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David.M

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  1. So you would recommend producing it as a narrative game or something like a hypertext fiction?
  2. That's what the course is getting at. Society is trying to force people with disabilities to conform to the societal ideal. They are rejected for their differences. I'm trying to envision a game that reverses this attitude but, frankly, that's very difficult. The main story and idea behind pretty much every game is that you as the character overcome all these difficulties and come out all the better for it on the other end. This just doesn't happen in real life.   The first book we read depicted this, as did the second. In the first, a woman's attitude deteriorates as she cannot cope with her issue. In the second, an entire family deteriorates because of the son's disability. I'm not sure how a game in which the main character is unable or unwilling to "overcome" his disability would look which is why I'm having so much trouble.
  3. I'm in a class called Reading and Writing Disability which takes different texts such as books and films and analyzes how they portray disability. We also look at the social construction of the terms disabled and normal and how these texts fit or go against those definitions. For our final project we're free to do anything we want. One idea was to make a game and I think that's what I'm going to try going with. However, I'm not the best at coming up with a story or idea for the game so I'm here asking for some help.   I'm first debating whether to make the game explicitly about a character who has an obvious disability such as being confined to a wheelchair or to simply portray the character as being treated differently than others, leaving it open to more analysis.   I wanted the player to be able to make choices that affect the character's development. For example, making choices that affect the character's mental state and attitude such as becoming angrier with his disability or learning to accept it. This can show a progression of the character's view of themselves and their disability and change the outcome of the story for the player.   At this point, this is about all I've got down. I was wondering what type of game (platform, narrative, etc) you think would best fit this vision of a game. I was pointed by my professor to The Witch as an example I could use. I'm not sure how wide an audience such a game would have and would like to get the game fairly well distributed if possible. What do you guys think?
  4. float computerPaddleSpeed = 0.1f; if (computer_move > screen_height) {     computerPaddleSpeed *= -1;     computer_move = screen_height; } if (computer_move < -screen_height) {     computerPaddleSpeed *= -1;     computer_move = -screen_height; }   Something like that?   I'd go farther to make the computer's paddle track the ball. If the middle of the ball is under the middle of the paddle, move down. If the middle of the ball is above the middle of the paddle, move up. That way the middle of the paddle always tries to be at the same y-coordinate as the ball so the player has to be trickier with angles to beat the computer.
  5. Thanks sunandshadow. That could do very nicely. I was thinking a bit about that and thought I could have a prologue cutscene of this life-threatening situation (whatever it ends up being) and your actions. Then you tell your friend about your powers (also letting the player know the basic premise) and he suggests doing research into what happened to you. This is where a tutorial level could go to introduce the controls. Then, another short cutscene of the military securing the lab and all research. Then the levels begin.   After that, the middle of the game takes place and I'm still trying to think about that and get a nice linear progression between the start and end.   Then, at the end of the game, you return to the laboratory that is now locked down by the military. This would lend itself well to being a difficult level which would make sense at the end of the game. Here you encounter some prototype supersoldiers which confirms your suspicion the government would use this research for destructive ends. This also puts you in a great position for the multiple endings I mentioned. You either do away with the supersoldiers and destroy the research or you improve on the supersoldier prototypes to create your own army.     Thanks for the suggestions ShadowFlar3. I'll definitely think about that.     A story flowchart would probably be a good idea. Thanks Meatsack.
  6. Hey everybody,   Before I jump into what I have of my story I'll start with a little preface. This is the story for my first full, "real" game and I'm having a bit of trouble fleshing out the full storyline. I've got some basics for the story planned out and I was hoping to get some advice and suggestions to help me out. I'll try to leave as much of the gameplay and design out of this post as I can to focus on the story. So lets get to it.   Here's a brief description of what I'm planning in terms of the game just to give you an idea. This should be the only gameplay-related part of this post. I'm making a 2D platformer similar in style to Super Mario or the original Duke Nukem in terms of how the game is played - the player can roam around the map freely with 4-way scrolling. I've got the basic gameplay programming done so now I just need to focus on a story and on content creation.   With that out of the way, here's what I have of the story.   Intro You, the player, are a scientist and are accidentally irradiated in an experiment. This experiment gives you some supernatural powers like super strength and super speed (think the accident of the Hulk). Over a short period of time you learn to harness these powers but you are unable to use them for extended periods of time. You can use super strength, for example, for a short time but then will need time to recover before you can use it again.   Your Plight You are a (generally) peaceful scientist and do not want to give the military any more destructive weapons. You remember what the military did after the discovery of atomic power and don't want the same thing to happen with your powers. You don't want the military to be able to use you to create super soldiers. You plan on not using your powers and keeping them secret. However, a colleague of yours discovers your powers (somehow - I'm not sure how yet. Maybe you use them when you think nobody is looking. Suggestions?) and does not have the same intentions. He thinks you should research what happened to you in order to harness this for the government. He alerts the military so they can study you and now you are on the run - using your powers to survive and evade the military.   I haven't gotten to an end of the story really or much past what I have here. Thoughts on what I have so far?   I was thinking it might be cool to have multiple endings. I was thinking 3 possible endings. In one, you tried not to kill anybody (maybe you killed a few people) or be corrupted by your new-found powers. You successfully escape and develop a cure for yourself, ridding yourself of your powers. After this, you destroy all your research into what happened to you to prevent mankind from harnessing this power for evil. In another ending, if you went around and just killed everyone (or a lot of people) you are corrupted by your powers and use them for personal gain. You end up in control of the (country/continent/world/something) after creating a super-army of your own. In the third ending, a neutral ending where you killed some people (somewhere between the good and bad endings, say, half the people) you realize that the powers you possess should not be given to the military but perhaps they were given to you for a reason. You then use your powers to help people.   So that's about all I've got at the moment. I look forward to your suggestions and thoughts on my story and my endings. If you have any questions please feel free to ask.
