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Everything posted by DavidAdas
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If I misunderstood your post, though, I apologize If you want I can post my complete Planet class for ya. Not sure if it'd help or not
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Post your code and let me take a look at it. I agree with Moribundus though. If bottlenecked fix it. Part of it also has to do with the design pattern you are using. Hopefully I read your question correctly -- but if you are taking an object-oriented approach, it's best to set all final and static variables associated with the object WITHIN that object. Here is a code snippet from Rebellion 2, take a look: /** * Sets the loyalty of a planet. Must be between -10 and 10. * Ownership determined by outside elements. * @param loyalty is favor of planet to the player's faction. */ public void setLoyalty(int loyalty) { this.loyalty = loyalty; } /** * Returns planet's loyalty. * The range of negative 5 to 5 is neutral. * @return planet's current loyalty. */ public int getLoyalty() { return this.loyalty; } The only arrays I have are ones which contain the objects: one for planets, one for Officers, and so on. And I can add and delete as necessary. This hierarchy makes memory management a LOT easier on both you and your compiler.
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Hey. Quick question -- for anyone who used to play SWG anyway (used to being the key words) -- does anyone remember what the song was that play at the character selection screen? I mean it's like the normal Star Wars main theme but it's a bit different. Anyone have any idea what I'm talking about? Am I crazy? I just want that to be the opening theme song to Rebellion 2 if I can get it.
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Okay so I am finally finishing up my new code layout. I want you guys to take a look at it. ((Prepare for a reasonably long post)) (Note: All these are classes) -> means inherits the attributes of The Big Picture: What this means is really this: these classes should let you develop your own new Officer types. Jedi is the example I'll leave in the game, but you'll be able to create your own new character classes like Bounty Hunter or Smuggler or whatever else you want and assign them special bonuses. With a small bit of java knowledge, you'll also be able to create your own special missions as well -- design new buildings, create your own game events, build new objects to research, implement additional factions, set different time periods, et cetera. These might not make it to the RebEd2 I am building (because those features may require a compiler) but nevertheless, they will be there and extremely easy for use. Hell, I'll even post a billion tutorials upon release just to ensure you guys have all the tools you need. Aside from that, though, I am currently working on the missions (they may take a bit) whilst working on the start up generators (i.e. generating the players starting officers, planets, recruitables, resources, et cetera). When that is done, I will be writing the system for sending a unit on a mission then testing and tweaking them. This should take a while but will speed up considerably after Finals Week in May. Beyond that scope, what will be usable (for you guys to toy around with) wont be too far after. It wont be playable considering I will still have to write the battle simulator and most of the 3D stuff, but you guys will still be able to move things around, do missions, and scream 'pew pew!' at each other. It will be a time of serious debugging and idea generating though. This is Rebellion 2, after all, not Rebellion: The Rehash! I will be relying on you guys to give me ideas for gameplay change. Until then -- cheers guys! And I hope to have more updates soon. ~David
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Well right now we're just developing the engine so we're simply building it around the originals. An idea I've been rolling around, though, is to have certain characters only recruitable after a certain time period or after a certain event (e.g. if Han and Leia get married, the Jedi twins). But more or less I'd like to start it off as early as possible, that way the player feels as though he or she writes her own Star Wars history. Either way, though, you'll be able to add your own ships and models and such, so you can make it any time period you'd like!
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Haha, thank you ThrawnVSAckbar Ideas are always welcome, though -- so keep suggesting! As for a rotating galaxy? While I actually could do it, I'm worried that it might clog up an additional processing thread and slow the game up. Something that runs as a constant background task often has that effect. But I might be able to do it as an extra visual option... Anyway, just to let everyone know, I've recently hit back that spurt I was going on about a month ago and am now back on track! During BioPsych., I had this crazy idea on how to handle missions in events in real time and before I knew it, I was coding again. Not much aesthetic stuff but important progress nevertheless. The only holdup is the equations to determine success on any given mission. I don't believe we actually know what the original equations were and... well, to be honest, even if we did I doubt I'd use them anyway. So in short I need to develop new algorithms. If any of you would like to contribute to this in any way (such as suggesting possible variables or actually developing an equation yourself) I would love you forever.
