• Content count

  • Joined

  • Last visited

Community Reputation

129 Neutral

About goowik

  • Rank
  1. Amazing! Thanks for the help Can't wait to start coding. I shall create another topic when everything is done (code-wise) As graphically it might take me a loooong long time.
  2. @Dragonsoulj: thanks, now Googeling time
  3. New Game Ideas Feedback Appreciated

    As Stormynature stated start with something like pong or even chess if you know the basic. BUT when doing that and here is where the issue start when reading most of the tutorials: Don't write a bunch of code in just one big class. Make use of entities, actor pattern, ... (interfaces and abstract classes). If you get the hang of it, try creating a basic poker game with AI, so you get the hang of how comparables work, equals, AI, ... And don't forget on how to pause, safe your money in a file, ...
  4. Java package problem

    Hey camcd, I'm not sure what the exact problem is with your packages but let me tell you how mine works. First of I'm using an IDE (eclipse to be exact). When creating my packages I make sure I have a main package (which is the name of the game) and then the sub package. For example: [quote][i]gamename[/i].entities[/quote] Every single class that has anything to do with entities will be put in the entities package. [CODE]package gamename.entities;[/CODE] the hierarchy of the files should be something like: [i]-src[/i] [indent=1][i]-gamename[/i][/indent] [indent=2][i]-entities[/i][/indent] [indent=2][i]-model[/i][/indent] [indent=2][i]-helpers[/i][/indent] [indent=2][i]-views[/i][/indent] [indent=2][i]-starter[/i][/indent] [indent=2][i]-....[/i][/indent] As for other tips you might want to use 2D libraries like [url=""]lwjgl[/url] or [url=""]slick2D[/url] (which is a "fork" or not sure how its called from lwjgl). Oh and i suppose you could find some great tutorials on youtube (instead of plain text websites). If you use lwjgl check this [url=""]link[/url]. He has some amazing tutorials. Regards
  5. k thx, so I checked around a bit on how files are manipulated on a server. But I seem to only find chat servers in java. Are there specific terms I should be looking for?
  6. I'm sure if you got my question I don't have problems with using the skills now, but I need help saving them. As stated I have a partial solution using xml... But I'm not sure about it's safety (where members might be able to modify em). Regards
  7. Yes indeed. I don't have any issues programming that part (the "pool"). But as stated i'm not sure how to retrieve these skills and cards. As of now, I have an xml file and a parser. Unfortunatly this isn't safe in my opinion. So any advice on that matter would be welcome
  8. Hoping on an answer Regards, Goowik
  9. Hoping for an opinion on my reply to [i]Moonkis [/i]answer. regards
  10. [b][i]@Canvas:[/i][/b] It's as Moonkis suggests, each card will have a list of effects (usually 1 to 2 different effects) which on their turn have a cost. So you pay mana for your card, when that card is into play, you can play it's effects optionally. [b][i]@Moonkis:[/i][/b] Well that all depends how a card is saved. If its xml I thought of doing something like this: [CODE] <?xml version="1.0" encoding="UTF-8"?> <creatures> <creature name="Skeleton"> <description>This is a skeleton</description> <damage>3</damage> <health>2</health> <cost>2</cost> <type>ground</type> <effects> <effect name="Lightning"> <target>opponent</target> <skipturn>false</skipturn> <damage>2</damage> <cost>2</cost> <effect> </effects> </creature> <creature name="Slime"> <description>This is a slime</description> <damage>1</damage> <health>1</health> <cost>1</cost> <type>ground</type> </creature> <creature name="Pinguin"> <description>This is a pinguin</description> <damage>0</damage> <health>3</health> <cost>1</cost> <type>flying</type> <effects> <effect name="Heal"> <target>self</target> <skipturn>false</skipturn> <damage>-2</damage> <cost>1</cost> <effect> <effect name="Push"> <target>target</target> <skipturn>true</skipturn> <damage>0</damage> <cost>1</cost> <effect> </effects> </creature> </creatures> [/CODE] But there are 2 issues I know of:[list] [*]All possible effects (what target you can choose, how much damage, how fast, how much cost, ....) should be implemented in each single creature, whether the effect is doesn't do damage, doesnt target anyone, you always need to implement everything. [*]This isn't safe, everyone can alter an xml file. [/list] [i][b]@samoth & AlysiumX:[/b][/i] Well I'm not sure about if the combination of the elements you stated is patented. I thought they may only patent the assests and name. Offcourse if the gameplay is identical thats a different story, But let's say I combine this with the importance of how you position your cards in front of the opponents and with a use of a hero card. I suppose it wont be justified then. And even so, It's not like this game will ever be popular
  11. Hi, So I'm starting to create a simple[i] 'trading card game'[/i]. I have no issues with the simple 'attack damage' reducing players health, but how should I implement a skill system? For example a card cost 2 mana. That card has a skill which says if you play 1 more mana you can draw a card. [b]How to implement this? Also how to store these skills for later use?[/b] I mean I'm still wondering how I should save my cards. XML isn't really secure but can be easy to test out stuff. [b]So whats your opinion on this?[/b] Kind regards
  12. OpenGL Rendering possibilities

    Thanks, will look further into it!
  13. OpenGL Rendering possibilities

    @Brother Bob: Okay now I get it! So most of the code is backwards compatible till OpenGL 3.0. Just out of curiosity, client/server side is this applicable to most graphic libraries (such as directX)? @CodedVentures: K so that clears most of it. To recap you simply have 2 "packages" (if I may call it this way):[list] [*]The Core package [*]The Compatibility (which was introduced in 3.2) [/list] Will the core always be the same? As all deprecated methods were removed? EDIT: I also was looking for a decent book to buy/rent and came across the "[i][b]OpenGL Superbible[/b][/i]" But on [url=""]Amazon[/url] it does seem to have a low score (3.5/5) and the reviews are very various.
  14. OpenGL Rendering possibilities

    @mhagain: Thanks for the detailed explanation. But after searching OpenGL's wiki I found the [url=""]Vertex Buffer Object page[/url]. Unfortunatly the following is written: [quote]Legacy Note: Versions of OpenGL prior to 3.0 allowed the use of client-side data for vertex rendering, but GL 3.0 deprecated this. Core GL 3.1 and greater forbid client-side vertex data, so VBOs are the only means for rendering.[/quote] And they state offcourse that it is recommended that we do not use any of these functionality in our programs. So I have a two questions about this:[list=1] [*]What is the meaning of Legacy? as 'lardpensjo' stated. [*]What do they mean by client-side data? Isn't everything client sided? [/list]
  15. OpenGL Rendering possibilities

    @lardpensjo: Just so I understand better: By Legacy OpenGL you mean the way of writing code? Not the library I'm using? Thanks a bunch for the link! Guess I have some work to do testing out @mark ds: okay, I guess I forgot to mention that I'm using [url=""]LWJGL [/url](The Lightweight Java Game Library). But I guess the OpenGL code isn't much different from c++.