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Eckhart

Member Since 29 Jul 2011
Offline Last Active Aug 22 2013 12:46 PM

Topics I've Started

Indiehub.net: Personal Indie Development Forum

17 August 2013 - 03:27 PM

Hey guys, I'm here to tell you about Indiehub.net. It's a website similar to gamedev.net, except it's much much smaller. The website has quite a history, it splintered off of a VB6 engine's website when the engine went closed source. Now a lot of people use engines based off the VB6 one(called mirage or eclipse), but the community is branching out. Its got a nice personal vibe, and several very talented people. Check it out.


Troubles drawing on an image with Graphics

11 August 2012 - 11:14 PM

I'm working on a game, and I thought color based collision would be a good idea. Now I've got the basic system worked out, but for some reason it just doesn't quite work. Allow me to elaborate. I'm using slick2D and Java, by the way.

Here's the code that should make the image.
http://pastebin.com/3y3Ut0dq
This should work, right? yes, and it does, but only if it's called in a certain way.

This is called in the update method, near the bottom.
http://pastebin.com/gjG4wvRx
http://pastebin.com/1uG82VX0

Of course, I should be able to just call it in the init method, but that doesn't work and in the off-chance that something weird is happening with the init method I just put it in the update method. When I render the collision map, nothing shows up.
http://pastebin.com/8C5ATQGQ

But then, if I create a collision map in the render method as shown, the collision map shows up exactly how it's supposed to.
http://pastebin.com/Pp526J73

If I load the player's collision map in the render method or set the player's collision map to a collision map made in the SimpleGame class, it still doesn't work. Any help would be very appreciated, feel free to ask for more code. By the way, the Game Class is SimpleGame, MapHandler has the CollisionMap method, and Player is a class that holds mapChange().

Thanks in advance.

[rpg]Character Progression/Difficulty

29 July 2012 - 09:43 PM

Hello Everyone, I come to you to ask about character progression, and how the environment should react to it. The game I'm working on is an RPG vaguely similar to zelda in feel. It focuses on the main quest with a few short side quests. I'm intending for the player to gain new abilities and equipment as he progressed, but I'm stuck on whether or not to level enemies, or how to level enemies. Here's a few ideas I have right now. I do not intend to make it easy for the player to increase his stats, if he can increase his stats at all.

1)The player gains better equipment and abilities as he progresses. Enemies in the gentle slopes are easy and remain easy as the character progresses, but enemies in mountains/desert/ruins are hard from the start and remain hard. Basically, the player must acquire the new equipment and abilities in order to beat the hard enemies in the different environments and progress.

2)The player gains better equipment and abilities. Enemies are partially leveled; enemies in the gentle slopes are still easy but get slightly stronger as the player progresses, and enemies in the mountains are harder but still level with the player to always give the player a fighting chance. Basically, the player can acquire new equipment and abilities if he wants, but if he chooses not to he will still be able to beat the game, though it will be tougher.

3)The player's equipment and abilities give the player more variety in his attacks and allow for more creativity, but do not necessarily make him more powerful. The enemies are always the same level, and it is almost as easy to kill liches and skeleton champions as it is to kill the wolves from the central plain.

Which plan do you think would work best, and why? Do you have other ideas on a plan that could work? Feel free to ask for more information.

Thanks for looking at this.

NullPointerException

08 January 2012 - 01:15 AM

Well, I've been trying to learn some Java for a while, but I'm having some trouble with the following code:
package net.devox.basic;

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.image.BufferedImage;



/*
* Title: Game
* Version: 1.0.0
* Desc: This class is used to control and pack together the
*	   methods required to run the games logic in a central
*	   location.
*/



public class Game extends Canvas
{
		//buffer for off screen drawing
		private BufferedImage buffer;
	  
		private static final long serialVersionUID = 1L;

		private void init()
		{
				//turn paint off
				this.setIgnoreRepaint(true);
				//set size
				this.setSize(GUI.WIDTH, GUI.HEIGHT);
				//set Focusable
				this.setFocusable(true);
				//create buffer
				buffer = new BufferedImage(GUI.WIDTH, GUI.HEIGHT, BufferedImage.TYPE_INT_ARGB);
			  
			  
		}
	  
		public void start()
		{
				//initialize game
				this.init();
				//start loop
			  
				while(true){
						try{
								this.update();
								this.drawbuffer();
								this.drawscreen();
						}catch(Exception e){e.printStackTrace(); Main.close();}
				}
			  
		}
	  
		private void update()
		{
				return;
		}
	  
		private void drawbuffer()
		{
				//set buffer
				Graphics buff = buffer.createGraphics();
			  
				//do drawing logic
				drawrect(buff, 10, 10, 10, 10);
			  
				//clear buffer
				buff.dispose();
		}
	  
		private void drawscreen()
		{
				Graphics2D g2d = (Graphics2D)getGraphics();
			  
				// Render Buffer to Screen
				g2d.drawImage(buffer, 0, 0, this);
			  
				Toolkit.getDefaultToolkit().sync();
			  
				// Dispose of Graphics2D
				g2d.dispose();
		}
	  
	  
		//Generic render method. Change this.
		private void drawrect(Graphics buff, int x, int y, int width, int height)
		{
				buff.setColor(Color.BLACK);
				buff.drawRect(x, y, width, height);
		}
}
( http://pastebin.com/A8hEgMMf )
I get the error:
java.lang.NullPointerException
	at net.devox.basic.Game.drawscreen(Game.java:81)
	at net.devox.basic.Game.start(Game.java:57)
	at net.devox.basic.Main.main(Main.java:19)
when I run it.

Does anyone have any advice or know how to fix the error? I'd greatly appreciate any feedback.

Thank you for your time.

Stats (a quick question)

06 November 2011 - 08:24 PM

So, I'm working on a roguelike rpg type of game. It's in its planning stages, and all has been going well except stats. I used to have around seven stats, but I thought it would be more approachable to just have a few, especially since the player will only be able to gain stat points a few times in the game. Right now I'm thinking spirit, strength, and agility but after some rough organization on what the stats will do, the strength stat is close to useless. Here's the stats as they are now.


Spirit--Mana, Mana regen, Health Regen, Spell damage
Agility--Attack speed, Dodge chance, Accuracy, Critical Chace
Strength--Health, Damage,
As you can see, spirit and agility have a nice twice as many effects as strength. I could move health Regen to strength, but then the pure warrior class would have no reason to gain spirit, and I think if you just focused on two stats that you would be able to have an extremely powerful character.

Any input?

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