!
Unfortunately I can't beat any enemy because:
1  
2  
3  
Exception in thread "Thread-11" java.lang.ArrayIndexOutOfBoundsException: -1
   at org.me.hello.Path.getFShort(Path.java:307)
   at org.me.hello.Path.checkNeighborsShort(Path.java:352)

Go on with it,
Greets Tobse

Offline fireside

Junior Member


Projects: 1



« Reply #15 - Posted 2009-05-06 07:44:27 »

I should have taken care of that error before posting.  I just forgot about it.   Hopefully by next update I'll have something a little more playable.
Offline Darrin

Junior Member


Projects: 1



« Reply #16 - Posted 2009-05-06 12:22:12 »

Heya,

Retested it on my two computers.  The game locks up on my pc, windows xp, radeon 3850.  No error message just stops.    Works fine on my intel chip set laptop.

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

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

The first screenshot will be displayed as a thumbnail.

xsi3rr4x (48 views)
2014-04-15 18:08:23

BurntPizza (44 views)
2014-04-15 03:46:01

UprightPath (60 views)
2014-04-14 17:39:50

UprightPath (42 views)
2014-04-14 17:35:47

Porlus (58 views)
2014-04-14 15:48:38

tom_mai78101 (82 views)
2014-04-10 04:04:31

BurntPizza (140 views)
2014-04-08 23:06:04

tom_mai78101 (240 views)
2014-04-05 13:34:39

trollwarrior1 (200 views)
2014-04-04 12:06:45

CJLetsGame (207 views)
2014-04-01 02:16:10
List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30
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!