Author Topic: Nightmare  (Read 90153 times)

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SirCmpwn

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Re: Nightmare
« Reply #90 on: December 06, 2010, 11:35:54 pm »
I'm learning Java in APCS class, but never knew Java supports graphic.. X.o
I'll download ur source code to study it... :)
Ooh! Another APCSer! Are you taking yours at your school? I have to take mine online, since not enough people signed up at my school.

Currently, we're just reviewing some stuff, since I started about 2 weeks ago, but I can't wait to mess with graphical stuff.
I'm in APCS, and it is severely boring.  I finish all my assignments in 4 minutes or less.  My record is 26 seconds.  I have an A+.  All my time in that class goes to calc stuff.

Offline DJ Omnimaga

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Re: Nightmare
« Reply #91 on: December 07, 2010, 02:18:42 am »
Welcome our good friend Mr Friendly  :devil:  He is fully rigged and animated, and will attack your cursor just like you are the main character. 

http://greenfootgallery.org/scenarios/1034

The next step is to write a waypoint method in the Character class that will allow enemies to navigate the rooms and corridors and follow, track, and find the character. 
I can't wait to see it in the game. Good luck with enemy movement patterns! ;D
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Offline Munchor

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Re: Nightmare
« Reply #92 on: December 28, 2010, 08:29:00 am »
Uh, I was playing Nightmare, light went off, end of demo. :'(

Looks really good, nice job BuilderBoy, the sound and light effects were truly scary :)

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Re: Nightmare
« Reply #93 on: December 28, 2010, 07:33:56 pm »
Yeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. O.O

Btw is full screen possible with that Java library?
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Re: Nightmare
« Reply #94 on: December 28, 2010, 07:34:36 pm »
Fullscreen would be pretty epic
/e

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Re: Nightmare
« Reply #95 on: December 28, 2010, 07:36:00 pm »
3D Glasses DJ? almost nobody has those at home, but yeah fullscreen would be much better!

Offline nemo

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Re: Nightmare
« Reply #96 on: December 28, 2010, 07:36:14 pm »
Yeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. O.O

Btw is full screen possible with that Java library?

full screen is possible in java, yes. i forget how though.


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Re: Nightmare
« Reply #97 on: December 29, 2010, 05:50:15 am »
Yeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. O.O

Btw is full screen possible with that Java library?

full screen is possible in java, yes. i forget how though.

Great then, hope BuilderBoy implements it then :)

Offline Builderboy

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Re: Nightmare
« Reply #98 on: December 29, 2010, 01:26:29 pm »
Fullscreen is not planned unfortunately, i would have to redesign the entire game, as well as the engine.  Plus, i don't even know if i can do fullscreen with the library i am using.  And i think the shadow casting would go really slowly with such a large space, unless i doubled the size of the tiles, which means re-spriting over 200 sprites.  In short, i really don't see fullscreen happening :(

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Re: Nightmare
« Reply #99 on: December 29, 2010, 04:25:43 pm »
Or just had a black border around everything and have the game window look the same.
/e

Offline Builderboy

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Re: Nightmare
« Reply #100 on: December 30, 2010, 12:33:24 am »
Hmmmm so the black screen would just be to maintain the ambiance then right?  It might be possible but definitely not able to be implemented when its uploaded as an applet.

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Re: Nightmare
« Reply #101 on: December 30, 2010, 01:02:34 am »
yeah :)
/e

Offline nemo

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Re: Nightmare
« Reply #102 on: December 30, 2010, 01:25:59 am »
Fullscreen is not planned unfortunately, i would have to redesign the entire game, as well as the engine.  Plus, i don't even know if i can do fullscreen with the library i am using.  And i think the shadow casting would go really slowly with such a large space, unless i doubled the size of the tiles, which means re-spriting over 200 sprites.  In short, i really don't see fullscreen happening :(

doubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));
where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.

you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.
Fullscreen
tile : fullscreen ratio(use getCenterPoint())

just saying  ::)

edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..
« Last Edit: December 30, 2010, 01:33:27 am by nemo »


Offline Builderboy

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Re: Nightmare
« Reply #103 on: December 30, 2010, 01:37:06 am »
doubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));
where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.

you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.
Fullscreen
tile : fullscreen ratio(use getCenterPoint())

just saying  ::)

edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..

Ooh thanks i'll look into this, this might be very interesting!

EDIT:  Scaling might not work though...  i don't have access to the image that is actually being displayed.  I specify a bunch of objects and a background image and the library displays all of them for me.
« Last Edit: December 30, 2010, 01:44:38 am by Builderboy »

Offline nemo

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Re: Nightmare
« Reply #104 on: December 30, 2010, 01:59:00 am »
doubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));
where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.

you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.
Fullscreen
tile : fullscreen ratio(use getCenterPoint())

just saying  ::)

edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..

Ooh thanks i'll look into this, this might be very interesting!

EDIT:  Scaling might not work though...  i don't have access to the image that is actually being displayed.  I specify a bunch of objects and a background image and the library displays all of them for me.

oh well... it's probably not a good idea anyway. i managed to get it to work on juggernaut, but the slowdown is massive. i used to get around 25-30 fps and now it looks like i get somewhere from 2 to 4.

edit: even scaling by 1.1 kills the speed completely.
« Last Edit: December 30, 2010, 02:11:13 am by nemo »