I've recently gotten into modding Minecraft and thought that my first released mod may be something that provides wings with the functionality of those from Terraria (Hold space to fly up for a limited time after which you can't fly up until you touch the ground. At this time the wings, instead, provide a slow fall).
So far I've added the items, recipes, etc. I've decided to use and I have my first set of wings as an armour, however, as I have not set a texture they show up as the pink / black checkers. What I actually want is for there to be a different model used- the custom one I made for the wings known as Resting.java but change to Flying.java whilst in the air.
My problem here is that I don't know how to get rid of the default armour model and use my one. Also I'd like to be able to actually add functionality (the flying, gliding, etc.) which I don't know how to do but I'll save that for another question.
Any help would be greatly appreciated and if you need me to post any of my code, just say so. I don't know what would be needed.
I'm currently editing Minecraft Version 1.6.4 using the latest release of Forge.
this was asked a while ago, but there is a way to do it. Use custom model data to make custom elyta or chestplates, and then put effects such as jump boost and slowfalling on people with the custom wings in their chest slot in armor. I know this was asked a while ago but I hate that nobody answered these questions. Yay!
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So in the beginner coding classes I teach, they've (the district) moved us away from the Graphics library with java.awt.* and java.swing.* to the simplified standard graphics library, StdDraw -- not necessarily a bad thing as it has most of the bells and whistles that my students need and we only really use it for one chapter and then its an option for a later project if they feel more artsy that analytical. It also more closely mirrors the coordinate system they're using in math classes and logically makes more sense to them defining center pionts to draw instead of corners.
One of the things I really wish it had was the ability to draw sectors/wedges/slices of circles. It does arcs (the portions of a circumference), but especially for the graphical [pie] charts, it's quite essential. For the moment they're just coloring the arcs and we're going on with the lessons. But for NEXT year, I'm hoping I can edit something into the library ahead of time and let them use it traditionally without going against the other teachers across the (large) district and utilizing two graphical libraries "StdDraw" and "g" or being the lone one who uses g entirely.
Most results online suggest migrating to the g-library, my only hesitation was the explicit move away from that for the younger students. More advanced, older may still use it, but I don't teach them. A decent Google, reddit and stackoverflow search didn't return anything that I could just plug into the StdDraw library so wondering if you have any suggestions or work-arounds?
fledgling here, asking my very first question on Stack Overflow :)
Question:
I'd like to create a shape with number of points according to the user's input.
For example, if a user inputs 5, I'd like to come up with a pentagon. How should I approach this?
What I have in mind: diagrams that show various stats of an object, similar to how you may see a soccer player's traits in a game: Speed, Stamina, Shooting accuracy, etc. However, I want the users to decide what traits they want to have in their diagram. Eventually I'd like to display the changes in those trait values to reflect improvement / worsening of each values.
So far, I've found out that drawables are usually for static images..? And some dynamic image generation may be very (resource) demanding.. Since it's kind of a graph.. maybe there's something out there that I could use? (But I want to make it look pretty and not nerdy looking graph)
I'm trying to do this on Android Studio, and I've never used Kotlin so I'm trying to stick to Java if that's relevant ;-;..
Any help would be greatly appreciated.
I'm coming to the end of my first year of CS and I thought a great way to consolidate all the things I've learnt this year would be a personal game project.
I would like to implement a 2D based rts, I'm thinking along the lines of starcraft I, warcraft II or even command and conquer. I will have about 3 months without interruptions to implement the game.
So to anyone experienced with java game programming, I have a few questions:
Is it realistic to design a 2D rts engine from scratch in 3 months?
If so what are some good books/resources to get started?
Would it be better to modify some existing project? I would think the experience of having to work with a lot of someone else's code would be good since our exposure to such topics in an undergrad cs degree seems very rare, if non-existent.
Are there any decent open source 2d rts projects that anyone could recommend? I've looked through a few but most seem to be written in c/c++
My humble thanks
Edit: Thanks for the quick responses, I think that perhaps it was a bad idea to post this in a rush since I think I misrepresented what I want to do.
When I say "along the lines of warcraft II etc" I mean more like that style of rts using sprites. I don't intend to implement a game nearly that complex, more like just a basic prototype.
My goal would be some thing more like a flat textured map with some basic obstacles like trees, a single unit producing structure like a barracks. I'd like to have the units to have health bars, be able to move and attack and die (and possible morph into another unit).
Far off goals would be to implement some basic pathing using a modified version of the dijkstra shortest path algorithm, ranged units with missle attack, etc.
I don't plan to implement any opponents or ai or networking or anything like that.
I'm thinking along the lines of starcraft I, warcraft II or even command and conquer
Make sure you purge your mind of matching the full scope of any of those. They took large teams of developers multiple years to make, with multi-million dollar budgets, so you can't even hope to approach those. They're called AAA for a reason. That being said, there's no reason you can't very minimally ape their design, or make a tiny game in their genre, assuming you have previous experience making small games.
A sub-genre of RTS that might be doable in that amount of time is a Tower Defense game. Plants vs Zombies is a good example. The reason I suggest this sub-genre is that you can avoid implementing any sort of AI or path-finding, which are notoriously difficult to get working, and I think technically impossible to implement "perfectly", especially with a limited CPU budget.
