News: Go to the wiki and do the Flying Ship tutorial May 20, 2012, 04:09:47 am
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2playgames
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« on: June 20, 2007, 04:33:58 pm »

http://openwar.bartvanheukelom.nl/demo2/
http://openwarrts.svn.sourceforge.net/viewvc/*checkout*/openwarrts/demo2/export/
The game is now standalone, no longer an applet, so you can run it by downloading from SVN
« Last Edit: June 27, 2007, 10:01:40 pm by 2playgames » Logged




Darvin
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« Reply #1 on: June 20, 2007, 07:58:30 pm »

I see (perhaps appropriately) a blank page with "top down RPG" one the top  Roll Eyes

Anyways I'll fully admit that I haven't done nearly enough with this commitment.
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2playgames
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« Reply #2 on: June 20, 2007, 08:01:12 pm »

yes, that was indeed the full applet at the time you visited

now you can move a ball with the WASD keys and the mouse
(click the applet to activate key input)
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Darvin
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« Reply #3 on: June 20, 2007, 08:33:14 pm »

Ok, just so you're aware that applet isn't working in IE.  Compatability is a big issue for us, although fortunately it's pretty darned easy to download firefox (the "real solution", as my prof put it last semester when people with IE8 couldn't sign up for the mailing list Roll Eyes)

May I presume the source code is in the Wiki?
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2playgames
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« Reply #4 on: June 20, 2007, 09:09:26 pm »

I have applied for SVN hosting on Sourceforge, which should be approved in about 2 days

The applet not working might have to do something with the html code I used, or more likely that you don't have the newest Java plugin (6) or don't allow applets because of security
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The Dead Player
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« Reply #5 on: June 20, 2007, 09:28:52 pm »

Can somebody explain me what's the WASD keys  Embarrassed
« Last Edit: June 20, 2007, 10:35:50 pm by The Dead Player » Logged
2playgames
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« Reply #6 on: June 20, 2007, 10:00:32 pm »


but I guess you have an AZERTY keyboard so you don't have them Sad
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The Dead Player
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« Reply #7 on: June 20, 2007, 10:36:57 pm »

Oh... yep I have an AZERTY
What can I do? Use ZQSD or WASD? Or nothing for the moment...
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2playgames
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« Reply #8 on: June 20, 2007, 11:26:03 pm »

use WASD Tongue

i've update the applet. it now uses the very early beginnings of the engine. it also has the player as a rotated sprite
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Darvin
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« Reply #9 on: June 20, 2007, 11:53:12 pm »

There I was just going to ask for an arrow :-P

How do you guys think the movement system feels?  I think that's a great, but underused, way to do top-down gameplay.


Quote
Oh... yep I have an AZERTY
What can I do? Use ZQSD or WASD? Or nothing for the moment...
We'll definitely need to support other types of keyboards.  It shouldn't be too hard to put in a toggle for AZERTY equivilent keys right now, but in the finished product we should definitely have a control menu to let players set them to whatever they want.
« Last Edit: June 20, 2007, 11:56:09 pm by Darvin » Logged
2playgames
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« Reply #10 on: June 21, 2007, 12:02:10 am »

it feels ok, a bit weird when walking around. i suspect it will come quite in handy in battle though
Quote
We'll definitely need to support other types of keyboards.  It shouldn't be too hard to put in a toggle for AZERTY equivilent keys right now, but in the finished product we should definitely have a control menu to let players set them to whatever they want.
well of course Smiley
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Darvin
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« Reply #11 on: June 21, 2007, 12:20:06 am »

My one complaint with what's implemented right now is that you actually run faster if you move in a diagonal.  We need to control absolute speed, we cannot simply split it into the two axis and treat them independently.

As it is, we have five types of motion; forward, forward-diagonal, strafe, backwards-diagonal, backwards.  The code should be made so we only need to adjust a constant to change the absolute speeds of any of these five modes.
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2playgames
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« Reply #12 on: June 21, 2007, 04:20:02 pm »

I've uploaded an updated version, which now has a class Vector2 which helps with this kind of stuff, and has made fixing the movement speed a very easy thing Smiley

Update: it now has double buffering for drawing

* Vector2.java (5.84 KB - downloaded 67 times.)
« Last Edit: June 21, 2007, 05:15:59 pm by 2playgames » Logged




Darvin
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« Reply #13 on: June 21, 2007, 05:46:17 pm »

Great work; not as choppy as before, either.


