Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
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  
  Story implementation  (Read 687 times)
0 Members and 1 Guest are viewing this topic.
Offline Fr0zen

Junior Newbie

« Posted 2013-05-10 07:42:11 »

Hello JGO,

Say I have the general engine working and the only thing missing is a story line.

Let's take the Pokemon games as an example: How would I implement surfing if I don't want to check wether the next tile is a water tile on every step I take? (I assume this would be horrible performance wise) The guards will let me pass once I have delivered some juice to them. How would this be done?

The second one should I should be able to implement with a state machine. Am I correct in understanding that a state machine is an enum(java) with my different states?

The other thing I am a little bit confused about is Events. For example how would I implement that if I step on a certain tile my character dies - again without checking this for EVERY tile I step on. I believe the tile would need to call some sort of Event that then kills my character. How should I write my "EventHandler"?

Thanks in advance,
Offline Oskuro

JGO Ninja

Medals: 77
Exp: 10 years

Coding in Style

« Reply #1 - Posted 2013-05-10 10:49:06 »

For events.... Trigger objects.

You have a collision system, right? Just have invisible objects that, when collided, trigger the event in question.

This is exactly what first person games do, by the way, whenever an event is triggered, it is because you just crashed into an invisible object. So yes, map design ends up being similar to laying traps for players.

As for the guards and the juice, same thing. The guard triggers and event when collided, and that event checks if the character's inventory contains the needed item. If it does, take the item away and move the guard.

And surfing.... You do need to check what your character is standing on! How do you check if there's a wall in the way? Same code you use for collisions can be used to determine what type of terrain the character is on.

Pages: [1]
  ignore  |  Print  

EgonOlsen (79 views)
2018-06-10 19:43:48

EgonOlsen (59 views)
2018-06-10 19:43:44

EgonOlsen (78 views)
2018-06-10 19:43:20

DesertCoockie (261 views)
2018-05-13 18:23:11

nelsongames (159 views)
2018-04-24 18:15:36

nelsongames (158 views)
2018-04-24 18:14:32

ivj94 (901 views)
2018-03-24 14:47:39

ivj94 (162 views)
2018-03-24 14:46:31

ivj94 (813 views)
2018-03-24 14:43:53

Solater (177 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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‑
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!