Make sure to reign in your scope. Favor a "complete" game over new features, because you can then call it "done" at any time. Get your game playable ASAP, and don't sweat the polish or details until you have to. Add one enemy type and one type of player unit (with only one ability, if you were thinking of implementing multiple abilities per unit). Make a title screen, menus (even if the menu is just "click screen to play"), game over screen, level complete or stat screens, cross-level player statistics, etc. Once you have all that ironed out, spend equal time adding new features and polishing the gameplay/graphics/bugs.
Once you have a playable, "complete" game ready (no matter how small in scope), find a real artist to do graphics for you. A shiny game always draws an audience, no matter how simple the gameplay.
It is very unrealistic to think you could implement a 2D RTS engine anywhere even close to the complexity in those kind of games. You could maybe get something very rough if you were experienced, but with only one year I think it's doubtful.
I can't help but feel like it would be much better for you if you used an existing engine or framework and built off of it. Like you said, working with other code would probably be a good learning experience as well. It would allow you to experiment without getting bogged down in having to do everything.
Keep it simple or you will simply drown in complexity before getting around to have anything playable. Since you have not tried it before, you will have a lot of nuts to crack and you don't know how long they will take.
Also remember that report writing and documentation takes time too.
The idea is good, and I think you can pull off a whole game if you find good building blocks. I would suggest discussing this with your teacher to hear what is acceptable for you to use. Would it e.g. be ok to do a game on an open source engine if you add some non-trivial functionality?
Update: Seems to be several engines available from Java at http://www.devmaster.net/engines/list.php?fid=6&sid=1
People often forget, that creating games is MUCH MORE than just coding the technique thing. Its about content creation, game design, sound and music, the "fun factor". If you make heavy use of existent APIs or engines, it will be possible, but writing it from scratch with no experience in 3 month is like asking yourself if you can code 100,000 LOC in this time which means 1111 LOC per day. This might be possible, but not if you have to desing and think, and just having the code makes no game.
Perhaps it would make sense to look at some existing efforts to get a feel for the scope of what you are looking at. These should give you some ideas or even code to build on:
http://www.duncanjauncey.com/btinternet/old/javagame/game.html
http://en.wikipedia.org/wiki/Lightweight_Java_Game_Library
http://www.ardor3d.com/
http://en.wikipedia.org/wiki/JMonkeyEngine
It would be a lot for me to bite off (from scratch) in the time given that is for sure. That is about all I can say.
EDIT: I thought maybe JOGRE was not what you are looking for. Then I thought about it and it seems like it would have all the right kinds of plumbing for what you are trying to do.
EDIT AGAIN: After my answer, one of the related questions links on the side seemed relevant: Java Game Programming: JOGL vs LWJGL?
Well if it gives you any hope at all, my team and I are currently working on an RTS game called "The Genesis Project". We call ourselves MotherBoard Games, or MBG for short. If you would like, I am always looking for more coders. You can email me at mpmn5891#gmail.com, I can give you some advice and tips form my 6 year experience, 2 of which have been spent making this game (to give you a scope)
to start with I've gone through the entire notepad tutorial, I'm a professional game programmer who has some extra time. (though most of my time has been in C++, I did take a year or two of Java classes in college, and remember some of it).
I'm not sure the site is a good site to ask questions like this.. If someone has a Forum that might be a good place to ask these newbie questions, please feel free to point me in the direction.
I've examined a few of the samples, and think I've a grasp of what I want to do. I've a three to four project plan for some Android releases to sharpen my skills, but since this is my first project and I have never really developed for a mobile phone or the android before, I'd like to make sure I have a solid plan.
The first project is an example of the license plate game, however I want to do a few things to change it. Heck maybe when I'm done it'll become a bingo style game, with bluetooth connectivity, you never know.
The base idea is I want to offer a list of states, with checkboxes next to them. so to do this, I'll be starting with a Linear List layout similar to the note pad example, and then have a row that is only a Checkbox. I can use text and call strike through if it's been checked off. Perhaps offer an option to not show them if they are checked.
But I want the list to be generated from a set of lists. Maybe all of America's states, maybe reasonable American states (no Hawaii, no Alaska) maybe a North American list, (add in Mexico and some Canadian provinces), a European list, who knows.
I'd probably have to have a pop up window that lists all of the lists I suppose using a radiogroup of some sort.
So then as far as the data, after weighing options I think best solution is to make a database with two fields, "checked" and "name".
I figure I can use the menu for most of the user interaction (aside from clicking on stuff we want to check off) with maybe a few context menu items, I understand how to make all of those already so I should be good.
The question I have is what is the best way to populate the lists? Should I create raw data, and have different files for all the lists? Or is there some other way to do this? I've seen this done on the searchable dictionary, but I'd like to hear what people who have actually generated the data like this before.
In addition is there an easy way to look at the sql database these applications create, or do you have to run searches on them and output the data?
Finally any other suggestion or advice? I definitely want to try to get something like this on the market so I can see the full life cycle and see if anyone actually likes it. (luckily there's not a plethora of them already) but I also want a few people to look over my code if they're willing when I'm done to make sure I've done this right or at least not missing any basic mistakes.
