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  [WIP] [Open Source] RandomRPG  (Read 3149 times)
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Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Posted 2012-09-18 15:14:04 »


This is not a finished game, currently i still need to add a combat system of some sorts and a skill system...
And working multiplayer will also be coming...
When it is finished it is supposed to be a Random RPG.
Quests and Maps shall be Random Cheesy

Currently it has:
Random Terrain
Enemies (with somewhat working AI)
Day-Night Cycle
Dynamic Item System
Map (Movable shift + click & drag)
Save Map (ctrl + z) - saves the map as "map.png" in the game's current directory
Screenshot (F12) - Saves a screenshot to the Desktop (Currently only tested on windows. It saves to System.getProperty("user.home") + " /Desktop")
Cheats (ctrl + c)
 - "sprint" makes you walk faster
 - "debug" shows debug information (Movable shift + click & drag)
 - "setpos" sets position (setpos 0-max:0-max, max is the World Size - 1)
 - "settime" sets time (settime 0-70) //Not complete. It will only set time, it will not flip the day-night cycle....
Arguments
 - "-portable" makes the game save data in current directory...
 - "-volatile" uses a volatile image, which increases FrameRate on some systems.

Config File:
It exists in ADDPATA/.RandomRPG(on windows) or USERHOME/.RandomRPG(on other systems)

Properties:
 - "debugpos" contains debuginfo position
 - "mappos" contains Map position
 - "sync" Aprox FPS, you can probably lower this to around 15, because there are no animations at all. This will lower CPU Usage.

If someone could test it and give feedback,
I will fix any bugs/glitches, if you find some.

If anyone wants to join the project, pm me
Really need a graphics artist(Pixel Art)
Currently everything(but the character) is drawn by me in Paint.net Tongue

This post is probably not complete, but if you want to know anything write a comment or email me: lasse.skogland@gmail.com

This is open source, and you're free to borrow any source code.
Offline matheus23

JGO Wizard


Medals: 72
Projects: 3


You think about my Avatar right now!


« Reply #1 - Posted 2012-09-18 17:19:38 »

NICE! Smiley

I looked through the source a bit (I also played it of course Smiley ), some things I'd like to mention:
[ol]
  • Usually, (in java), it's convention to write variable names and method names lower case (except the constructor name, because Classes are upper case. You did that pretty good).
  • One more convention: package names are usually always lower-case...
  • I have seen you wrote an implementation, where the input wasn't poll based, but implemented as ActionListener, and the rendering loop was another thread than the ticking... usually you wouldn't do this... (yeah even more "conventions", but this convention is really helpful if you have implemented it right)
[/ol]

I hope this helps you, but other than that, GREAT WORK! Keep on doing this!

Take a look at my development Blog: http://matheusdev.tumblr.com
Also look at my RPG Ruins of Revenge
Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #2 - Posted 2012-09-18 22:08:56 »

Thanks for the feedback.

I don't really like those conventions.
I chose to do it this way, because it's easier for me to understand the next time I open up the project (because sometimes this just sits there for maybe a week or two).
It wasn't before recently I actually "restarted" this project, I began this project back in 2011, where I made a very basic game.

Since that I redid most of the engine.
What I do nowadays with this project is mostly bug-fixes and performance tuning, and adding new must have features(like sound and a particle engine).

It won't be long before I add the skill system properly into the game.
I just need some time alone with paint.net Tongue, need that GUI before i can do anything.
I basically want all the GUI to be drawn by human, not by java, so that is why the progress is very little, Game-Wise.
Everything(but the character) is drawn be me, I'm not great when it comes to graphics, so it takes time to make it perfect.