  7. Are you wanting to use std::vector or a mathematical vector?   Edit: Only a mathematical vector would make sense really.   A vector has a direction and a magnitude. This Wolfram Alpha entry describes vectors. You can use vectors to specify an object's velocity and acceleration. What are you hung up on or having issues with?
  8. You could introduce a z-order component to each of your items. Then sort your list of items by z-order and draw them in order.
  9. This didn't really seem to fit anywhere so I put it here in the lounge.   When you start making a game, do you go through planning the whole thing out (story, characters, controls, graphics) in detail or do you just start programming based on a general idea of what you want to create?   I ask because I've been doing the latter and have ended up making tech demos, not games. See, I get the original idea and it seems pretty good so I start programming. I get to the point where everything is fairly well in place. I've got a world loading, the player can control his character and shoot/use powers/change weapons/whatever, enemies load and respond to the player, collisions work, etc. All I need is content creation: building levels, more enemies, and creating a story for the game. This is where I get stuck. The original idea seemed good but I can't seem to go anywhere beyond basic game-play with it. It's really frustrating. I was wondering if it's better to not start work on programming and force yourself to get a whole plot and everything before starting. This, however, is very difficult for me. I view myself as one of the least creative people I know and it's just annoying not being able to go anywhere with my games.   Thanks for your input.
  10. You said you didn't want to use LibGDX because of the few tutorials. I'd recommend sticking with LibGDX for a little while then decide if you want to continue. The "Getting Started" page should help. They've got an official wiki, and an unofficial wiki that will help you get started. The JavaDocs are also available. The people on the forums are very helpful and you can also post here for LibGDX help. If you need help faster, there is a LibGDX IRC channel as well. Many of the contributors to LibGDX frequent the IRC. Plus, LibGDX's source is available if you want to look at their implementation of something. The JavaDocs and wiki are getting better all the time with user additions.
  11. I can't speak from personal experience having not yet published a game but check out Sloperama. It should be helpful.
  12. If you haven't looked through LibGDX's gallery I would check that out. A few of the more popular games made using LibGDX being Apparatus, Clash of the Olympians, and Ingress.   Yes, LibGDX is fine for game development and I enjoy using it. There's a great community behind it as well if you ever get stuck. As far as Minecraft and 3D, I believe the 3D API is still in the works. I'm not sure how fully-featured it is. You'll have to look around a bit. I do know it hasn't yet been put into a 'stable' release so you'll have to run the nightly builds which I've been doing with no trouble.   I would advise just jumping in and trying it out, at least for a little while. If you don't like it, try something else. If you only really care about desktop deployment you can look at jMonkeyEngine, LWJGL, or JOGL.
  13. I'm not quite understanding the picture. Is that the current behavior or the behavior you want to implement?
  14. I haven't run your code but I'm guessing your ball will move to one edge of the screen then stop? I added some comments to problem areas of your code. I'll expand on them after the code. // Only the update code here. It's where the problem is. The rest of the class looks fine. public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException{     Input input = gc.getInput();       if((ballStartX >=1) && (ballStartX <=300))         ballStartX += 1 ;       if((ballStartX <= 1) && (ballStartX >= 300)) // This will never return true. ballStartX cannot be both less than 1 and greater than 300.         ballStartX -= 1;       if((ballStartY >=1) && (ballStartY <=250))         ballStartY += 1;       if((ballStartY <=1) && (ballStartY >=250)) // Same as above. Never true.         ballStartY -= 1;       if(input.isKeyDown(Input.KEY_A)){         paddleXStart -= 1 ;         if(paddleXStart < 0){            paddleXStart =+ 1 ; // paddleXStart += 1; May want to change to if (paddleXStart < 0) { paddleXStart = 0; }         }     }     if(input.isKeyDown(Input.KEY_D)){         paddleXStart += 1 ;         if(paddleXStart > 439){ // Same as above. Might be better as if (paddleXStart > 439) { paddleXStart = 439; }             paddleXStart -= 1;         }     } } Edit: Lost half my post.   As you can see, the ballwill never move left or I think up. I can't remember how Slick's coordinate system is. ballStartX will never be both less than 1 and greater than 300. You'll want to change if((ballStartX <=1) && (ballStartX >=300)) to if (ballStartX < 1) || ballStartX > 300) The same goes for vertical movement. if(paddleXStart < 0){    paddleXStart =+ 1 ; // paddleXStart += 1; May want to change to if (paddleXStart < 0) { paddleXStart = 0; } } The above will not always exhibit the same behavior. If paddleStartX is located at (-0.5, 50) it will be set to (0.5, 50) while a paddle at (-1, 50) will go to (0, 50). Always setting its postion to 0 will fix this.     Your code is framerate-dependent right now. You may want to look at Slick's documentation and wiki and read up on delta time and framerate-independent motion.   ballStartX, ballStartY, paddleStartX, and paddleStartY sound like they store the initial positions of the paddle and ball so they can be returned to their initial configuration when a player scores. Personally I would rename them. However, it's more important that you understand your code since you're the one having to work with it.   You said you're just starting in Java so I'll let you know you may want to be consistent in your bracket usage. Some of your if statements use brackets while others do not. I can understand having single-line ifs not use brackets but some of yours do and some don't. Standardizing this may help readability.   Edit 2: Your ball is only moving one direction when it's on-screen. if((ballStartX >=1) && (ballStartX <=300))         ballStartX += 1 ; If you want to change this behavior, which I assume you do, use a velocity variable and do something like private float ballVelocity = 1f;   // update method if (ballStartX < 1 || ballStartX > 300) {     ballVelocity *= -1; }   ballStartX += ballVeocity