Eckhart

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About Eckhart

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  1. 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.
  2. 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. [url="http://pastebin.com/3y3Ut0dq"]http://pastebin.com/3y3Ut0dq[/url] 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. [url="http://pastebin.com/gjG4wvRx"]http://pastebin.com/gjG4wvRx[/url] [url="http://pastebin.com/1uG82VX0"]http://pastebin.com/1uG82VX0[/url] 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. [url="http://pastebin.com/8C5ATQGQ"]http://pastebin.com/8C5ATQGQ[/url] 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. [url="http://pastebin.com/Pp526J73"]http://pastebin.com/Pp526J73[/url] 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.
  3. [rpg]Character Progression/Difficulty

    [quote name='Mratthew' timestamp='1343664387' post='4964532'] I always thought it would be interesting to make areas effected by player interaction with the local enemies. If the player spends time grinding in a location that area should evolve into enemies that cannot be beat by the players level and gear (forcing the player to change their play style or move on to a different location). I was thinking over the span of 3 or 4 battles forcing the player to migrate, the only area this wouldn't occur would be the path the player is meant to take and instead of that area getting harder, the enemies in that location would disappear (no more encounters). Guiding the player with the "random encounters". I think the neat thing about this structure is the challenge of going your own way (cutting corners or trying to explore new areas) you will need be more then prepared and when a player dies trying to push too deep they are sent back to a local inn or in some cases where they've wandered far enough a local (witch, hunter, etc) could pick them up and the player can earn a secret side mission that would eventually take them back to the main path. [/quote] Cool idea, but not doing it. This is a simple RPG, meant for only a few hours of playing through. I think a system that complex would be a waste in this game. [quote name='kseh' timestamp='1343664072' post='4964530'] The last time I tried a game where the enemies leveled up I was unable to keep pace with them, gave up, and never loaded the game again. There's nothing wrong with keeping certain enemies hard or easy but you have to make sure that the player doesn't feel like getting through an area is impossible or will only happen with luck or a perfect execution of skills. If it isn't just about making the game a challenge and there's a reason for the enemies getting stronger then you should at least make it clear. But ask yourself, what's the point of doing all the work to code in a leveling system or adding graphic resources for equipment if the net gain from them is going to be zero? I say it's better to have the main character keep his trusty sword or whatever he had at the beginning and keep the enemies the same strength. [/quote] The point of making the enemies stronger would be that the player wouldn't get bored whenever he had to travel through an easy area, he would still be challenged. I don't want the player to only keep 1 weapon and low level skills throughout the game. I want to give him a chance to learn better, more complex and more interesting skills. [quote name='Acharis' timestamp='1343634818' post='4964414'] Monsters should not level up, that beats the whole purpose of player's progress (the stronger you are the stronger the monsters become, sometimes levelling your party is a bad thing in such games (badly balanced) because your relative power is falling down then). [/quote] Thanks for your input.
  4. 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.
  5. NullPointerException

    [quote name='medv4380' timestamp='1326408996' post='4902138'] Because if you call it in your main method the Graphics object from the GUI might not be initialized yet. You've created a race situation because your main method is in one thread and the GUI (i assume it's a JFrame or something) runs in the GUI thread. [/quote] Thanks, I think that's why.
  6. Elder Scrolls type lore

    [quote name='AceK7' timestamp='1326297976' post='4901669'] Also what about coming up with words? like names or country names or even days of the week or month? how would you go about with that and not make it sound really stupid? [/quote] You can use a name generator or just make them up yourself. One thing that bethesda does often for city names it to take two words and push them together, i.e. Elder Root, Highrock, Hammerfell, Black Marsh, etc. For city names, think about the suffixes that they usually have(burgh, sted, hold, helm, mouth, and ford to name a few). As for naming months, I'd probably just wing it but you can try and pick apart what TES did for their month names. How I usually start forging a world is I picture in my head what kind of world it will be, and then take a pencil and draw a first draft of a map. I'll work off of that for a while and then probably redraw the map with more/different/less cities, more interesting features, more natural transitions, etc. I generally figure out what I'm doing for races fairly early on as well. After I have some basic nations with their conflicts, cities, setting, and gods, I'll usually start mapping out their more intricate lore(origin, heros, factions, etc). I'd say you can pretty much do this however you want. If it helps you, make a timeline. I personally love geography and history, so for me making a map works pretty well.
  7. NullPointerException

    Fixed the error turns out it was in my main function :/ I still don't understand it.... I was calling the Game.start() method in the main method. I decided to change it to see what would happen. I put the Game.start() method in the constructor of the GUI class. GUI() is called in the main method. Why does it work now, but didn't work earlier?
  8. NullPointerException

