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Post by BonzaiRob on Feb 4, 2008 12:36:43 GMT
I've been working Here are two screenshots: That's Montemore's unfinished station, seen from Route 60. I'm on to Sunset Town and the Desert next. A working battle engine! It just needs a few more tweaks and it's done. I did have some nifty shots of a battle on top of the overworld, but I apparently forgot to put them on my memory stick ;/ Anyway... FMY, how can I get TestBattle to change the gamepart? When I try jepe.Jepe.setGamePart(2) it says that the setGamePart function isn't visible. I'm guessing it needs to be static or something, but I don't really understand :/ Anwyay... with this milestone, we're now just that bit closer to being finished.
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Post by Tropiuslover on Feb 4, 2008 12:43:24 GMT
OMG PT is really still alive! Fantastic Bonzai!
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Post by BonzaiRob on Feb 5, 2008 16:46:27 GMT
Back again with promised screenshot: Not sure when I'll be back next, but there wil probably be saved games involved. Anotehr FMY question: How can I save changes in an external XML file?
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Post by Spazzup on Feb 6, 2008 2:08:14 GMT
I'm glad to see that it's really coming together. Looks awesome. The railway tunnel looks slick too B) How customizable is the battle engine?
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Post by dunsparce on Feb 6, 2008 12:36:01 GMT
n00b Questions:
How come that wild Pokemon isn't on the main site?
And why does it say Rattata?
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Post by mattgcn on Feb 7, 2008 0:12:12 GMT
Just random. And a lot of our new Pokemon aren't on the main sit.e Nice work!
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Post by themuffinman on Feb 7, 2008 1:33:40 GMT
Glad you're getting some work done, Rob. God, I wish I wasn't piled with crap to do so I could try to get my Java to work and try coding. :/ I understand how to to the light coding but I don't get to try it. I should have a lazy weekend, though, to try it again.
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Post by OrangeKecleon on Feb 7, 2008 13:23:37 GMT
I wish I could be more help, but with work and life the odd drop by and sprite for a month or two is the best I can manage. This looks super awesome.
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Post by Spazzup on Feb 7, 2008 21:25:54 GMT
Oh also on saving: do you have any plans to make multiple save slots? That's something that I'm sure everyone wants and I doubt it'd be too hard to implement.
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Post by Tropiuslover on Feb 9, 2008 11:28:59 GMT
I can't wait to see more...
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Post by BonzaiRob on Feb 9, 2008 15:26:24 GMT
Back again, no exciting screenshots this time as I've been doing mostly behind-the-scenes work, and Sunset isn't very finished. I have, however, got the plan for Sunset, which is how I'm planning maps now; the things wrong with it was the bottomright rocks, which ended upa bit different for aesthetics. If anyone wants to make maps like this, PLEASE go ahead. We're desperate for indoor maps for all the towns. Now to answer some questions: How customisable is the battle engine? For now, it depends how much Java you know. Eventually it might be controlled by XML, but not for a while. By that I mean battle flow; new pokemon anbd new moves can all be controlled by XML. We might add some simple NPC logic for more advanced trainers by XML too. Do you have any plans to make multiple save slots? Very much so. It'll be pretty easy to do, too. And now to ask some. MOAR FMY QUESTIONS! 1) Is there a way we can either increase image buffer space, or make it unload images? The worst culprit for this seems to be actiontiles; Montemore won't load with it's adjoining maps, because Route 59 (full of wildgrass) and Route 60 (full of sand) use up all the memory. Here's the error: Sorry, an error occured while parsing the action tiles. java.lang.OutOfMemoryError: Java heap space at java.nio.DirectByteBuffer.asLongBuffer(DirectByteBuffer.java:774) at apple.awt.OSXSurfaceData$DrawingQueue.