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public Level(int levelXInBlocks, int levelYInBlocks, int levelNumber){
levelComposition = new Block[levelXInBlocks][levelYInBlocks];
System.out.println(levelComposition);
levelX = levelXInBlocks;
levelY = levelYInBlocks;
this.levelNumber = levelNumber;
setLevel(levelNumber);
}
public void setLevel(int levelNumber){
String[] eachLine = new String[128];
try{
FileReader fr = new FileReader("level" + levelNumber + ".txt");
BufferedReader br = new BufferedReader(fr);
String record = new String();
int lineOn = 0;
System.out.println("Loading level " + levelNumber);
while((record = br.readLine()) != null){
eachLine[lineOn] = record;
lineOn += 1;
}
} catch(IOException e){
System.out.println("No file found <img src='http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/tongue.gif' class='bbc_emoticon' alt=':P' />");
}
generateBlocks(eachLine);
}
/*
o = air = 0
b = brick = 1
i = ice = 2
*/
public void generateBlocks(String[] levelNotation){
for(int i = 0; i < levelY; i ++){
System.out.println(levelNotation);
String tempS = levelNotation.toLowerCase();
char[] c = tempS.toCharArray();
for(int blockCounter = 0; blockCounter < c.length; blockCounter++){
char tempC = c[blockCounter];
if(tempC == 'o'){
levelComposition[blockCounter] = new Block(0);
} else if(tempC == 'b'){
levelComposition[blockCounter] = new Block(1);
} else if(tempC == 'p'){
levelComposition[blockCounter] = new Block(0);
p = new Player((blockCounter * 25),(i*25));
} else if(tempC == 'i'){
levelComposition[blockCounter] = new Block(2);
} else if(tempC == 'f'){
levelComposition[blockCounter] = new Block(3);
} else if(tempC == '<'){
levelComposition[blockCounter] = new Block(4);
}
}
}
}
Or really, ANY 2D game development book, tutorial, etc. that goes beyond these repetitive cookie-cutter "Breakout" tutorials. Yes, I have already done about 20 of these, from snake to breakout, and they're all rudimentary tutorials about basics I already know. They do not help me build more complex games, such as a series of images I can place in the world to form a map, so I can have my character walk around in something other than emptiness. None go into A.I. more than a very, very simple amount. None go into tile-based movement or A.I. pathfinding, how to create radial pie menus, or anything beyond the very basic of basics.
I'm not sure why you were so aggressive towards me, just because I am asking for help with the basics of "Where to start?"
I am not very experienced with making actual programs, but I am intermediately experienced understanding the code.
[/quote]
Then you back track. It's great that you understand code, but if you don't know how to use it, you still need to learn. That's what the simple programs are great for, they teach you how to put programs together. If you wrote these twenty plus games like you say, you should have a grasp on how to put a tile map together.
Should I begin with a World Editor? Basic GUI? An image based array? Code based significantly off of TILED? etc. etc.
These are legitimate questions, and I am certainly ready for the task.
[/quote]
Those are all so random, but since you already have ideas of were to start, why not just pick one yourself and get started.
I am not sure why asking "Where should I start, and what smaller step should I consider first during the very first step?"
[/quote]
If you're not sure why you're asking, you might have bigger problems than you think.
Coming from someone who's been programming for 13-14 years, this is quite disappointing of a non-answer. If I wanted to be told "You can't do it!" by a pro, I'd go to less professional forums.
[/quote]
Never said I was a pro, just wanted to make it clear that you'll learn more and more over time, and not to try to do everything at once. Nor did I say you can't do it, rather that you're probably not ready for such a big project.
What you should probably consider is that you've been programming for 13-14 years. Not only do you not fully know what it's like to be a newbie with the advancement of technology, you probably didn't even start your newbie experience with something as advanced as Slick2D. Lecturing others who have already made these stupid arcade games over 20 times, to make more arcade games, is like trying to tell someone who has mastered the ability to draw stick figures, to continue to draw stick figures because they "obviously don't know how to draw real figures."
[/quote]
I actually started programming in QB, around the time the industry was moving away from DOS and more into pure windows, and ASM for a ti-83 calculator. And in my art, all my characters start off as stick figures or worse. Just like with programming you can't just slap together a finished game without first putting together the building blocks.
Really, I'd just love to figure out a simple system such as, a menu which I can click, take me to a new window to select an image, and then back to the world to place the image (it being visible, but not placed yet, like a RTS game) and then clicking to place it in a "world" which I can save to file.
Don't really know what this guy is talking about. I was banned for disagreeing with 3 other people who repeatedly told everyone that it costs $100,000 to dig a hole in your backyard, and that the title is that to make ANY game, even a small one, an android app, or ANYTHING at all, it costs $100,000 minimum. When I tried to explain to people that if you spend $0 on developing something, it is free. One of the moderators disagreed with me, and I told him he had no idea what he was talking about. An hour later, I was banned by that moderator for disagreeing with him. Just wanted to make sure I didn't get a bad rep from this kid saying I "continuously start arguments that rarely had any relevance." Especially given the topic I was banned for was specifically titled "It costs $100,000 to develop any game." including a program it takes you 1 day to write (somehow).
This also happened about 6 months ago, so to bring up this, incorrectly my name "Emergeance",[/quote]
A typo, presumably.
and to mention Unity Forums at all (which are quite a joke...) is just strange indeed.[/quote]
The internet has this nasty habit of not forgetting things.
Yes, I've made a tile based game before, although I decided it was better for me to start over to make it slightly better.[/quote]
So start over and make it better. Except this time, instead of focusing on the actual gameplay from square one, focus on having something that can be fully tested at every step. Add an interface that lets you god-mode change the actual tile contents. The next thing you know, you have your editor.
I am very curious as to why someone is assumed knowledge-less just because they are asking for helping starting a project,[/quote]
Er... because knowledgeable people, by definition, could get themselves started?
and asking for any helpful books on game programming design, as opposed to game design or programming language.[/quote]
I'm afraid you'll find there aren't any, or at least anything pretending to be will be gimmicky and not good.
Programming is programming. Game design is game design. When you make a game, you do both. There are some idioms and tricks, but they aren't hard to pick up, make sense immediately to experienced programmers, and generally aren't worth filling up a whole book with. Well-written code is well-written code, whether it's code for a game or for anything else; and roughly the same principles are applied in evaluating and improving code quality.
Programming is programming. Game design is game design. When you make a game, you do both. There are some idioms and tricks, but they aren't hard to pick up, make sense immediately to experienced programmers, and generally aren't worth filling up a whole book with. Well-written code is well-written code, whether it's code for a game or for anything else; and roughly the same principles are applied in evaluating and improving code quality.[/quote]
I respectfully disagree with the highlighted portion. It's not at all easy to transition from an intermediate level programmer to a game designer. Even experienced programmers might find this transition hard, because basically the concepts behind programming games are totally different from general programming principles learnt in schools, colleges, at work and through books. There are too many things to learn and the process is overwhelming to say the least.
Game programming is a separate field in itself. I think there is a knowledge gap which is not addressed by a lot of books which purport to do this. Which is true to some extent.
Please don't disagree with the moderator, you will get banned. This guy is out for heads, and I do not want anyone to be harmed simply because I asked for assistance.
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