    [quote name='RulerOfNothing' timestamp='1326009606' post='4900574'] [quote name='Eckhart' timestamp='1326008728' post='4900571'] I think I messed up somewhere while posting this... It highlights line 81,[color=#181818][font=monospace][size=3] g2d.[/size][/font][/color][color=#006633][font=monospace][size=3]drawImage[/size][/font][/color][color=#009900][font=monospace][size=3]([/size][/font][/color][color=#181818][font=monospace][size=3]buffer, [/size][/font][/color][color=#CC66CC][font=monospace][size=3]0[/size][/font][/color][color=#181818][font=monospace][size=3], [/size][/font][/color][color=#CC66CC][font=monospace][size=3]0[/size][/font][/color][color=#181818][font=monospace][size=3], [/size][/font][/color][color=#000000][font=monospace][size=3][b]this[/b][/size][/font][/color][color=#009900][font=monospace][size=3]);[/size][/font][/color] I have no idea what could be null there. I mean, I guess it has to be buffer, but I clearly defined buffer in the init() method. [/quote] Where do you call the init() method? [/quote] in the beginning of the start() method. [quote name='6510' timestamp='1326023440' post='4900610'] No, it can only be the graphics context. Take a look at getGraphics. You won't get a context if you don't have a parent component for the canvas. [/quote] I'm not sure what you're asking. The class extends canvas, if that's what you mean.
  9. NullPointerException

    I think I messed up somewhere while posting this... It highlights line 81,[color=#181818][font=monospace][size=3] g2d.[/size][/font][/color][color=#006633][font=monospace][size=3]drawImage[/size][/font][/color][color=#009900][font=monospace][size=3]([/size][/font][/color][color=#181818][font=monospace][size=3]buffer, [/size][/font][/color][color=#CC66CC][font=monospace][size=3]0[/size][/font][/color][color=#181818][font=monospace][size=3], [/size][/font][/color][color=#CC66CC][font=monospace][size=3]0[/size][/font][/color][color=#181818][font=monospace][size=3], [/size][/font][/color][color=#000000][font=monospace][size=3][b]this[/b][/size][/font][/color][color=#009900][font=monospace][size=3]);[/size][/font][/color] I have no idea what could be null there. I mean, I guess it has to be buffer, but I clearly defined buffer in the init() method.
  10. NullPointerException

    Well, I've been trying to learn some Java for a while, but I'm having some trouble with the following code: [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); } } [/CODE] ( [url="http://pastebin.com/A8hEgMMf"]http://pastebin.com/A8hEgMMf[/url] ) I get the error: [CODE] 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) [/CODE] 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.
  11. Mana++: A RPG Spell Creation Language

    You could make a really simple visual script. Spell-Whole package of everything in the spell. A spell is made at a spell making altar. Power Words-Elemental, Healing, Buff, Debuff Power Words are memorized and then can be used on any spell. Runes- Range, Targets, AoE Runes are used whenever you make a spell. You can use up to three different runes per spell. Talisman- DoT quickness, Drain quickness,etc. Talismans are used whenever you make a spell. They decide if the spell drains health or just does DoT, or maybe just acts once. An example spell would be like so(imagine it written on a scroll) [b][u]Fireball[/u][/b] [i]pyro[/i] [high range rune] [single target rune] [small AOE rune] {Medium DOT talisman} In this, pyro is the power word, Fireball is the spell name, things in brackets are runes, and the thing in curly braces is the talisman. It doesn't look good written like that, so maybe I'll mock up a picture later. The downside to this method is it doesn't allow for too much customization, no moving things, no bouncing off objects, no teleportation. These things probably could be added if there was another category for interactions, but then it would get more complicated.
  12. Stats (a quick question)

    Good point about pure casters, although a pure caster would be hard to execute in this game because of classes. In order to have equipment that increases magic, the caster would need to have enough agility to wear good robes. However, they would only need agility and spirit to be a good pure mage. I think I'll move health regen to strength. And yeah, the classes determine just very base stats and what weapons you can use, and I made certain a spellsword type character would be easy to make. Stats now look like this: Spirit--Mana, Mana regen, Spell damage Agility--Attack speed, Dodge chance, Accuracy Strength--Health, Damage, Health Regen Anyone have further suggestions while I'm changing them?
  13. Stats (a quick question)

    Yeah, originally there was stamina, but it didn't exactly do a ton and I thought it was overcomplicated, so I took it out. Perhaps I'll re-add it .
  14. 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?
  15. Programming Language

