FallingStars:*On hold, I think*

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Re: FallingStars New release

Postby FMC » Tue Nov 01, 2011 4:23 am

I hope the stuff you worked on tonight was saved.
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Re: FallingStars New release

Postby BlueLight » Tue Nov 01, 2011 4:26 am

So the IDE saves and recompiles each time i run the program your working on so all i have that wont be is the background color for the JTextAreas'

Anyways i seem to have found my computer trouble. It seems my battary might be dead. Windows is giving me a message that sounds just what been happening to me for months on end now.
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Re: FallingStars

Postby BlueLight » Wed Nov 02, 2011 12:30 pm

New release
http://www.mediafire.com/?0dl5ygyv2a2su2j // FallingStar 3.6.13 Build 140
http://www.mediafire.com/?i6g4d87rnp4qvzr // FallingStar 3.6.13 Build 140 Source *I still hold copy rights so don't upload it any where else.*

Got stuff done. Left stuff undone.

I removed some of the GUI bugs i had. The tabs now stay where they should. The character creator should be at the right size and shouldn't be giving me any more trouble.
The textArea same thing but i need to do some tweeking.
For everything else i didn't need the scroll bars.
I personally hate how I fixed this however anything i can do now would require messy work around's that i would rather avoid.

I started work on on the combat and it's just code now since i need a way to get to the information needed.

So i started oragizing my classes a bit how you should be doing it in java. I was never big in to that but then again i was never working with more than one class with the same variables.

So anyways I made 4 or so classes that do squat. This is fine because i have a uses for them later.
The new methods for the attack are ugly as heck

NOTE while a do show this to you i don't expect you to understand it because i haven't given you all the file. code can be found in the source under "Monster.java
Code: Select All Code
void meleeDefend(int aSt, int aA, int aP, int aD, int aI,int aSp,int aC/*, int AttackersLocation*/){
      /// r is short cut to Random which is used a lot
      Random r = new Random();
      /// int below
      /// fate is
      int fate = 30;
      /// Array of Entities stats. Defense Stats array
      int[] dStats = { Strength, Agility, Perception, Dexterity,
                   Intelligence, Speed, Constitution };
      ///array of attackers stats. Attack Stats Array
      int[] aStats = {aSt, aA, aP, aD, aI, aSp, aC};
      
      
      /// loop will give fate out until fate has value or the loop ends
      for(int i = 0; i==13; i=i+1){
         /// int t is a random bonus given to stats. Maxumam points given is 30
         int t = r.nextInt(Math.min(fate, 10)+1);
         /// if statement is equal or less than 7| use Defense stats array
         if(i <7){
            dStats[i] = dStats[i] + t;
            fate = fate - t;
            }
         
         if(i>=7){
            dStats[i-7] = dStats[i] + t;
            fate = fate - t;
         }
      }
         /// NOTE TO SELF, Split this up in to private methods. It looks horrible.
         
         ///check to see if Agility
      
       int temp = r.nextInt(100) +1;
      
       if(temp  >= 100 - dStats[1]){
          //in the intrest of a test i will brute the code.
          hpLower(aStats[0]);
         
       }///should do direct attack
       if(temp <= aStats[1]){}/// should do counter attack
       else{}///do another check   
      
       alive();/// check to see if
   }
      
      void hpLower(int hp){
         this.HP = this.HP - Math.min(0, hp);
      }
      
      boolean alive(){
         if(HP < 1) Alive = false;
         return Alive;
      }

but right now my job is getting this to work not win a contest.
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Re: FallingStars New Release and Source code!

Postby FMC » Wed Nov 02, 2011 8:11 pm

It doesn't matter how 'messy' it is, really, unless you're planning on a collaberation. Then that could become a problem.

But if you're planning on doing this yourself, as long as you know what does what, then it doesn't matter how messy it gets, as long as it works.

Then again, if it gets too messy, that could lead to confusion, too. I know from my forays into pascal and C++. While not as advanced as Java, the 'messy' idea still applies there, I think.

EDIT:

Just tested it out.

Your number goes up once for every time you hit up. So if that's what you wanted, well, that works. It loads the character you made properly, too, now. Oh, and the Option Button works to both increase and decrease the size of the GUI, depending on what size you were at before.

Since that seems like the only thing you have done in terms of something working, then that's all I can say about that. The GUI looks nice, too.
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Re: FallingStars New Release and Source code!

Postby BlueLight » Wed Nov 02, 2011 11:20 pm

I the options is old. That's really a place holder to have a full screen feature.
I was working on the Option panel but i've put that on the back burner because it isn't needed yet.

While it might not matter if other people can read my code i'm a little OCD about making code look clean because of my dad.
Besides i plan for this to be a modable game so the clearer i can make everything the better.
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Re: FallingStars New Release and Source code!

Postby FMC » Wed Nov 02, 2011 11:23 pm

Yeah, maybe. But if you don't mind going back once it works and cleaning up unneeded sub-routines and variables, then don't worry about it until the game is finished.

If you do mind, then work on that right away, so there's not so much work later.

Or, you can use notes to tell people what does what, so you can have 'messy' code that people can still follow.

Well, I think anyway. Then again, the biggest coding project I had was making a 'CHYOA" type deal using if/thens, and a working restruant ordering menu (thogh basic). So maybe what I say's not worth much, eh? xD
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Re: FallingStars New Release and Source code!

Postby traiton » Thu Nov 03, 2011 12:48 pm

Cant use the controls very well :S
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Re: FallingStars New Release and Source code!

Postby BlueLight » Thu Nov 03, 2011 10:59 pm

So at this stage of devlopement i can't offer you support because your statement sounds weird. This is a GUI basically. I'm working on the engine but it's slow work.
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Re: FallingStars New Release and Source code!