Thank you for your time,
Frank
As far as check boxes, you can design your list item layout to have a checkbox in it. You should make some sort of object that will hold all of the data for each list item, including the status of their checkbox (something like isChecked). Instead of storing a list of String objects containing the names of states, you should have a list of State objects. then, say you wanted to take some action on every checked item, you can easily iterate through the list you gave to the ListAdapter and see which ones are selected.
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You can stick to C++ if thats your thing (there are some limitations, there are some benefits) , please read this primer for details.
For data folks are going to steer you towards SQLite since is available OOTB with Android.
We're a team of a programmer and a designer and we want to make a medium-sized java game which will be played as an applet in the web browser. Me (the programmer) has 3 years of general development experience, but I haven't done any game programming before.
We're assuming that:
We'll decide on a plot, storyline of the game, etc.
We'll create a list of assets (images) that we need, i.e player images, monster images, towns, buildings, trees, objects, etc. (We're not adding any music/sound efffects for now)
The designer will get started on creating those images while I finish reading some of the game programming books i've bought. The designer will create the first town/level of the game, then pass on those images to me, I will begin coding that first level and he would start on the next level, and after 4-5 levels we'll release v.1 of the game.
Question 1: Is this the correct methodology to use for this project?
Question 2: What format should the designer create those images in. Should they be .bmp, .jpeg, or .gif files? And, would he put all those images in one file, or put each monster/object/building in its own file? Note; We are sticking to 2D for now and not doing 3D.
Question 3: I've seen some game artware where there would be a file for a monster, and in that file there'd be about 3-4 images of a monster from different directions, all put in one file, i think because they're part of an animation. Here's an illustraton:
[Monster looking to right] ... [Monster looking in the front] ... [Monster looking to right[
And all of them are in one file. Is this how he'll have to supply me with those animations?
What i'm trying to find out is, what is the format he'll have to supply me the designed images in, for me to be able to access/manipulate them easily in the Java code.
All answers appreciated :)
I have some comments for each question.
Question 1: You say that you will begin coding level 1, 2, .. one by one. I recommend you to create a reusable framework instead or see it in the big picture instead. For the information you provide I think you are going to make some kind of RPG game. There are lots of things that can be shared between levels such as the Shop, the dialog system, for example. So focus for extensibility.
Why wait for designers to pass on the image? You can begin your coding by starting with pseudo graphics file you created yourself. You can then work with designer in parallel this way. And you can replace your pseudo graphics file with ones provided by designer later.
Question 2: JPG is not suitable for pixel-art style image, that appears a lot in most 2D game. And the GIF support only 256 color. The best choice to me seems to be PNG.
The designer should always keep the original artworks in editable format as well. It's likely that you want to change the graphics in the future.
Question 3: It depends. The format mentioned, where character's animations are kept in single file, is called Sprite. If you kept your resource in this sprite format than you will have some works reading each of the sub-image by specifying coordinates. However, sprite helps you keep things organized. All the 2D graphics related to "Zombie" character is kept in one place. It is therefore easy to maintain.
About the image format: don't let the designer deliver anything as jpg, because you'll lose quality.
Let him send it as png instead, and convert it to your preferred format as needed.
Also, remember to have him send the source files (photoshop/illustrator/3dsmax/whatever) in case you'll ever need tiny changes that you can make yourself without hiring the graphics dude. Who knows if he'll still be available in the future anyway.
I want to suggest to you that, before you make any decisions about your workflows, you and your colleague go have a look at JavaFX and see if maybe that's the toolkit that best meets your needs.
http://java.sun.com/javafx/
The [Monster looking to right] ... [Monster looking in the front] ... [Monster looking to left] style of animation demarcation has been around for as long as I've been peeking into game data, so I would suggest going with that path.
I was about to make the same remark as Wouter: use PNG, modern format which is highly compressed (as opposed to BMP), lossless (as opposed to Jpeg) and full color and with several level of transparency (as opposed to Gif).
Why people put several sprites in the same image? Actually, for Java, I am not sure, if the images are part of a jar... I know it is interesting in CSS, for example, because it reduces the number of images to download, so the number of hits on the server, which is a well known Web optimization. For games on hard disk, reducing the number of small files can be interesting too.
The designer can appreciate this too. At least in times where sprites used a color palette: you had only one image, using the same palette: easier to edit, and slightly reduce the overall size (in times were memory was costly!).
I can't answer on the methodology, I never did a game in team... If it fits your needs, it is probably the right methodology...
duncan points to JavaFX, I will point to pulpcore which seems to be a promising library. Of course, there are plenty others, like JGame and such.
Bunch of pros here: http://www.javagaming.org/
This is not answering any of the questions. But for game develop/Simulation Engines learning if u need a reference:
http://www.cs.chalmers.se/idc/ituniv/kurser/08/simul/
It's a link for the class lectures of Simulation Engines at Chalmers Univ in Gotembourg. The teacher as a game company and gave quite good lectures. Check the slides we had in the classes, maybe they'll help you a bit.