Wow, this is amazing! Do you plan to make a full-scale game out of this?
Also, just a note, but you can only have 1 of each type of vehicle, that and the game speeds up noticably near the edges. Still, it's pretty cool!
Thanks! Yes I still want to turn this into a full-scale game but I never got a definite direction for where I want to take it. And it is intentional for now that you cannot get more than 1 of each type of vehicle. I just refactored some of the code/behavior so that it should be more smooth.
A new version of this scenario was uploaded on Sat Nov 16 20:14:11 UTC 2013
Performance boost.
It runs much better now! Was it just a simple fix, or did you have to re-code some of it?
I was just working on a game with homing missiles, and I was having trouble getting them to not to a loop after the 0-360 degree boundary line, and when I went back to check your reply, I noticed the rotating gun on your tanks works the same way!
Also, by the way, the trees don't appear until after you move, does that have something to do with the way they're coded, or is it intentional?
I re-coded some of it - mainly with aim at reducing the amount of Actors (such as the tree parts off-screen) are in the World. And a bit in reducing the calculations for things off-screen (such as translating only Actors that are nearly-ready to be on screen, for scrolling).
You are welcome to see how the rotating guns are coded.
And it is both how the trees are coded and intentional for now.
This is among my top 4 projects I am currently wanting to expand on. My #1 has yet to be published. And one is just an idea so far. The other is Interior. So if I get a good idea of how to expand Forgotten Road after finishing my #1, you will get something to shoot soon. =)
By the way, bourne, I've noticed in the code for Forgotten road, you currently have an enemy fighter class and a worm class, do you intend to make both of these into enemies?
I was bored so I played around with the worm; I made it turn in semi-random directions, and when two worms collide they create another worm. This seemed cool until there were 150 worms a couple seconds after two of them collided. XD
My code is reliant on there being a Player (an Actor you are wanting to center on), and a type of Actors that should be scrolled (in my case I had them all of type GameObject). If you need more help, please start a new discussion with details of your game and code.
Hey, bourne, I'm also interesting in making a scroller similar to yours. Similar to KevinWelch, I've been looking at the code and trying to understand it, and so far I understand that you have objects move with a translate method, correct? Anyways, would you mind if I used some of this code? I was curious if there was some universal engine everybody was using for scrollers, but after looking at some other projects, it became clear that there's not. In some other games people were overriding the setlocation method which ended up becoming really confusing. Argh! I've gone off-topic again, sorry, but can I use the code from the translatableObject and Terrain classes?
Permission to upload modified version of game---
Dear bourne,
My name is Ryan and I study at Chinese International School. May I please request permission for uploading a modified version of your "Forgotten Road" scenario onto the Greenfoot Gallery? I will fully credit you in the description section and in the game as well, since I fully know the rights that you possess over it. This will be my first edited scenario in the experimentation with Java coding and syntax programming.
Many thanks,
From
Ryan
Finally, I would like to upload it so that I can get comments on how I can further modify it and at the same time also extend my knowledge of Java programming. If you want to, you can request to see the modified scenario.
This has potential to be a really good game soon!
Some ideas for later updates:
-1: Let the soldier walk through trees. Not exactly. Well, let me explain: The trees are 3D or at least there look like this. You could add a log in the middle of each tree (under it, so you actually can't see it). Just a circle on the ground. You can't walk through the log but through the leaves. The soldier is of course under the leaves then.
-2: Starting and landing of the helicopter. Would be nice if the helicopter has two phases. One in the air and one on the ground. Then you can prevent the helicopter from landing on trees for example. (Maybe a parachute for the soldier, if he exits in the air. The helicopter crashes and explodes then, of course. This is for a later update, I guess.) ;)
-3: Start/Stop helicopter's engine. If no one is inside the helicopter, the helicopter's rotors (not sure if it is the correct word) should not turn.
Well it occurs at events such as a mouse or key press. When this happens, a new "bullet" is created and added to the World, at the appropriate location given the player's object location and rotation etc. Then the "bullet" acts - moving in the appropriate direction.
2013/5/6
2013/5/6
2013/11/16
2013/11/16
2013/11/16
2013/11/16
2013/11/16
2013/11/16
2013/11/16
2013/11/16
2013/11/17
2013/11/17
2013/11/17
2013/11/17
2013/11/17
2013/11/17
2013/11/18
2013/11/18
2013/11/18
2013/11/18
2013/11/18
2013/11/18
2013/11/24
2013/11/24
2014/1/12
2014/1/12
2014/1/12
2014/1/12
2014/1/12
2014/1/13
2014/1/24
2014/2/7
2014/2/7
2014/2/22
2014/2/22
2014/2/23
2014/3/24