So if anyone are good at pixel art(or even a beginner), you are free to join the project, just send me an email: lasse.skogland@gmail.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline GabrielBailey74

JGO Knight


Medals: 8
Projects: 6


<3 Java


« Reply #3 - Posted 2012-09-19 00:33:50 »

ArrayIndexOutOfBoundsException occurs when you pick anything but MapSize[1024] Stare
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Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 4096
        at com.GameArc.RRPG.Engine.MenuPanel$1.actionPerformed(MenuPanel.java:106)
        at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
        at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
        at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
        at java.awt.Component.processMouseEvent(Unknown Source)
        at javax.swing.JComponent.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.LightweightDispatcher.retargetMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Window.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)

Offline 8Keep

Senior Newbie


Medals: 1



« Reply #4 - Posted 2012-09-19 21:51:16 »

Nice, but I think that you should let the player move without having the press the arrow keys up and down for each tile.
Offline GabrielBailey74

JGO Knight


Medals: 8
Projects: 6


<3 Java


« Reply #5 - Posted 2012-09-19 22:04:56 »

Nice, but I think that you should let the player move without having the press the arrow keys up and down for each tile.

That's what:
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Cheats (ctrl + c)
 - "sprint" makes you walk faster

enables. persecutioncomplex

Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #6 - Posted 2012-09-21 08:17:57 »

The coordination system is aweful, but I'll "remake" it when I have time.
The current system is for debugging.

The walking will be smooth in the future, not block by block...
I just haven't had that much time, I go to work(8AM-4PM), and I have always something to do  Sad
So i'll try to add it next week Smiley
Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #7 - Posted 2012-09-21 08:22:45 »

ArrayIndexOutOfBoundsException occurs when you pick anything but MapSize[1024] Stare
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Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 4096
        at com.GameArc.RRPG.Engine.MenuPanel$1.actionPerformed(MenuPanel.java:106)
        at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
        at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
        at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
        at java.awt.Component.processMouseEvent(Unknown Source)
        at javax.swing.JComponent.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.LightweightDispatcher.retargetMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Window.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)


FIXED... Hopefully...
It was a misplaced line Tongue
Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #8 - Posted 2012-12-21 10:36:58 »

Dusting of this project and will start developing further on this game.

Changelog:
  • Fixed some bugs
  • Added some small features
  • Walking is constant, meaning you won't have to press buttons like a maniac
  • Ctrl + Z - saves the map as "map.png" in the game's working directory

Offline Jimmt
« Reply #9 - Posted 2012-12-21 18:17:36 »

I realize this is WIP, but instead of saving the map as an image you should save it in a map format (.tmx or whatever you prefer). Even if you want to stick to an image you can use the Tiled (http://www.mapeditor.org/) map editor and export as an image, it'll make map-making a lot easier.

Nice job on the minimap Smiley
Games published by our own members! Check 'em out!
Play the free demo of Revenge of the Titans!
Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #10 - Posted 2012-12-27 16:37:34 »

The map getting saved is only to get a view of the whole map, it serves no use to the game.

The maps are randomly generated like minecraft, but the map does not get saved.
It regenerates every time it loads, doing this saves space on the harddrive.
And since I use simplex noise to generate it takes less than 2 seconds to generate a map on an average pc. (Depends on the mapsize)
Offline LunaticEdit

Senior Member


Medals: 8
Projects: 1



« Reply #11 - Posted 2012-12-27 23:27:31 »

I realize this is WIP, but instead of saving the map as an image you should save it in a map format (.tmx or whatever you prefer). Even if you want to stick to an image you can use the Tiled (http://www.mapeditor.org/) map editor and export as an image, it'll make map-making a lot easier.

Nice job on the minimap Smiley

Unrelated to this post, but thank you for this! I was going to spend all night and tomorrow on a map editor. Now I'm not.

Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #12 - Posted 2013-04-04 12:45:00 »

UPDATE:
Added smooth textures, which are a little buggy.


Upcoming features:
Skill & Attributes system
Inventory & Equipment
Combat system

Possibly future features:
Convert rendering system to OpenGL(LWJGL or similar)
Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #13 - Posted 2013-04-04 13:44:30 »

Bug Fix:
Fixed problem where smoothing would pick the wrong tile.
Bug occured when two blocks(shore lines) were "touching".
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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