Name: Anonymous 2007-10-28 16:52
Sup /prog/
I've been working on and off on a simple RPG game in Java (as that was the language I was learning at school when I started). By simple, I mean that so far it lacks any sort of "cut scene" support. There are quests (but no pretty way of introducing them), map switches, levelling up, character classes, but no cut scenes (and of course no physics simulation since it's just a little RPG game). Anyway.
The non-graphical stuff was fun and easy, as was making the actual graphics, but integrating the images into the game has proved a pain in the ass. I pulled it off, but this required making the game an applet and redrawing that applet either at timed intervals or when an action was performed, depending on what was going on (intervals when walking on the overworld map, on action when in battle). Animations are also a major pain. ideally I would simply load the various frames of every animation into arrays and loop through them when I need to, but this would require timed refreshing which hasn't been working for me (honestly I don't even know why, it seems to be random, as if JRE just has bad days sometimes).
So basically, what do I do, /prog/, what do I do? How do I make the damn thing refresh every 10ms or so regardless of what's going on (the navigation and battling are done by different classes with very different thread managing, but I want them to have identical functions for that, or better yet, a timer that refreshes the applet independently of the current JFrame that is active)?
Heck, even better, I'd rather write this without the use of applets. I don't care if it means rewriting everything graphics-related. Making it without applets was my original intent, but I simply had no idea where to start. I still don't. Any tips? I tried googling for ways to deal with graphics without the use of applets, but failed. I'd prefer to do this in Java or C, though the former is more familiar to me (I do intend to learn C properly, just not this year, thanks to college).
Sorry for the length.
I've been working on and off on a simple RPG game in Java (as that was the language I was learning at school when I started). By simple, I mean that so far it lacks any sort of "cut scene" support. There are quests (but no pretty way of introducing them), map switches, levelling up, character classes, but no cut scenes (and of course no physics simulation since it's just a little RPG game). Anyway.
The non-graphical stuff was fun and easy, as was making the actual graphics, but integrating the images into the game has proved a pain in the ass. I pulled it off, but this required making the game an applet and redrawing that applet either at timed intervals or when an action was performed, depending on what was going on (intervals when walking on the overworld map, on action when in battle). Animations are also a major pain. ideally I would simply load the various frames of every animation into arrays and loop through them when I need to, but this would require timed refreshing which hasn't been working for me (honestly I don't even know why, it seems to be random, as if JRE just has bad days sometimes).
So basically, what do I do, /prog/, what do I do? How do I make the damn thing refresh every 10ms or so regardless of what's going on (the navigation and battling are done by different classes with very different thread managing, but I want them to have identical functions for that, or better yet, a timer that refreshes the applet independently of the current JFrame that is active)?
Heck, even better, I'd rather write this without the use of applets. I don't care if it means rewriting everything graphics-related. Making it without applets was my original intent, but I simply had no idea where to start. I still don't. Any tips? I tried googling for ways to deal with graphics without the use of applets, but failed. I'd prefer to do this in Java or C, though the former is more familiar to me (I do intend to learn C properly, just not this year, thanks to college).
Sorry for the length.