Postby BlueLight » Sun Nov 06, 2011 7:15 am

https://join.me/902-299-512
Working on the attack system.
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Re: FallingStars New Release and Source code!

Postby BlueLight » Sun Nov 06, 2011 8:50 am

So some idiot named "Me" deleted the file i was using to test my attack system.
well before that i moved it to my main program. Now i have to get it to work on my a actionlistener and for some reason they all hate me today.
Anyways got work done on the movement keys.
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Re: FallingStars New Release and Source code!

Postby ByHisBillowingBeard » Sun Nov 06, 2011 11:53 pm

I agree, there is something.. frightening about your pic, BlueLight.
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Re: FallingStars New Release and Source code!

Postby BlueLight » Mon Nov 07, 2011 2:27 am

You should see her dress up as a girl.
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Re: FallingStars New Release and Source code!

Postby FMC » Mon Nov 07, 2011 2:30 am

For some reason that reminds of me Clause from Linter (in the first FMA anime, not manga or brotherhood). She was... quite different.

Also, there's a manga about a girl dressing up as a guy to get into an all guys school to get together with the guy she loved, and it was about her exploits at the school to protect her identity and get the guy out of the 'funk' he was having. I forgot the name of the anime, though... though I wish I'd remember so I could check it out again...
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Re: FallingStars New Release and Source code!

Postby BlueLight » Mon Nov 07, 2011 3:23 am

FMC Wrote:For some reason that reminds of me Clause from Linter (in the first FMA anime, not manga or brotherhood). She was... quite different.

Also, there's a manga about a girl dressing up as a guy to get into an all guys school to get together with the guy she loved, and it was about her exploits at the school to protect her identity and get the guy out of the 'funk' he was having. I forgot the name of the anime, though... though I wish I'd remember so I could check it out again...

The anime this is from is Ouran High School Host Club.
Right genre but wrong anime. It's where this a high school kid gets in to a elite high school for the rich.
He goes looking for a quiet room and runs in to the host club and is black mailed in to joining.
Anyways one of the members is in fact a girl cross dressing as a guy.
Check funimation website for more information or watch the first 4 episodes.
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Re: FallingStars

Postby FMC » Mon Nov 07, 2011 7:32 pm

Yet again I hear about Ouran High School Host Club. I've been kinda wanting to watch it. Still, do you have any idea about the manga I'm talking about? It's kinda irritating me that I can't remember it. xD

Anyway, I'm glad you keep going at this project. It's kinda big to tackle alone, and all I'd be good for is bouncing ideas off of and maybe quote-unquote "storyline" for the game. Sorry, mate. v.v
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Re: FallingStars

Postby BlueLight » Tue Nov 08, 2011 12:42 am

NP. I got a thread for people to help with story elements.

Manga um no. no clue. While i seem to read a lot of romance novels school Romance isn't a genre i read or even interested.
I think i read a description like what you described but that might have been a year or two ago for all i know.

So for a release i need to get rid of the vertical scroll bars for the JTextArea.
I worked on the log but it needs a bit more work.
The attack methods also need work because right now there is no way for a normal user to see whats going on.
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Re: FallingStars

Postby BlueLight » Sun Nov 13, 2011 4:40 pm

I am not dead, I am alive! he says with no rest and a clock reading 8ish.

Okay so i ask FMC(because he has been a big support)if any feature that i've talked about what would he want to see in my next update.
He roughly said a working game. This gave me the kick in the ass i needed. So here is what i have so far.

1 file chooser for loading./// okay this important people. It just is.
2 map class.
3 Area map class
4 Nearly a complete over haul of the Character class (Coding wise. It's much cleaner but all the old features are still there)
5 new class for displaying items in the game word (still working on it.)
6 Base for all Entities (things that can have a AI)
7 new monster
8 new attack system BIG DEAL!!!!
9 started to meld save and loading features in to the same class
Okay for the most part your not going to see most of this crap but it's a lot of work i've poured in to the game lately and i want to kiss my own ass (harder said than done).

I will be giving my next build to beta testers with the request that they try any and all ways to break the program.

Beta testers i plan to ask are:
miicas
Hnyarly
bed_intruder
(don't you just love it how i set in stone who i plan to ask for help before asking them?)
Things i'm likely to add.

1 a file feature for my log class. This will let users upload the log giving me data on whats going on.
2 filter the file types of the file chooser.
3 extra support to my battle system. Right now it just fight and fight past 0 HP. Need to fix a method.
4 get temp areaMap working.
5 Program blink animation for a action tab on the tabbed pane.
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Re: FallingStars

Postby FMC » Mon Nov 14, 2011 2:24 am

I'm a chick, for one. xD

But thanks for saying my name specifically. You didn't have to, sincie it's for a pretty trivial reason.

And it's nice to hear that saying that I wanted, first and foremost, a working game, gave you a kick in the ass.

It also just makes things easier for you later, and for those that are reading this and thinking 'what about the H-scenes?' well... he can add those after things work properly. xD
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Re: FallingStars

Postby BlueLight » Mon Nov 14, 2011 3:17 am

Sorry every one but i will be unable to release this today.

I use something called a switch state and basically it's where you compare 2 values and if they equal then a event is fire.
Right now all 3 events per switch statement is being fire for no go reason. I've been having trouble with this type of stuff before but i was hoping the switch statement would act differently.

I might have a version ready to test Monday so possibly a public release Tuesday. I think i might need some one else's help on this one though.
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Re: FallingStars

Postby BlueLight » Mon Nov 14, 2011 3:19 am

FMC Wrote:I'm a chick, for one. xD


I just realized what you meant by this (don't i feel dumb). I blame stereotyping.
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