Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (475)
Games in Android Showcase (106)
games submitted by our members
Games in WIP (530)
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
  ignore  |  Print  
  Super Doctor Who!  (Read 6562 times)
0 Members and 1 Guest are viewing this topic.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #30 - Posted 2014-01-20 21:52:12 »

I have an idea. I could make a blinking feature and the angles can move and damage during then.

"Dont Blink" - 10th Doctor.

- The one and only, SwordsMiner.
Online HeroesGraveDev

JGO Kernel


Medals: 238
Projects: 11
Exp: 2 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #31 - Posted 2014-01-20 22:01:25 »

Look at the poor (dead) cyberman. Oh- and my engine has icon and name support now Cheesy




Oh, and guess who this is


















Crap. It's gone.

Who blinked?

Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #32 - Posted 2014-01-20 22:02:07 »


Crap. It's gone.

Who blinked?

lol.

"The image of an angel becomes an angled itself" - 11th doctor

- The one and only, SwordsMiner.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #33 - Posted 2014-01-21 00:27:19 »

Spoiler Alert: I died during testing whilst blinking.

- The one and only, SwordsMiner.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #34 - Posted 2014-01-23 04:04:50 »

I think I am going to add torchwood into the project, since its a huge part of the "Whoniverse".

- The one and only, SwordsMiner.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #35 - Posted 2014-01-24 23:48:58 »

Any more ideas, doesn't matter how far fetched. I need more things for an update.

- The one and only, SwordsMiner.
Offline kpars

JGO Wizard


Medals: 75
Projects: 4
Exp: 3 years


Radirius Software Developer


« Reply #36 - Posted 2014-01-25 00:44:04 »

I would probably do something about the art.

The scale of the level doesn't match up to the scale of the player.

That's all I have to say really. The art could be a bit more detailed.

- Jev.

Check out #JGO on EsperNet IRC! | Check out the MERCury 2D Java Game Library! | Also, Check out My Site
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #37 - Posted 2014-01-25 00:45:52 »

The art could be a bit more detailed.

*Facedesk*
Its 8 bit.

- The one and only, SwordsMiner.
Offline opiop65

JGO Kernel


Medals: 153
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #38 - Posted 2014-01-25 01:02:01 »

Ermm... *tries not to point out the obvious*

...*Fails*
You can make great art even in low resolution. Not saying that your's isn't, but I couldn't let that go uncorrected...

Offline kpars

JGO Wizard


Medals: 75
Projects: 4
Exp: 3 years


Radirius Software Developer


« Reply #39 - Posted 2014-01-25 01:07:19 »

Detailed != high res. Just saying.

If you want effective and fitting art, I would stick to an 8-bit color palette, limit and restrict the size of every sprite, and then add as much 'detail' as you can with those limitations.

'8-bit' games that you saw on the early Nintendo consoles didn't have art like this at all. The developers had very little colors and limited resources, they had to pack as much detail into a sprite as they could, and damn well they did.

If you want an example, take a look at this mega-man screenshot.

 
- Jev

 

Check out #JGO on EsperNet IRC! | Check out the MERCury 2D Java Game Library! | Also, Check out My Site
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #40 - Posted 2014-01-25 03:56:16 »

I see, I see. Ill look into adding some detail to it.

- The one and only, SwordsMiner.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #41 - Posted 2014-01-26 03:07:30 »

Particle system implemented, see picture below, the picture shows the particles emitted from an explosion, in that case it is the explosion caused when the doctor regenerates.

Speaking of regeneration, the doctor can regenerate 11 times, from the first doctor to the 12, currently the only sprites used for all doctors is Matt Smith's, or the 11 doctor that I made when I created the  game. The regeneration currently resets your health, is instant (I will probably make it take a few seconds, if your hit you'll die, like in the show), emits an explosion, and kills any unfortunate entity that gets in the way of the energy released (Deals Integer.MAX_VALUE to any entity within a 128 pixel radius. Poor daleks.)

I feel I cheated with the way I did the enums, but it was brilliant. If anyone has any suggestions or ideas, leave a comment!

Code to find enum:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
public static DoctorTypes getDoctor(int i){
        try {
           String str ="DOCTOR"+i+"";
           for (final DoctorTypes dt : values()) {
                if (dt.name().equals(str)) {
                    return dt;
                }
            }
      } catch (Exception e) {
         e.printStackTrace();
         return null;
      }
      return null;
   }


Regeneration and particles:

- The one and only, SwordsMiner.
Offline opiop65

JGO Kernel


Medals: 153
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #42 - Posted 2014-01-26 03:09:54 »

Other than those return null statements, and the oddly formatted code, I see nothing really wrong with it. There are better choices, sure, but I guess yours works.

Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #43 - Posted 2014-01-26 03:10:40 »

Other than those return null statements, and the oddly formatted code, I see nothing really wrong with it. There are better choices, sure, but I guess yours works.

There is a method to my madness.

- The one and only, SwordsMiner.
Offline Agro
« Reply #44 - Posted 2014-01-26 03:29:40 »

take a look at this Cheesy

http://www.google.com/doodles/doctor-whos-50th-anniversary

Offline quew8

JGO Coder


Medals: 29



« Reply #45 - Posted 2014-01-26 18:10:35 »

I feel I cheated with the way I did the enums, but it was brilliant. If anyone has any suggestions or ideas, leave a comment!

If your looking for suggestions, all Enums have a valueOf(String) static method that returns the Enum with that name. Which is what you're doing. They also have an ordinal() method which returns the position of the Enum (as in from the order in which they were defined). Better that making a String and comparing Strings the whole time.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #46 - Posted 2014-01-26 18:17:19 »

My enum is more complicated now. Thats not longer possible. Tongue

- The one and only, SwordsMiner.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #47 - Posted 2014-01-26 18:29:06 »

- ALPHA 1.2 -

Key Features:
  • Added Cybermen
  • Added Angles
  • Cybermen are killed with sonic screwdriver.
  • Added blinking system
  • Angels only move when blinking
  • Angels can only be killed when witnessing regeneration energy
  • Doctor regenerates 11 times (However only one sprite is used atm)
  • Engine now has icon support, so there is a lovely icon on the window
  • Engine has name support, so window is named "Super Doctor Who!"
  • Added 8 bit music- "Captain Jack's Theme" from torchwood
  • Started work on menus
  • Started work on KeyManager, allowing user to change controls in later update
  • Daleks have hulls with wires coming out when they die.
  • Particle system implemented
  • Regeneration causes explosion.
  • Explosion implemented.
  • Updated SAGL (Swords Awesome Game Library)
  • Optimized bits
  • Added 3rd level that features angels.
  • Added lightmapping for lighting.
  • ..and a whole lot more bug fixes and features.

Download here: https://dl.dropboxusercontent.com/s/bj7r1fc3d7sud0o/doctor.zip?dl=1&token_hash=AAGX_pVVs7ks3d9aoTZMmhZujRw88MTQDTP-Eno8-v4xFA

I'll probably keep editing this post until I get everything down. I forget most of what I code..




- The one and only, SwordsMiner.
Offline Troubleshoots

JGO Knight


Medals: 36
Exp: 7-9 months


Damn maths.


« Reply #48 - Posted 2014-01-26 18:39:23 »

Please don't post code that makes me cry. Cry
Here's a much better way to do what you were doing:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
   enum Doctor {
      A {
         @Override
         Doctor regenerate() {
            return B;
         }
      },
      B {
         @Override
         Doctor regenerate() {
            return C; // and so on...
        }
      };
     
      abstract Doctor regenerate(); // you'd call e.g Doctor.A.regenerate();
  }

Nice work though, you've done a lot.

Why are all OpenGL tutorials written in Brainf**k?
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #49 - Posted 2014-01-26 18:41:30 »

Thats ugly. I dont like it.

- The one and only, SwordsMiner.
Offline Troubleshoots

JGO Knight


Medals: 36
Exp: 7-9 months


Damn maths.


« Reply #50 - Posted 2014-01-26 18:57:10 »

Thats ugly. I dont like it.

In my opinion it's beautiful:

  • Type safe
  • More performant
  • More object orientated

Why are all OpenGL tutorials written in Brainf**k?
Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 128
Projects: 4
Exp: 3 years



« Reply #51 - Posted 2014-01-26 19:12:52 »

Thats ugly. I dont like it.
You should probably explain why. Do you not like the look of it, or how it works?