<init>(OSXSurfaceData.java:1616) at apple.awt.OSXSurfaceData.<init>(OSXSurfaceData.java:68) at apple.awt.OSXSurfaceData.<init>(OSXSurfaceData.java:48) at sun.awt.image.BufImgSurfaceData.<init>(BufImgSurfaceData.java:349) at apple.awt.OSXOffScreenSurfaceData.<init>(OSXOffScreenSurfaceData.java:610) at apple.awt.OSXOffScreenSurfaceData.createDataBC(OSXOffScreenSurfaceData.java:546) at apple.awt.OSXOffScreenSurfaceData.createDataBC(OSXOffScreenSurfaceData.java:569) at apple.awt.OSXOffScreenSurfaceData.createNewSurface(OSXOffScreenSurfaceData.java:154) at apple.awt.OSXOffScreenSurfaceData.createData(OSXOffScreenSurfaceData.java:109) at sun.awt.image.BufImgSurfaceData.createData(BufImgSurfaceData.java:66) at apple.awt.CGraphicsEnvironment.createGraphics(CGraphicsEnvironment.java:316) at java.awt.image.BufferedImage.createGraphics(BufferedImage.java:1159) at java.awt.image.BufferedImage.getGraphics(BufferedImage.java:1147) at jepe.util.GraphicsManager.getImages(GraphicsManager.java:89) at jepe.util.GraphicsManager.getImages(GraphicsManager.java:73) at jepe.image.Animation.<init>(Animation.java:17) at jepe.map.tile.actiontile.Footprint.<init>(Footprint.java:59) at sun.reflect.GeneratedConstructorAccessor6.newInstance(Unknown Source) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Constructor.java:494) at jepe.map.Map.drawActionTile(Map.java:348) at jepe.map.Map.loadBackground(Map.java:334) at jepe.map.Map.loadBackground(Map.java:235) at jepe.map.Map.<init>(Map.java:87) at jepe.part.Game.moveMap(Game.java:120) at jepe.object.MovingObject.moveMap(MovingObject.java:391) at jepe.part.Game.update(Game.java:187) at jepe.Jepe.run(Jepe.java:155) at jepe.Jepe.main(Jepe.java:53) 2) I've been trying to get ledges to work, as actiontiles. Is there a way to create an object/collision rect on an actiontile? I've tried object.collides and Map.collides with no luck, and also things like "new BasicObject(this.image, this.x, this.y, 1, 1, 1, 1);". The other question for ledges is, how does object.moveTo work? With "object.moveTo(elapsedTime, destX, destY, speed);" as 16,0,0,1 it moves the player up one tile and left one tile. There doesn't seem to be any way to just move the player up, for instance. I've played with it, but the destXY variables don't seem to affect it. 3) Displaying people: There seems to be an error with line 142 of MovingObject: "this.config = engine.getEngine().getConfig();" I can't see whta might be wrong :/ This isn't so important, though, so I should probably leave it to you.
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Post by FMY on Feb 12, 2008 22:02:35 GMT
That all looks good Bonzai. Again, good job.
You shouldn't call jepe.Jepe.setGamePart(2), well, not in that way. First of all, as you said, setGamePart is not static, so you shouldn't call it with "jepe.Jepe". Second, don't call it with "2". That works of course, but really isn't good, because your code will break if we ever set Game to be a gamepart other than 2. You should call gamePart as this.engine.setGamePart(jepe.Jepe.GAME); (this.engine is the variable containing the engine in every GamePart).
As Bonzai said, yes. Saving will work different than in the gameboy games, much more like in windows programs, you just choose a save file name when to load or save.
Well, I'm afraid I can't fix that easily. Generally, Java takes care of the memory all by itself, but apparently that doesn't work that good. I'll try to fix it, but I'll need to do some research.
No, actiontiles are designed so that they are only work on one tile. You should do this with actions. They're not implemented yet, but it shouldn't be that hard. Actually, I think the warptile should be an action too, instead of an actiontile. Actiontiles should only be used when the tiles are actually changing. I'm describing the action-xml syntax in a jepe file-format file that should be online later this week (sunday or so) .
