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  Super Doctor Who!  (Read 41363 times)
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Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


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« Reply #30 - Posted 2014-01-27 21:12:52 »

Adding on to what @wessles said, maybe you should parse levels from an image. It doesn't take up that much space, and makes it really easy to design levels because you can see what it will look like as you edit it.

Offline wessles
« Reply #31 - Posted 2014-01-28 00:34:40 »

0 -> Assign an ID to all tile-types
1 -> Use PrintWriter to write all the corresponding ID's
2 -> Read it later, and assign a Tile[][] to all of the IDS's
3 -> Render

Of course, this is a pain to get working if you have no experience with ID based-tiles.

I usually use Doppler Tile Map Editor to edit the maps. I actually wrote a writer and parser for it in my game engine MERCury. You can find it here, if you want. I used it a bit, and it seems fairly clear from any bugs. It is independent, of the engine itself, so you can just take it only, and not the rest of the engine, since you seem fairly opposed to that.

Have a blast,
-wes
Offline wessles
« Reply #32 - Posted 2014-01-28 00:47:29 »

I like notches approach in Minecraft. Here is how I use it now:
1  
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3  
4  
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// Tile.java
public static Tile stone = new TileStone().setId(0).setSolid(true);
public static Tile dirt = new TileDirt().setId(1).setSolid(false);

...

// Game.java
Tile.stone.render(x, y);


It's basically a hacked up enum that you can do just a bit more with.

But I can't do everything for you, but I am confident that you can find your way from this point.

Have fun,
-wes
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Offline wessles
« Reply #33 - Posted 2014-01-28 01:05:45 »

Quote
thats not a tilemap
What do you mean? Are you not using tiles? Do you mean the level you have made so far?
Offline wessles
« Reply #34 - Posted 2014-01-28 01:29:45 »

Nice!
One thing you may find... frustrating later on is making a level editor. I mean, it won't hurt for a bit, but when it does... Ger. That is why I write parsers instead, but go with whatever you want.

Good luck!
-wes
Offline kingroka123
« Reply #35 - Posted 2014-01-28 02:38:29 »

Multiplayer without servers? I don't know if that's possible but I would like to not have to forward my ports everytime i want to start a server. I really like the game and idea though. As a huge Doctor Who fan, I commend you on your venture in this game.
Offline Opiop
« Reply #36 - Posted 2014-01-28 13:29:54 »

Thats still a server and it still has ports... Not to mention you're severely limiting the player in what they can do. I could care less about playing on LAN, I rarely ever do. LAN parties are fun, but you need both.

And no, not RIP the host. LAN still has a host.
Offline wessles
« Reply #37 - Posted 2014-02-02 04:34:00 »

Woah! You got LAN working that quickly?! Demo, please?
Offline StephenJSweeney

Junior Devvie


Medals: 1
Projects: 3



« Reply #38 - Posted 2014-02-02 17:45:21 »

re: the map editor.

When I made Metal Blob Solid, my map data would simply be a series of numbers:

0 0 0 0 0
0 0 0 0 0
4 4 4 4 4

0 = empty square
1 = water
2 = slime
3 = lava
4 - 150 = a ground tile
151 - 200 = foreground tile

The map data lived in a multidimensional array:

1  
private final int data[][] = new int[WIDTH][HEIGHT];


The game would then load the tile set, looking for files called 1.png, 2.png, 3.png, etc. It wouldn't error on a missing tile image, so you wouldn't need to provide all 200. Creating a map editor for this was very, very easy, as it was just updating a number in a multidimensional array.

Consider doing that, if you've not done so already.
Offline Slyth2727
« Reply #39 - Posted 2014-02-02 19:11:26 »

I've seen this project in the latest posts but never really looked at it. Strange, because I used to watch the show a ton.
I'll say one thing:
I love the Dalek.

Pretty cool man Pointing
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Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


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« Reply #40 - Posted 2014-02-05 04:30:58 »

With 2D lighting you can cheat and not have to rely too much on GLSL.

Just draw all the visible lights onto a black image, and then multiply the RGB of the lighting image with the RGB of the current view. (You might need GLSL here)

Offline wessles
« Reply #41 - Posted 2014-02-05 23:53:46 »

I don't really like that. It looks like a diamond, when a reverse vignette effect would be far better looking.
Offline Opiop
« Reply #42 - Posted 2014-02-05 23:55:50 »

Um, what ratio? He meant the diamond looks weird because its well... diamond shaped. Lights don't naturally project in a diamond shape.
Offline wessles
« Reply #43 - Posted 2014-02-06 00:01:31 »

You don't need a width and height. Just a one radius.
Offline wessles
« Reply #44 - Posted 2014-02-09 04:43:34 »

Quote
Its Wessles Fault!

Very well. You will be a character in Vehicular Fun, Swordsminer. I bet you cannot WAIT until vehicles come in. And flame-throwers Wink.
Offline Brynn
« Reply #45 - Posted 2014-02-12 00:23:43 »

Companions completely implemented, but only clara right now. The can punch enemies and ofc will have configurable stats using a CompanionTypes enum, like the DoctorTypes on the 3rd? page. I added more messages to the exception handler random messages, and also started implementing global entities and converted the doctor from its own entity to a global entity, pretty much so I have a cleaner game class. Also, the entire enemy AI was rewrote, the most notable additions are:

  • Enemies no longer track players through walls
  • Enemies can track any entity now (not just the doctor)
  • Angels can move if they are not in anybody's lightmap
  • Along with the above, they can only move when everybody is blinking.

Also I implemented a sexy revereor logo at the start of the game and the "exterminate" sound effect is played half way through the sequence, which shows off how dynamic my component class and display are. (shows you I don't jump to the game class)

Images: (first shows clara punching a dalek, and her gui, which consists of blinking. Second shows dalek not tracking through wall, third is the logo)





And lastly, I am using two monitors for coding now AND I am using a dark coding scheme, which helps with NOT hurting my eyes. For the monitors, utils and coding on one, console, problems, package explorer and outline on the other. I love it!
 
Offline Brynn
« Reply #46 - Posted 2014-02-15 03:56:43 »

No notable updates for multiplayer development, but heres a sneak peak at level 4 and a new (bouncy) block.

Click to Play
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