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Good point. Agreed! That was kind of what I had in mind, really. Preserve the Rebellion's ability to hit and fade. The link was interesting. As soon as I can get on to our next break and away from my insanely difficult teachers (who hired these guys??) I'll post a long script up. On another note, my eventual goal is to make the entire game real time. Thus, ticks and turns will only be temporary. There's just a lot of testing needed to determine just how many fleet battles one will be able to control at once The more ideas the better, guys! I'm sorry I haven't been able to work on it as much. Don't worry though, not a day goes by when I don't feel like crap for not attending my 'baby.' I just need damn midterms out of the way!
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Steel, I'm afraid that you might have meant me. If you sent me a message I didn't get an email indicator for it. So if it was our project you meant, we'd be glad to have ya. Otherwise, good luck!
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Anywho, so I've come up with an answer to the problem you posted originally, Evaders. Let me know your thoughts. In Rebellion 2, I can code a "Territory" class. It will connect and paint the areas each faction owns and I can build consequences for traveling too deep. Secondly, I can also implement way point traveling. This is something I had in mind a while ago. Instead of just selecting the planet you wish to jump to, you'll be able to select the exact route you wish your fleet to take. So you may go Coruscant to Yaga Minor to Kessel... and so on. If you do not choose a direct route, the computer will automatically generated the fastest route for you. This will establish territory and enhance territorial strategy... and makes the universe a bit less assessable than it really should be. The last thing we need to do though is define the consequences for traveling deep into one side's territory. My ideal approach is this: 1. Fleet icons will move simarly to those in Empire at War. You can move multiple lines (fleets) against multiple parts of a faction's territory. 2. Depending on the size of the fleet and how far deep you intend to go, you may be detected and will become interceptable. 3. Because Rebel fleets are made up of lightweight and thus faster ships, it will be harder (depending on the size) for them to be detected. 4. Depending on planet loyalty, certain enemy planets may not alert others of your presence. 5. MOST IMPORTANTLY: Constant travel and combat will significantly degrade ship performance, requiring immediate repairs at a friendly dock. Tell me what you guys think or give what suggestions you have. Would give me some cool things to work on!
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I agree with you, Evaders. The plan was to make it (eventually) entirely 3D but until then... Honestly, yeah, I am already reconsidering some of the approaches the original game took. Too many displays, too many windows, too tedious of a drag and drop system, etc. It's what is really holding me back, to be honest. And I really do think more variables (to expand gameplay) would add depth to the game. Thing is I just need to come up with a new system. I have Psychology coming up next, though, so I'll otherwise ignore the teacher and develop such a system I'll post it upon return.
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Man who took my thread off topic Hey guys still here. Just a busy semester. I work on her daily but hardly half as much. Will not die -- trust me! I'll hopefully release something noteworthy soon. It's what happens when you're the only one really coding anything
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Can you support this resolution for a Remake??
DavidAdas replied to Slocket's topic in Rebellion 2 Ideas
CRT over an LCD are you crazy!??! -
As a wedding gift... I've completed Rebellion 2!! I'm kiddin'. Sorry, I just had to! Congratulations though!
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Hey guys! I just want to update everyone. I apologize for waiting to get this out... I haven't worked on it much because, for Christmas, I've been spending my development time working on something for my girlfriend It wasn't something I had planned, but when the words, "surprise me" came out of her mouth after I asked her what she wanted for Christmas, I sorta had little choice. I'll be back onto it soon though!
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Maaaaybe I should rename this game to Noilleber 2...
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New total of ships and fighters for a Rebellion Remake?