If you could add a quick fix so he stops moving when he gets very close to the cursor, that'd be great.
« Last Edit: June 21, 2007, 05:49:36 pm by Darvin » Logged
2playgames
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« Reply #14 on: June 21, 2007, 06:06:17 pm »

It had that before, but that became a bit more complicated with the new movement. I'll be sure to add it later though
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Darvin
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« Reply #15 on: June 21, 2007, 07:35:42 pm »

In the final product, the map will probably scroll around the character, with the character always in the middle, so it won't be as important then.  However, we still don't want to see a joker turning his sprite into a windmill :-P
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2playgames
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« Reply #16 on: June 21, 2007, 08:07:11 pm »

By the way, the frame number you see at the top-left is stored in a long. I did this so the game can run for a long time, but apparently it's a bit too much. With a game speed of 60 fps, the game would be able to run for....millions of years Tongue

So in the next version I'll turn it back into an int Roll Eyes
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Darvin
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« Reply #17 on: June 21, 2007, 08:20:52 pm »

Well, each bit you add doubles the maximum value it can hold.  A long has double the bits of an int (if I remember correctly), so that's equivalent squaring the number of frames it could run for.  If it ran for 60 frames (1 second...) before, it would now run for 3600 frames (... one minute!) after.  Now, this exponential growth, not linear, so if it ran for 3600 frames before (one minute), it now runs for 12960000 frames (sixty hours!).  That's explosive growth, huh?
« Last Edit: June 21, 2007, 08:22:49 pm by Darvin » Logged
2playgames
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« Reply #18 on: June 21, 2007, 08:40:45 pm »

wait...huh..what? no...the game runs at 60 fps, whatever type you store the current frame in  Huh?
the variable i'm talking about holds the number of frames that have passed
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Darvin
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« Reply #19 on: June 21, 2007, 08:53:23 pm »

That's what I'm talking about; the maximum value it can hold doubles every time you add a bit; if you double the number of bits, you square the value it can hold.  Just remarking on exponential growth; you can get some obscene values very quickly from it.  That's actually very big in efficiency of algorithms.
« Last Edit: June 21, 2007, 08:57:13 pm by Darvin » Logged
2playgames
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« Reply #20 on: June 21, 2007, 09:42:06 pm »

I know that, but you said
Quote
If it ran for 60 frames (1 second...) before, it would now run for 3600 frames (... one minute!)
which implied that the type of variable you store in it would affect the game speed Wink
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Darvin
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« Reply #21 on: June 21, 2007, 10:22:25 pm »

I know that, but you said
Quote
If it ran for 60 frames (1 second...) before, it would now run for 3600 frames (... one minute!)
which implied that the type of variable you store in it would affect the game speed Wink

The statement means that if the maximum number of frames it could remember was 60 (one second of time to reach the maximum) before you doubled the memory size of the variable, then the maximum number after the double would have been 3600 frames (it would take one minute to reach this at 60 fps).
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2playgames
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« Reply #22 on: June 21, 2007, 10:23:13 pm »

oh, that "ran" Roll Eyes
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2playgames
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« Reply #23 on: June 22, 2007, 11:15:27 am »

Quote
If you could add a quick fix so he stops moving when he gets very close to the cursor, that'd be great.
done.

the JAR file (http://openwar.bartvanheukelom.nl/demo2/topdownrpg.jar) now also contains the source code (open it with WinRAR)

and the Javadoc documentation can be found here.
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Darvin
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« Reply #24 on: June 22, 2007, 05:01:33 pm »

I got around to reading through the code (UML diagram would have been nice, but I could roughly see how such a small program interacted, anyways).  It was very well commented, so good job.
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2playgames
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« Reply #25 on: June 27, 2007, 10:03:34 pm »

I've made lots of changes today:
- the game runs in window now
- i've added a Sprite class, which holds (surprise) a sprite, possibly with animation
- the Player is much simpler, a lot of functionality has been moved to Sprite and GameObject
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2playgames
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« Reply #26 on: June 29, 2007, 04:21:55 pm »

And many changes again:
- a bouncing kirby in the screen
- managers to load sprites (including from a batch file) and tilesets
- more. check it out yourself to see
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2playgames
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« Reply #27 on: July 02, 2007, 10:33:38 pm »

Some of the updates:
- new features to draw scaled and alpha images
- hardware accelerated graphics
- new class Box, which has a Vector2 size and Vector2 position, and helper methods
- a tile map for background
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2playgames
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« Reply #28 on: July 15, 2007, 07:55:04 pm »

from now on i'll just enter comments in the SVN log which you can see here:
http://openwarrts.svn.sourceforge.net/viewvc/openwarrts/?view=log
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