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Gad Flailimbs
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Hello everyone.

I am currently making a java based game. Don't let the fact that it is a pokemon game fool you. I am merely choosing the concepts as a base idea for the game and I plan to make it my own. The handy part of using Pokemon is that all the tiles are widely available through screenshots and some are clipped.

So far I have a character moving accross an area, I have impassable objects like fences and bushes, there are movement tiles that make the character jump and others that make him change areas.

I have tested the online side using Sockets and RMI. The socket implementation failed because of the memory consumption that was used in the process of constantly sending and receiving (see the site below for more details). I was using Call Backs with RMI and apparently they don't work accross firewalls (but on my local network it ran amazingly).

I'm currently working on packaging all the images and text files into one jar file so people can run it easier. I've found people get confused about how to unzip stuff and double click a jar (if I can narrow it down to one step it is just better).

After I get a single jar then I'll hopefully get into a major recode I've been planning for a while now. I'm hoping to change from the current style of movement to a grid style. The reason is because I believe it would be a lot easier to run the game with the only tiles in memory being the ones on the screen instead of having an entire area loaded all at once. If you notice the gameplay is really choppy around objects like grass or fences. This choppyness leads to bugs with movement allowing you to get stuck in walls. Instead of comparing the character to everything on the screen I plan to compare him to the object in the position directly adjacent to him in the direction he is moving.

If any of you would like to take a look at my code I'll gladly post it. I have some models and some other problems I've had posted on the website. When the game gets to a usable point I think I'll make it open source so anything I post is up for grabs as long as you're respectful of it (if you could make money off of it tho I want a cut, haha).

Anyone willing to help is welcome, I can always use more coders and/or consultants. Below is a link to the site, thanks for checking it out.

Website Here.
[ March 21, 2007: Message edited by: Gad Flailimbs ]
 
Gregg Bolinger
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Chrome IntelliJ IDE Mac OS X
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Cool. Looks like Zelda with a Pokemon theme. Word of caution, careful on using trademarked elements in your own products, even if they are free.
 
Gad Flailimbs
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I'm not worried about getting sued. I'm much more concerned about my apathy towards getting schoolwork done.
 
Gad Flailimbs
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New Version 0.22
Hazaa! One self-contained Jar and less choppy movement.

Game Link

Now if anyone is interested you can help me solve the lag issues. Currently when the character moves he is compared to ever object on the screen to be certain he is able to move. I've got him in a vector along with all the items he is to be compared against. Now if I had thought this through in the beginning I would've made this a 2 dimensional array or something so only the necessary tiles would be loaded and he would be compared to the tile he was moving towards.

But this is how the game is and with school I don't have time for a major recode as of yet. Can anyone think of how I can determine whether he can move or not without iterating through the Vector and using compareTo's on everything with my current setup.

Note that the Vector is sorted by Y position then X position. Zero for Y being the top and the left side for X. If I keep track of his position I may be able to just check the elements around him but I don't know how accurate really would be.

Basically trying to do in a 1d environment what is natural in a 2d.
 
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