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Messages - Sithun

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Programming / Re: Is it possible to make a rougelike in Java ME?
« on: May 11, 2010, 07:34:59 AM »
Version 0.1.6
More has been done. Least among the things ive done: The game has been christened  TOMRL for The Only Mobile RogueLike. Thats not entirely final, because i will rename the game to something like "Test of Mokroul" when it has an actual story. It just needed a name.

Secondly, the display can now handle maps of a size up to 100x100 if need be. This value is likely to change if the amount of information in each square increases. Hopefully, both my testing-platforms will survive such an expansion.

Thirdly, i remade the way the game draws the screen. Everything from stats to debug and messages, to the map, to the buttons SHOULD now independent of phone-resolution (read: blatantly ignorant of actually testing the game on any other phone). Basicly, the screen got a bit more appealing to the eye.

Fourthly, sent the gameCanvas a pointer to the "main screen", so that the game can actually exit back to the menu. Added funtionality to start a new game or resume one currently in progress.

Fifthly, buttons (the drawn ones on the screen) now work. CMDS still doesn't do anything, and MENU only returns the user to the menu. In theory, i will have little to no problem linking the buttons to any desired effect.

What the game still can't do:
- Generate random maps.
- Add enemies on the fly.
- Combat (bumping into them isn't combat, it's barely even rude.)
- Be fun to play.

I am on the other hand getting closer to something remotly enjoyable.
Also, i passed the project. Yay me. :)

Next up is:
- LOS (that will be fun)
- Maps with occupantHandlers instead of the current system of tacks and post-its.
- Basic combat? (bump into enemy and they DIE.)

At least one of the above should be done by version 0.2.0.

Also, i've tried to talk to my teachers in software development about version-handling, but they seem to have forgotten. How do you guys handle versions in your RLs? Do you keep meticoulus track of changes and additions? Do you just increase one digit everytime you make something work? Is there any book/site you would recomend me to read?

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Programming / Re: Is it possible to make a rougelike in Java ME?
« on: March 17, 2010, 03:18:31 PM »
It does seem like it is possible. Althou Java ME does seem to have some inherent problems with switching from a gameCanvas to the menu, i have so far managed to make a playable and working alpha. It features one map, that demonstrates passable and non-passable objects, colored characters and tiles, and an extremely high-tec ai that controlls the other creatures on the screen (no, srsly.  ::) ). Controll is handled by either using the phones (or the phone emulators) arrow-keys, or by tapping the screen (for touch-devices) in the direction you want to go relative to the center of the display.

People with touchscreen-devices will want to disable any on-screen buttons that the Java ME adds during runtime. Different devices handles this differently. The program has been tested on a Nokia 5800 XM so I cannot guarantee that it works for your phone. :(

It is open source, but i hardly think any of you will use it at this early stage. Standard procedure for giving thanks to the original programmer is of course i order if you should decide to work on it.

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Programming / Re: Death in Roguelikes
« on: March 16, 2010, 08:08:00 AM »
Being a big fan of ADOM, being 'O'ffered by enemies by standing on their altar is always a beautifull way to die. :)

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Other Announcements / Re: How I found Roguelikes
« on: March 10, 2010, 08:25:34 AM »
I started of some 10 years ago (must have been 13-something), when i first heard of Nethack. I downloaded and played both the ascii-version and the graphical isometrical-3d version with a different name that i cant remember. Liked both of them. Then i got into ADOM. And i still play it to this day. I have STILL not beaten that game. :)
Damn, now i feel like playing adom again. I think ill have a moment with adom and radio rivendell when i get home. :D

Now, i await the coming. The coming of JADE.

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Programming / Re: Is it possible to make a rougelike in Java ME?
« on: March 08, 2010, 07:45:40 AM »
What JavaME roguelikes did you try?

Im not certain it was developed in JavaME at all, might have been something else. I cant remember the name, but Ill look it up.

Ah, yes, I found it:
http://roguebasin.roguelikedevelopment.org/index.php?title=Dweller

As for the problem with color, I got a tip from my teacher that I might be able to print a colored char on the screen via the graphics class. Im looking into it. :)

EDIT: I solved the problem with colored characters. Using the setColor and drawChar in the displayable class Canvas works just fine.

Now i have to make the actual map. As it is supposed to be centered on the player, like in dweller, i have to give this some thought. Im thinking of using an array of "AsciiTile"-objects that contain a char, a color and a boolean "passable". How have you guys handled the map in your games? 

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Programming / Is it possible to make a rougelike in Java ME?
« on: March 04, 2010, 12:17:54 PM »
The question is like the subject. I have been looking for good rougelikes for my cell phone, and ive found one. I tried it, but didnt like it. Since i am currently studying Software engineering (2nd term), I would like to give a try at making a VERY basic roguelike engine for my phone, a Nokia 5800 XM, as a 2 week project.

A few problems arises: As ive read on other sites, colored characters will be a hindrance, even with standard Java its difficult to make it work. I expect it would be worse with Java ME.

Has anyone tried this before? Succesfully? Unsuccessfully?

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