Author Topic: Juggernaut  (Read 33963 times)

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Offline Munchor

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Re: Juggernaut
« Reply #45 on: December 23, 2010, 04:43:04 pm »
Approximate. I don't think anyone wanted to write out the precise value.

Windows vista is probably 5000000 and 7 is 3/5 of that xD (completely random values).

EXODUS IS A Basic Program with 1000 lines? WOW. I'm chocked.

Offline nemo

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Re: Juggernaut
« Reply #46 on: December 24, 2010, 02:10:38 pm »
map editor almost done! today has been a day of error checking... error checking for faulty tiles, error checking for faulty input (Hot_Dog's Correlation Font Compiler)... i'm done with error checking for the day. no screenie, but you know you want to see the 666th line of code:
Code: [Select]
public Enemy(int tileX, int tileY){

also, i broke 1000 lines today. i'm at 1057. it's crazy managing this much code...

My longest program is 300 and I can't handle it without printing it, but woah 1000? I couldn't possibly handle that. They're in separate files, right?

nope, they're in the same file. i've just memorized approximately where certain sections of code are. ctrl+g allows me to jump to any line i want.
on a side note (This might have been answered before, sorry if I didn't see it), what java editor do you use?

as scout said, i use JCreator LE. it's lightweight but i also have eclipse if i'm in need of more features.


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #47 on: December 26, 2010, 04:55:59 pm »
The Nspire OS most likely has 500000 lines of code or so, but only 20% of them are actually used in anything in the OS.

Offline nemo

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Re: Juggernaut
« Reply #48 on: December 26, 2010, 11:32:27 pm »
more progress! level editor is practically complete. the screenshot is the first level of Juggernaut. there will probably be two other "introductory" levels like this before some thinking is required to solve the levels. by the way, the redo/undo/help/save/load/exit buttons were designed by me (: i'm quite proud of them. bilinear gradient + dodge/burn + saturation in GIMP = success. i'm thinking of changing the main menu to them.

Offline c.sprinkle

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Re: Juggernaut
« Reply #49 on: December 27, 2010, 11:08:24 am »
This is nice! When is the deadline for the contest?

Offline nemo

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Re: Juggernaut
« Reply #50 on: December 27, 2010, 11:11:31 am »
This is nice! When is the deadline for the contest?

thanks! the deadline is the 15th of February, so i have a lot of time to work on the navigation system, which i'm a little nervous about because i need to make my classes play nice with each other.


Offline c.sprinkle

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Re: Juggernaut
« Reply #51 on: December 27, 2010, 11:14:12 am »
How soon will it be playable?

Offline nemo

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Re: Juggernaut
« Reply #52 on: December 27, 2010, 11:20:59 am »
How soon will it be playable?

the engine is pretty much finished. i won't be releasing the game until after the deadline though. here's a list of things i need to do:

Menu
-add navigation and sub-menus
-add custom level support
-implement saving/loading levels
-use buttons instead of rectangles (see first post)

Level Editor
-add ctrl+z and ctrl+y shortcuts for undo and redo, respectively
-implement saving/loading of custom levels

Gameplay
-support half-broken blocks
-turn on the ability to die (it's implemented, just turned off for testing purposes right now)
-add in transitions between levels
-fix small physics bug. happens just enough to be noticeable and annoying, but still rare.


Offline c.sprinkle

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Re: Juggernaut
« Reply #53 on: December 27, 2010, 11:26:17 am »
I will be really excited to see this.

Offline DJ Omnimaga

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Re: Juggernaut
« Reply #54 on: December 27, 2010, 05:38:38 pm »
Nice nemo. Just make sure the first levels aren't too hard. An example of too hard is the first level in Donut Quest and the Beta of Exodus 0.95, as well as Pyrix 1.0. The difficulty curve should be reachable by everyone IMHO.

Offline nemo

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Re: Juggernaut
« Reply #55 on: December 27, 2010, 09:02:28 pm »
Nice nemo. Just make sure the first levels aren't too hard. An example of too hard is the first level in Donut Quest and the Beta of Exodus 0.95, as well as Pyrix 1.0. The difficulty curve should be reachable by everyone IMHO.

i hope it will be.

also, i need some input. what key should be for shooting the laser? ideally, i'd use Spacebar. but for some reason, it causes conflicts with the right arrow key. right now i'm using Z but it's kind of awkward. i'm thinking of using F for people who use the homerow.


Offline c.sprinkle

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Re: Juggernaut
« Reply #56 on: December 27, 2010, 09:10:36 pm »
That would make sense. F for FIRE THE LASER ----------------------------------->
« Last Edit: December 27, 2010, 09:10:53 pm by c.sprinkle »

Offline nemo

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Re: Juggernaut
« Reply #57 on: December 27, 2010, 10:32:47 pm »
alright, i think this is the final main menu. suggestions?
This is the one submenu:
Play
-Slot 1 (Empty)
-Slot 2 (Lvl 3)
-Slot 3 (Completed)
-Custom

the other three options act as you'd expect.

edit: i just realized these are the exact same options as i had first... the main menu has jumped around from Play, Help, Quit to New, Load, Help, Quit to New, Load, Help, Level Editor, Quit and now back to this.
« Last Edit: December 27, 2010, 10:36:49 pm by nemo »


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #58 on: December 28, 2010, 01:44:49 am »
Nice, although for some reasons there seems to be some white stuff surrounding buttons. As for the laser key I am used to have Z for jumping and X for shooting, but otherwise I don't have any other suggestions right now.

Offline nemo

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Re: Juggernaut
« Reply #59 on: December 28, 2010, 12:43:15 pm »
Nice, although for some reasons there seems to be some white stuff surrounding buttons. As for the laser key I am used to have Z for jumping and X for shooting, but otherwise I don't have any other suggestions right now.

yeah, the white stuff is because when i edited them in GIMP the background was white, and the buttons were automatically anti-aliased into the white background. i tried to take most of it off.