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Showing content with the highest reputation on 08/27/14 in all areas
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what the fuck are you talking about??? this is a discovery of lifetime!!!!!!!!! hop to another world in TWO SECONDS2 points
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Or you could my script (http://osbot.org/forum/topic/58003-free-dnaiofighter-fast-banking-teleport-potion-guthan-safespot-tons-of-features/), which is free and supports that + much more2 points
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He's one of the few people to know what happiness feels like. What he does is his business, not yours. Why do people focus so much on others and try to put them down when they could spend that time trying to do something that's actually productive?2 points
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I've been getting a little bored of making scripts recently, doing it for over a year gets pretty boring fast. Instead I decided to embark on a project that would push my technical boundaries and open my world to new things. With that said, I decided to embark on a small Java based video game. Most recent screenshot: Status: -Collisions -Level handling -Player -Entities -Battle system (Decided I won't be making a battle system) -Level editor -Sound (Decided I won't be adding sound) -Interfaces -Interaction -Game log -Inventory -Main menu The game is going to be a very short and sweet RPG quest. I've learned a lot so far and I hope to learn even more. Changelog: 27 October 2014: It's truly great to be on leave, I've finally been able to get some personal time once again to work on this game. Today I worked on a menu system; adding a new controller which traverses over something called a MenuTrack. A MenuTrack is a normal entity but contains the special variable "Label". This label is later used to paint onto the main game window ("Start", "Exit", etc.). The selector can only move into a direction where there will be another track. The label of the MenuTrack will also determine what actions to take when the controller uses the execute command (Z on the keyboard). So for instance if the controller is on a MenuTrack with a label of "Start", the game will begin on Level 1. 17 October 2014: It feels like forever since I've worked on this project, but alas it has been revived. The first major overhaul from my return has been on the action system. Previously all actions and outcomes were stored in a single class within a single switch. It was pretty manageable considering that there are only about 11 entities with child ids (interactable objects). However since this project is about learning, I went ahead and made something a little better. The abstract Action class was created and each object is assigned an Action class on instantiation. If the object has a child id of 4 (for instance), it will be assigned action class "Action_4"). Essentially, these action classes are casted as a new instance. 07 September 2014: The game is completed. This is not to say that development is complete as well. I'm going to be making a start menu, a game over screen, working on the GUI, and doing a final clean-up of the code. The final game consists of three levels, two of them being puzzles. Oh and the name, "Cake and Coffee". 27 August 2014: Today was another pretty large step in the right direction with the base for an inventory. In fact, I think the inventory is just about complete. This week I'm on vacation and there was no better way to enjoy it than improving on my Java skill set and doing something that I love. With college starting up again during this same week, hopefully I'll still make time to continually update, improve and eventually release this game. 24 August 2014: Object interactions were added today with relative ease. My planning beforehand has really paid off and I'm glad that I didn't rush other portions of the game (always build a house on a strong foundation). The first line is typically a question followed by up to three choices. I've started a basic outline for my inventory which will support up to four inventory items. I hardly doubt there will be any point in the short quest where you will have more than two items at once, however it's nice to fill up the sidebar. 19 August 2014: I usually don't work on projects during the work week, but programming is a great escape. Today I made some small additions, once again namely to the level editor. Previously I could only add objects on a 16x16 grid, however I allowed for "precise editing" so I can plop drinks on tables and intricate details with ease. I'm really at the point to start making the "game", however I still want to make sure everything is as clean as possible before then. After everything is cleaned up, I'll work on a short and sweet inventory system/gui. Updated screenshot: 17 August 2014: Since the sprite selector, I've decided to go ahead and polish up many parts of the engine. The first biggest change was limiting my entities to 4 types, StaticObject, StaticItem, DynamicObject, DynamicItem. Another large portion of my changes include changing my non-static references to a static reference. Various components were being instantiated when they didn't need to be. Both of my interfaces (Entity and Level) have been switched to abstract classes accordingly. The result is clean looking code that's both manageable and efficient. Before I get into the actual game, I want to bring the engine as close to perfection as possible. The second accomplished objective for today was working on the gamelog. It's now fully functional and I can execute commands such as Global.addGlobalText(string) or Global.clearGlobalText(). It also received short and sweet alternating line paint: for(int x = 0; x < 4; x++){ g2d.setColor(((double)x/2 % 1 == 0) ? color1 : color2); g2d.fillRect(0,textLine[x], super.getWidth(), 16); } 09 August 2014: I've been working very long shifts at work, however I've finally found some free time. One of the biggest decisions in creating this game was deciding whether or not I want to have this game scale. By this I mean, if I want to reuse this game for a larger project in the future. Since I've always had a fascination with RPGs, chances are I'll want to reuse the core of this game for something later in the future. With that said, I had to overhaul my the way I handle resources. Previously when creating an entity, I would have enter the entity type, image id, and child id (if the entity is dynamic). However if the game became very large with lots of different images, I would be overwhelmed with remembering image ids. Another problem I faced was that each entity handled image ids separately. An image id of "1" for a DynamicObject could be a door while an image id of "1" for a StaticItem could be a potion. I wanted a way to achieve the following: -Allow all entities to share a global image structure -Browse images in a way which would scale well with a larger project -Have level editing remain relatively fast and easy -Steer away from hardcoded image ids This was all possible by creating a separate Sprite Selector gui. The tabs and lists are generated dynamically and nothing is hardcoded. I plan on also adding a few debugging buttons, namely "Toggle objects", "Toggle items", and "Toggle child ids". 