@Troubleshoots That's a decent start, but I think it could be improved:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
 enum Doctor {
      A, B;

      private Doctor(){
           //initialization

      }

      public Doctor regenerate(){
           return Doctor.values()[Arrays.asList(Doctor.values()).indexOf(this)+1];

       }
     
   }

Then you don't have to copy and paste 11 times. Also Doctor.values() should be cached but I wanted to keep it simple. And then if Arrays.asList(Doctor.values()).indexOf(this) returns the last element of the Doctor.values() array then just implement your behavior for whatever happens after 11 regenerations.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #52 - Posted 2014-01-26 19:22:45 »

-snip-
Noo. Noo. No. Thats not how I was using it in the first place. Here is the entire enum.

http://pastebin.java-gaming.org/d42d4710180

then the doctor calls this until he reaches max.

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
public void setDoctor(int i){
      currentDoctor = i;
      DoctorTypes dt = DoctorTypes.getDoctor(i);
      setIdleAnimation(TextureManager.loadTexture(dt.str+"idle"));
      ArrayList<Texture> walking = new ArrayList<Texture>();
      walking.add(TextureManager.loadTexture(dt.str+"walk1"));
      walking.add(TextureManager.loadTexture(dt.str+"walk2"));
      setWalkAnimation(walking);
      setCrouchAnimation(TextureManager.loadTexture(dt.str+"crouch"));
      setActionAnimation(TextureManager.loadTexture(dt.str+"screwdriver"));
      setWalkSpeed(dt.walkSpeed);
   }


- The one and only, SwordsMiner.
Offline opiop65

JGO Kernel


Medals: 153
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #53 - Posted 2014-01-26 20:02:57 »

I don't believe you need that for loop.

Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 128
Projects: 4
Exp: 3 years



« Reply #54 - Posted 2014-01-26 20:05:41 »

@SwordsMiner
I don't see how each doctor becomes the next? Or am I missing something?
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #55 - Posted 2014-01-26 20:43:57 »

@SwordsMiner
I don't see how each doctor becomes the next? Or am I missing something?

Look harder, and the setDoctor is called by another method, that's just where the doctor is set.

- The one and only, SwordsMiner.
Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 128
Projects: 4
Exp: 3 years



« Reply #56 - Posted 2014-01-26 21:03:05 »

You only gave me one file, no amount of looking will find where you're calling setDoctor.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #57 - Posted 2014-01-26 22:18:38 »

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
public void setDoctor(int i){
      currentDoctor = i;
      DoctorTypes dt = DoctorTypes.getDoctor(i);
      setIdleAnimation(TextureManager.loadTexture(dt.str+"idle"));
      ArrayList<Texture> walking = new ArrayList<Texture>();
      walking.add(TextureManager.loadTexture(dt.str+"walk1"));
      walking.add(TextureManager.loadTexture(dt.str+"walk2"));
      setWalkAnimation(walking);
      setCrouchAnimation(TextureManager.loadTexture(dt.str+"crouch"));
      setActionAnimation(TextureManager.loadTexture(dt.str+"screwdriver"));
      setWalkSpeed(dt.walkSpeed);
   }



You only gave me one file, no amount of looking will find where you're calling setDoctor.

The rest is just along the lines of if its not reaching DoctorTypes.Max do currentDoctor++ and call setDoctor(currentDoctor).

- The one and only, SwordsMiner.
Offline opiop65

JGO Kernel


Medals: 153
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #58 - Posted 2014-01-27 01:22:13 »

No. I also wouldn't recommend talking down to Jimmt, or anyone for that matter. How can you expect us to know your code when we cannot see it?

Offline wessles

JGO Wizard


Medals: 64
Projects: 4
Exp: 3 years


Radirius Software Developer


« Reply #59 - Posted 2014-01-27 21:53:05 »

Swordsminer, this is going great, but I have one complaint about your engine.

XML level format. You really have to get a new level editing idea, because that is just crazy inefficient. You are essentially using 20-30x as much space as you could be if you used standard level saving ideas, like saving a text file full of ID's. This will result in longer editing time, and longer parsing time.

Hope this helps,
-wes

Pages: 1 [2] 3 4
  ignore  |  Print  
 
 

 

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

The first screenshot will be displayed as a thumbnail.

ctomni231 (34 views)
2014-07-18 06:55:21

Zero Volt (30 views)
2014-07-17 23:47:54

danieldean (25 views)
2014-07-17 23:41:23

MustardPeter (27 views)
2014-07-16 23:30:00

Cero (42 views)
2014-07-16 00:42:17

Riven (44 views)
2014-07-14 18:02:53

OpenGLShaders (33 views)
2014-07-14 16:23:47

Riven (34 views)
2014-07-14 11:51:35

quew8 (30 views)
2014-07-13 13:57:52

SHC (66 views)
2014-07-12 17:50:04
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
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!