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Messages - Builderboy
Pages: 1 ... 339 340 [341] 342 343 ... 375
5101
« on: December 10, 2009, 10:08:03 pm »
Nice engine! I see you have tiles that you can walk over, yet you don't erase them after you continue on, its a nice touch, and the the ASCII graphics are really nice!
5102
« on: December 10, 2009, 08:12:43 pm »
As promised, here is the screenshot of the (most likely) finished map display thingy 16 rooms, this will be the smallest sector in the game, and used to get users used to controls and game style There are different types of rooms represented here. The 4 rooms on the right are the prison cells, the one in the bottom left is the Boss Room. The normal one in the top right looks weird because it is flashing to show your current position. These are quadruple layer text sprites, but only use 2 strings (they use each string twice with an offset of 2 left/right). For other sectors, other strings/maps will be represented. Now that the map system is up and running (phew) I will start hard coding in all the dialogue, which might take a while as i'm running out of room, and i need to get everything archiving and unarchiving properly now
5103
« on: December 10, 2009, 10:18:57 am »
You also forgot I am simply a piece of self-aware software.
5104
« on: December 09, 2009, 10:12:17 am »
I, for one, was never able to get Xtetris multilayer to work, usb or i/o.
5105
« on: December 08, 2009, 12:52:41 am »
well 'm sure that wasn't his intention when he asked to see the source
5106
« on: December 07, 2009, 10:24:09 pm »
You'l have to ask him, that would be really cool!
5107
« on: December 07, 2009, 10:23:08 pm »
Ohhhhh i see now. Well, it seems to work pretty good!! I think i may have to stop reading this thread for a while for the better of my health
5108
« on: December 07, 2009, 10:20:54 pm »
Don't worry about me and Serenity And escape reminds me of a game i made way back when i first learn text sprites (even before Portal) and it was basically a watered down, slow version of Donut Quest without the awesome graphics
5109
« on: December 07, 2009, 10:16:21 pm »
Ah, its a programing environment for making games and simulations. It has libraries for interfacing with the keyboard, mouse, and screen, so its a great and easy way to make games for java. Its what i used to make WaterWorks, and as you can see, it is quite powerful. (Although i overrode much of the basic Greenfoot core to bypass certain features ) For more information, this page might be of help http://www.greenfoot.org/about/whatis.html
5110
« on: December 07, 2009, 10:13:27 pm »
Yay falldown! Can't wait for screenie
5111
« on: December 07, 2009, 10:13:04 pm »
All in good time my friend
5112
« on: December 07, 2009, 10:08:58 pm »
I've had many a project that died because of that lack of spark, I feel for you
5113
« on: December 07, 2009, 10:08:12 pm »
Or you could just multiply by .1666 and call it good . I assume you are doing somthing similar to that with 3/16 = .1875?
5114
« on: December 07, 2009, 10:06:10 pm »
Actually I just ran some tests, and I can render the whole map frame in under a second, so I might not have to deal with this picture thing at all! It takes about just as much time as it takes to load up the new/load window in the main menu, for comparison I'm integrating the map system into the pause menu right now, and soon will start integrating xcopy into everything (ahhhh! :O)
5115
« on: December 07, 2009, 10:02:04 pm »
Sure, Its already been uploaded on the website page! http://greenfootgallery.org/scenarios/1083Just click on 'download' source above the game window. You can view the individual .java files in the project folder, but if you want to play with it, you will have to download Greenfoot. (and then you can have fun taking advantage of the game! )
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