DavidAdas replied to Slocket's topic in Rebellion 2 Ideas
I will say this much. In writing the 3D portion of my game, I've come to appreciate Empire at War just a bit more than I did originally. In doing a stress test of my code, I was only able to fit about twenty or so capital ships on each side before seeing any unplayable lag (and my desktop packs a punch). This, too, was before loading the fighters, background debris and planets, interface, et cetera. http://photos-a.ak.fbcdn.net/photos-ak-snc1/v374/119/59/26005819/n26005819_32035432_9547.jpg Granted, that's the reason why. Now I can scale this thing back. Decrease the size, lower the quality, and get it to less than a mb and could then reasonably fit quite a few on the screen. But then reviewers give my game a low score because of the low quality Typically, game reviewers are few and far from programmers but anyway. It's ultimately going to be a tough call. Or I can just create some really ingenious system to load and display huge models without your system exploding. That's the option I will likely end up going for -
Ugh- I hated what I read of Walden (two chapters, then I felt I was going to vomit all over the book). I find your words amusing, though. I now picture the men of yesteryear, wandering about in homespun clothing, shouting "n00b!" at the guy they have just pwned on Doom online. Haha, that'd be so embarrassing. I think after Rebellion 2 I'll start work on Walden Online. An MMORPG that is set in a forest with absolutely nothing to do.
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Well of course it should bug the hell out of you! I mean, let's be honest here... it's the Death Star turning into Darth Vader. I mean, it's the epitome of stupid! Any man who, in their right mind, purchases such a thing should be shot straight up! Oh and Thoreau is great -- but only if you don't game. I mean, the whole I'm going out and living in the wild and taking care of myself bit doesn't include a power source for your 1000w computer.
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I guess even my project is not safe. Honestly, if they try to stop me, I'll likely concede and use what I have to make something entirely different but essentially the same. And after wrapping up, I'll likely make a mod in which you, the player, must fight against LucasArts, the corporation, for domination over the US. You'll be able to perform sabotage on the LucasArts base, abduction missions on... well You get the idea. They can't stop a parody. That's free speech!
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Well, obviously... the entire has seen many projects go up and then back down. I think what they are really anxious to see is some results. Continue to work on the project and I feel as though you'll grow that interest So just keep up the work! We all support you, of course. Don't forget that, either
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http://www.pixfans.com/wp-content/uploads/2007/09/darth_vader_transformer.jpg That one is my favorite. Darth Vader Deathstar Transformer!
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Wow, that's pretty impressive! Could you tell me, though, which two songs are playing in your videos there? I've been looking for both to put into Rebellion 2 but ... well, I'm just not sure which they are Also, you're further welcome to any of my models as well: http://photos-f.ak.fbcdn.net/photos-ak-snc1/v374/119/59/26005819/n26005819_32035429_9613.jpg http://photos-a.ak.fbcdn.net/photos-ak-snc1/v374/119/59/26005819/n26005819_32035432_9547.jpg
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Sorry for taking a while to respond! Thanksgiving break and all. Okay, I'm giving up on the editor for the time being I had it working but then I realized that the information wasn't transferring correctly. Once you move the frame you've transferred to, all the information resets. Despite being static, the frame cannot save the information. I even made a click command to list all of the frame's components. It showed nothing. Thus, I am going to have to custom build my own drag and drop transfer package. It's not a priority at the moment so I'm moving on. Darth, I'd be interested in using the original game data (at least for now). Do you think you might be able to explain to me how it's structured? Likely, mine is considerably different.
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Well, I wouldn't worry about it now. Why? Because... I DID IT!! I DID IT!! Drag and drop SUCCESS! I am so freaking stoked! I no longer feel like I'm not taking practice. Okay so here's where I am. I've got a few more basic functions to add to the editor. Just enough so that I can get you guys to help me set up the galaxy map. If I can get one of you to make a default map for me, it'll allow me to finish the mission and event classes As a side note, the editor will be much more professional when I am done with it and include a lot more. Character editor, unit editor, et cetera.
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If I can't get this to work, that's pretty much what I'll end up doing. I mean, I could write a really simple double click function and a clipboard class but... if I can write an info transfer method into these classes I can copy them into the game classes and be two steps ahead! But I do want to get this released as soon as possible so I may have to hold off on that. I'm thinking by Monday, really. I haven't produced anything for a while now and I've gotten old of it. And it's driving me bonkers knowing that once I get back to working on core game play, I'll be speeding right along considering I'll have completed all the hard stuff