03 August 2014: Today I gave child ids to all entities. Entities that are static will have a child id of 0. This will allow for many different types of doors, stairs, beds, items, and another object specific functions. Once again, I had to edit the seemingly expansive Level Editor. Only three more entities remain to be created, and it should take me only a short while. I also added two more items to my todo list, "Quest Event Handler" and "Inventory". This game will be a very short quest, however I have something fun in mind which is more than plausible. 02 August 2014: It seems I've been re-writing the Level Editor every time I look at it. The first level editor worked completely as advertised, however it would only save and load one entity at each location. This means that you couldn't place objects on a wall or have transparent entities. The second version allowed for this, however it was limited to 9 variations of an object class (maximum of 9 types of walls, tiles, objects, etc.). This would be a huge limitation, especially if I decided to make a larger RPG in the future. The newest version implements a new interface system to allow for thousands of different types of objects to be handled and placed. It's a bit messy right now, so I'll be working on cleaning up all my code over the next few days. 30 July 2014: I've decided to go ahead and start working on the Level editor. In order to make the level editor, I had to "modularize" many components so the focus can rely without a player being on screen. I've also decided to edit movement, making the player actually move on a 16x16 grid.1 point
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As you know or probably don't know, I've been on hiatus this past few months since I quit, but now Im back.Here are some of my signatures I designed these past few months. All of these are made by me, if you'd like to see proof I have all the PSD files for them. I think there are about 17 tags I made in here. You can view it here: http://vertigos.carbonmade.com/projects/5309559 or down below. If youre looking for some work, always open just feel free to pm me. (yes some of these did win sotw) Thank you for viewing!1 point
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Lately it has died down a lot. Rarely new posts, chat box is always dead. My time zone wouldn't be helping as much but 6 months ago it used to be alight. Idk what to do... Any ideas? I like the forum and people here I don't want to leave just has died down a lot. No use complaining about it dying down here. That wont solve anything but maybe its getting to that time where something should be done.1 point
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I hope @Maldesto will explain his reasoning behind the change, as I do not see one.1 point
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Please post this in the scripts thread next time, by the way DreamFighter supports this.1 point
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You could of just reported it. Would of been easier for a mod to find it.1 point
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Don't hope, just do. Determination is key, you must know you can do it.1 point
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This is an immature and offtopic discussion, hence why I hid the posts and locked the topic. Don't worry @Faded Throwback I see what you're doing and I will reduce your postcount accordingly.1 point
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Always been called the chubby one or something like that. Now its time to start training. ;)1 point
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HAHAHAHAHAHAHA OMFG THIS GUY IS ON A ROLL Since you don't know how 3 monitors work, it means this Forum is open all day. The only time it's off is when I'm asleep.1 point
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Almost every random solver is broken. I can assure you the deaths are caused by random solvers which are handled by the client. Also, do NOT put all your teletabs in your inventory! the bot will withdraw one each trip, not worth risking that much! From what I understand, alot of the random solvers will be patched in the next update!1 point
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If you want to be able to stop a random event executor mid-execution, you will probably have to override its shouldActivate method with: public boolean shouldActivate() { return super.shouldActivate() && running; } where running is a boolean you create in the solver itself. Then you could stop it by setting running to false. Interrupting it wont do any good. Scripts are used to being interrupted (eg. by randoms) and will continue on the very next loop.1 point
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Iterate over every position in the path to find the closest one to your current position. Once you have that either begin incrementing through the array again from the closest position (if ascending through the path, decrement if descending) checking each position to see whether or not it is within a "walking distance" threshold you set (normally 12-15). If the position is within your threshold, simply store the index and continue checking along the array, storing indexes for positions within the threshold as you go along. Once you reach either the end of the array or a position outside of the threshold return the position at the last stored index. Remember that you should account for what happens if no positions were found within your threshold.1 point
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I've always wondered how someone could do this. Do they live with their parents? Do the parents not give a shit? Not trying to joke either, I just don't understand how you can support yourself when you spend THAT much time doing something like runescape.1 point
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Name it Maldesto looks like pokemon on game boy color!1 point