Of course you can move objects up or down. How would the player be able to move otherwise? moveTo is however made to move the player gradually, it shouldn't be used for moving it in one drawing (you've got jumpXY for that). Besides, moveTo(16, 0, 0, 1) moves the player to (0,0), radually, with speed 16, so one tile a frame. If the player's not on the first row or first column, it will move diagonally. The best way to let the player jump is, In my opinion:
1) hide the player 2) draw a jumping animation 3) jump (the method) the player to it's destination 4) draw the player again.
That's strange, I don't see any errors either. I'll check it again when you've committed your changes.
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Post by BonzaiRob on Feb 26, 2008 18:32:30 GMT
I'm back online permanently now I'm currently working on a small surprise, which might attract more game developers to use JEPE. It's not ready, but I'l commit the rest of my changes to the SVN. And get the non-flickery version.
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Post by FMY on Feb 26, 2008 23:08:09 GMT
Awesome! Bonzai's back, I'm really glad about that. Now I can see all the wonderful changes you've donr.
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Post by BonzaiRob on Mar 13, 2008 0:22:54 GMT
Time to update! Ledges work but don't animate properly. We're working on it. The battle engine took a back seat to my surprise, which might not be revealed until the next demo. I'll probably start working on it again soon. Actiontiles got a bit updated and work better now, notably footprints. Sunset's still not done because I can only load it once before Java runs out of image buffer space. I'm going to try to work on that one tonight. NPCs can now be displayed, but they don't have any actions just yet.
Also soon on the agenda, for me anyway, is working on player animations, like walking into a wall or jumping or digging.
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Post by BonzaiRob on Apr 19, 2008 11:56:42 GMT
Loading and saving are now possible, and the wildbattle loads pokemon and their stats dynamically. Nature Boy (formally Opal Gyarados) has been promoted to Mod, for doing a lot of mapping work. Congratulations!
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Post by Nature Boy on Apr 21, 2008 6:59:44 GMT
thanx BonsaiRob XD i appreciate it i actually do indoor maps i finished montemore gym
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Post by Tropiuslover on Apr 21, 2008 18:47:22 GMT
Ehh... congrats?
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Post by Nature Boy on Apr 22, 2008 3:12:28 GMT
thanks XD TL!
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Post by BonzaiRob on Jul 6, 2008 18:22:27 GMT
*blows dust off of project, coughing* Well, it's been a while. i've not really worked on this for quite a bit, what with coursework, SSBB, and other engagements. HOWEVER!! I've done a bit, and I should be able to carry on, if at a slow pace. Screenshot! I still need to work out how to code newlines from scratch, and also the downy button and questions and things. Also to get it to disappear.
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Post by Nature Boy on Jul 11, 2008 10:04:34 GMT
yep thats my indoor map alright ^_^ good stuff Bonzai (weres the carpet [entrance]?)
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Post by BonzaiRob on Aug 14, 2008 19:33:39 GMT
Another vague update: No closer to coding the text stuff properly, although it disappears if you want it to now. The good news, though, is that the battle engine is progressing. I added type relations in most recently (very easy for new game developers to cange or make additions to). Next, it's getting moves to load from xml properly. No screenshot yet unless you like reading code. However, some syntax for type relations:
<fire> <water>0.5</water <grass>2</grass> </fire>
As easy as.
Anotehr thing is, I'm bored of being the only person making progress, i want to be reading about it too. Mature users, and those who contribute and work steadily, are now increasingly likely to be promoted to staff. Get work done and you get rewarded.
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Post by donpatch on Aug 22, 2008 20:32:54 GMT
Wow, good to see you are still working on PT. The type syntax is very smooth and efficient.
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Post by ..:Infalen:.. on Aug 23, 2008 15:09:10 GMT
Okay, Bonzai, but I still really have nothing to work on... or no one told me. Oh, BTW, I am going to learn Java in school, so I may be able to help, someday .
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