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Design Philsophies and shit.

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  • #46

    Originally posted by Chicken View Post
    Added trap npcs and triggerables. You can trigger one NPC and every npc inside of it will in turn be trigger (super angry npcs XD) Example is using the suspicious box which has a bunch of damage traps. It used to have a teleport in it also, but I removed it so I didn't need to open another level to edit. Also started working on riddles/questions. Super early stuff, but it seems to be going decently.

    I've also been emssing around with the rendering of text, to steer away from what I am using now and writ my own that can handle colour etc. So I can colour code commands, items, etc. Had a lot of trouble with it so far, but should get there.

    You can't just stick this in a JLabel and use html tags to handle all of that?


    • #47

      Good call, but I did want to have a crack at doing it myself. I experimented with the stylized JText components when I was working on the text editor. that I created and it certainly would work for this quite nicely as a backup plan for this. However, I'm in no rush to finish this as it has always been an experimental and practicing thing.

      Made some progress on the quizz/guess system.Just need to setup a way to block normal input into the main game, have the riddle be able to have customization fail states. e.g damage on failure, teleport on failure, w/e and then just possibly clean up some code with it. It
      's not super nice code atm. I'ld call it a rough version.

      Last edited by Chicken; 2017-09-12, 04:21 PM.


      • #48

        Rebuilt the entire multi choice system to work with any type of object. I can now use it for handling results like true or false, returning objects of any type. Useful for name conflicts and editing options or something to that effect. Took a fair bit, but it's working quite nicely.

        tricxta, Dylan and 2ndwolf like this.


        • #49

          Handling entity name conflicts now with the multi choice. Also allowed for Win/Fail actions to be performed. All loaded in the room file. Currently just some basic ones. Say the equivalent of you suck for getting it wrong, damage the player, congrats, heal the player and give an item to the player. I may add in triggering of NPCs within the room, but I might start working on a better UI instead or saving/loading or lexer and parser stuff for input.

          The other thing I wouldn't mind doing, maybe, is to use the choice system to create a battle system, but that would be something for way later and if I decide to continue working on this once the other crap I mentioned is finished XD

          Last edited by Chicken; 2017-09-28, 03:03 PM.


          • #50

            How does one create a text adventure with your thing?


            • #51

              Right now it's just in a text editor via XML. Next step after this stuff, I'll whip up a quick graphical editor for creating the scenes etc.
              2ndwolf likes this.


              • #52

                Right now it's still early, but meh, after a few days of trial, experimenting and tons of error. I finally have something lol. Still tons of aligning, bugs, auto-scaling to do, but I am hopeful. The text area at the bottom is temporary also, just for testing purposes.

                tricxta and Rou like this.


                • #53

                  I follow the Keep-It-Simple-Stupid philosophy, or KISS for short.

                  Implement a bare-bones solution, thinking about design along the way. Every time I encounter a problem (usually data flow between objects), I note it down and then hack it together to work. Once I have a 'functional' solution, I then go back and fix it so it's elegant and won't blow over if there's a slight breeze.

                  I have a major problem with analysis paralysis. I used to design everything meticulously from the get-go and I'd end up using most of my time drawing up designs instead of actually developing code.

                  EDIT: Bad habit of inserting random words mid-sentence.
                  Last edited by Pyrez; 2017-10-21, 04:52 PM.
                  Yggdrasil, Onijustin and 3 others like this.
                  - Creator and Owner of Dreamscape


                  • #54

                    Depending on how complex I think a system is going to be I will lay down and think on it and write some notes, sketches, etc now. I did this when figuing out my saving system, which turned out to be easy as pie, lol. However, I have been just cranking what you have said with a barebones XP style and then just working on it more andmaking it more efficient, with refactoring when I need to etc.

                    Just feffectively done the same with a loading system. Which was super easy because of how much work I put into my multi choice system I have also finished the player state saving and loading. So, it all works correctly. I still have a few things to work on with formatting the saved files, maybe encrypting it also.

                    I ended up putting my own UI stuff on the heap, as It was taking up a lot of effort and time. I did however get it scaling, resizing, etc correctly with accurate text positions.

                    Once I have done with the save/load system completely, I will be working on the input system. Deciding if I go super simple or straight up making a parser for it. As I have been reading into compilers/interpreters etc.Would be interesting to try it out and would be kinda neat to have a broad dictionary for e.g look a, peer at, stare at, examine, etc.

                    Dylan likes this.


                    • #55

                      Got my text engine to a nice enough stage, even though I never implemented string input haha, but I think I might move on from it now. It was an excellent project for learning from.

                      Anyways, I can finally do some more things again and I have been learning/messing around with LibGDX and some trigonometry. This is all just testing stuff and I thought it looked kinda neat.

                      The stars in the background were meant to make a snowfall effect, rather then a star map type thing. As I said, just mucking around and often going on tangents.

                      Added variable brush sizes, tile popping for selected. Spent a ton of time figuring out why when I offset the map from 0,0 it went to shit XD figured it out eventually, was super silly also :X

                      Did some other shizz to
                      Last edited by Chicken; 2018-01-20, 03:06 AM.
                      tricxta and Dylan like this.


                      • #56

                        Libgdx is love, libgdx is life.
                        Chicken likes this.