    [quote name='Telastyn' timestamp='1311945144' post='4842129'] [quote name='Eckhart' timestamp='1311932999' post='4842063'] Haha... Python is a scripting language. Try making a fully networked MMO with it. It'll be horrible. I mean, I love python, but it's not powerful enough for a full game. [/quote] You mean like [url="http://www.eveonline.com"]Eve[/url]? (Hint: written in python) Part of learning a language is learning the idioms associated with that language. Changing languages isn't going to fix your inability to design your programs well. [/quote] I'm impressed. I had no idea that you could do something of that caliber with Python. I remember reading on Pygame some time ago that the biggest game that was being made with it was a little indie shooter or something, Though that could've been me misreading it or maybe Pygame is like that but other APIs aren't. Perhaps I'll reconsider Python and just do it right. [quote name='Serapth' timestamp='1311946343' post='4842135'] [quote name='Eckhart' timestamp='1311929023' post='4842038'] [quote name='rip-off' timestamp='1311926753' post='4842032'] Try a functional programming language. Can you tell us what you hate about classes? [/quote] I always end up naming classes stuff like "player functions", "Map functions", "Battle functions", etc. Often I just don't bother with classes until I get too many functions to handle, then I might make one class for functions, then finally more and reformat it. I feel like it defeats the purpose of OOP. Any examples of a functional programming language? They definitely sound like what I'm looking for. Thanks (: [/quote] Moving to C isn't going to help you, you could program C# in pretty much 100% procedural style if you wanted, it would be pretty stupid, but you could do it. Frankly your description just illustrates you didn't learn enough about programming and went with a bad design. You are going to encounter the same problem in C. Your examples have ZERO to do with object oriented programming, as you've used them, classes are no different than C style structs. I'm not telling you not to switch languages, I am just informing you, your problem with the language is your lack of ability, not the language. That problem is going to go with you from language to language until you actually take the time to learn how to program. As to functional programming languages, LISP is the granddaddy of functional programming languages, Erlang and Scheme are two slightly more modern implementations and F# is one of the newest. Additionally, C# has gotten enough language extensions, it could effectively be considered a functional language as of C#4. I wish I learned functional programming earlier in my career, as now its like reading Greek to me. That said, it's a right bitch to wrap your head around functional code. Here for example is some F# code taken from Wikipedia [font="monospace,"][color="#0066CC"][b]let[/b][/color] [color="#0066CC"][b]rec[/b][/color] factorial n [color="#A52A2A"]=[/color] [color="#0066CC"][b]match[/b][/color] n [color="#0066CC"][b]with[/b][/color] | [color="#CC66CC"]0[/color] [color="#A52A2A"]->[/color] [color="#CC66CC"]1[/color] | _ [color="#A52A2A"]->[/color] n [color="#A52A2A"]*[/color] factorial [color="#66CC66"]([/color]n [color="#A52A2A"]-[/color] [color="#CC66CC"]1[/color][color="#66CC66"])[/color][/font] [/quote] Functional programming seems a bit crazy, but maybe I'll try to learn it when get a bit more serious into programming. As for design, would learning Python very well with correct design be helpful, or would I need to learn it right lower down? [quote name='Radikalizm' timestamp='1311947280' post='4842144'] I have to agree with Serapth Reading your comments it looks more like a lack of programming skills from your side, rather than a problem with the languages you're using, and switching languages will not help you in your cause since bad programming practices will stick with you no matter which language you choose I advise you to take some kind of programming course (could be online, as long as it's decent), I know my coding style improved from the moment I started taking actual programming classes next to being self-taught Instead of trying to blame it on the language, try to look into the aspects which you're not comfortable with yet and try to improve yourself, otherwise you can forget finishing any project no matter the size Also, I would advise you to reconsider doing an MMO, I find it strange that even though there are so many threads and guides explaining exactly in detail why you [b]shouldn't [/b]attempt an MMO, there are still new people on these boards every day who want to make one [/quote] Yeah, I suppose I should just learn it right. I'm looking at a C tutorial that was recommended by this kid who is a very good programmer, and understands the theory more than anyone else I've really talked to, so that should teach me some theory behind it. As for the MMO, I'm not making an MMO, it was just an example. I think I'm just going to mess with a language for a while then maybe make a little RTS or turn based game(think CIV IV). [quote name='Bregma' timestamp='1311947867' post='4842147'] [quote name='Eckhart' timestamp='1311929023' post='4842038'] Yeah, I don't think I'm going to bother with old, somewhat defunct languages. I understand C will be a challenge, but I'm up for it. [/quote] Heh, the C language, 1968. LISP: 1952. C++: 1990s. C#: early 21st century. Design techniques are orthogonal to implementation languages. Switching implementation languages will not change your design technique. A craftsman does not blame his hammer when his two-legged stool will not stand up. [/quote] Yeah, I understand that it's old but I mean FORTRAN and BASIC are both almost defunct. If I had made an awesome system in FORTRAN, I probably wouldn't be able to find someone else who knew FORTRAN and wanted to work with me on the project I'd started. With C, it's not quite the case as if you know C++ I hear it's fairly easy to learn, and because C is still used by many programmers today.