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Dextrell

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Everything posted by Dextrell

  1. Thank you i appreciate your feedback :) I made a text animation system :D ![](http://s23.postimg.org/b3ne4532z/Untitled_3.gif)
  2. Bump tons of updates have been made its glad to be back on eclipse :) Client launcher with an update server ![](http://s21.postimg.org/nbv52ovxz/launcher.png) Pokemon Following and npc spawning ![](http://s7.postimg.org/s20ilk5bf/update.png) Improved battle introduction and created a camera system ![](http://s21.postimg.org/syb1xupp3/battle1.gif) Yup player updating guys!!! ![](http://s30.postimg.org/71tdw3e4h/online.png) Map overlays and underlays ![](http://s30.postimg.org/52qu74j75/pokesystem.png)
  3. > I imagine you haven't even started on the battle system, right? Keep it up. I was working on the gui the other day ![](http://s14.postimg.org/el9rc3ctd/battle.png) Since i added openGL 2.0 i'm having a few issues with something i guess ill have to handle it a different way just to have openGL support Yes i know the pokemon look small i can easily change that. openGL 2.0 with shaders initialized. ![](http://s11.postimg.org/h7jdyp55f/ingame.png)
  4. ``` package com.pokefrontier.graphic; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.utils.Array; /** * Class GifDecoder - Decodes a GIF file into one or more frames. * * No copyright asserted on the source code of this class. May be used for * libgdx based games, however, please give credits to Insenthium Gaming. * Please forward any corrections to [email protected]. * * @author Tony Rodriguez. * @version 1.2 November 12, 2013 * */ public class GifDecoder { /** * File read status: No errors. */ public static final int STATUS_GL_REDNERABLE = 0; /** * File read status: Error decoding file (may be partially decoded) */ public static final int STATUS_FORMAT_ERROR = 1; /** * File read status: Unable to open source. */ public static final int STATUS_GL_RENDER_ERROR = 2; private int status; /** * Current frame from the gif in the texture. */ protected Texture currentFrame; protected Texture targetGif; /** * Frames stored in an array. */ private Array frames; protected int frameCount; protected int delay = 0; // delay in milliseconds public GifDecoder(Texture texture) { targetGif = texture; intitGL(); } class TextureFrame { Texture frame; int delay; private TextureFrame(Texture texture, int delay) { frame = texture; this.delay = delay; } } /** * Main file parser. Reads GIF content blocks. */ protected void readContents() { // read GIF file content blocks boolean done = false; while (!done) { readGLTexture(); if(frameCount < 0) status = STATUS_FORMAT_ERROR; if(frameCount > 200) done = true; } } public void draw(SpriteBatch spriteBatch, int x, int y) { spriteBatch.draw(frames.get(1).frame, x, y); } /** * Returns true if an error was encountered during reading/decoding */ protected boolean err() { return status != STATUS_GL_REDNERABLE; } /** * Initializes or re-initializes reader */ protected void intitGL() { status = STATUS_GL_REDNERABLE; frameCount = 0; frames = new Array(); readContents(); } /** * Gets display duration for specified frame. * * @param n int index of frame * @return delay in milliseconds */ public int getDelay(int n) { // delay = -1; if ((n >= 0) && (n < frameCount)) { delay = ((TextureFrame) frames.get(n)).delay; } return delay; } /** * Gets the image contents of frame n. * * @return Texture representation of frame, or null if n is invalid. */ public Texture getFrame(int n) { Texture im = null; if ((n >= 0) && (n < frameCount)) { im = ((TextureFrame) frames.get(n)).frame; } return im; } /** * Gets the first (or only) image read. * * @return Texture containing first frame, or null if none. */ public Texture getImage() { return getFrame(0); } public void readGLTexture() { Texture image = null; image = targetGif; frameCount++; frames.add(new TextureFrame(image, delay)); // add image to frame list } } ``` Supports openGl 2.0
  5. Clipping is finished ![](http://s23.postimg.org/pih077s5n/clipping2.png)![](http://s13.postimg.org/41o806vhj/clipping.png)
  6. Come join our website and become a part of the Pokemon Fan Community! [http://pokefrontier.com/](http://pokefrontier.com/)
  7. > I love your mad mixture of graphics. Thank you but were not using the Ruby & Saphire sprites anymore, were using the Diamond and Pearl + Sprites OpenGL support is going to be added soon
  8. > No problem. Idk what the story was behind the one that got sued. It was Pokemon Worlds or somthing like that. But nintendo shut em down and thats all I know. Never actually played the game. aww man that's a shame :( mine's going to me on the manga series
  9. > There has only ever been 1 amazing fan based pokemon MMO, witch was sued and taken down by nintendo. This one is looking really amazing and prfessional. Just be careful. Really? :unsure: I played a 3d pokemon mmo made in xna they are doing pretty good and average 120 players i haven't seen them get in any trouble, as in regards to legal actions i'm just afraid of the DMCA act :( And thank you so much for your feedback ^_^
  10. ![](http://i.imgur.com/QBunW.png) Hey guys im currently working on a pokemong orpg using JavaFX the thread is currently under construction until i find a graphics designer Pokemon Frontier will start off with the Orange Islands series as GameFreak has never created a rom off of that season i have decided to make the game interesting by starting there, the game will be based off of BP (BattlePoints) With these battle points you will be able to unlock a road to finding great treasures and legendary pokemon, throughout the game once reaching the end you will find the Battle Frontier which will be a competitive region itself filled with the strongest trainers out there! Follow our project at [http://www.pokefrontier.com](http://www.pokefrontier.com) ![](http://i.imgur.com/ryDKD.png) Front End Graphic Programmer and Founder Anthony Rodriguez Server Programmer Sneaky Web Developer Austin **Want to join the team?!** Send me a message if you're an experience java programmer or graphics artist :) ![](http://i.imgur.com/NshfC.png) Input Handling Map loading Pokemon Following Poketch System Packet System Scene transition system Animation System Login system Netty Server OSListener Sound System Supporting Midi and Wav media format ![](http://i.imgur.com/9swsC.png) [http://www.youtube.com/watch?v=q-8LdmGCg10](http://www.youtube.com/watch?v=q-8LdmGCg10)]Pokemon Frontier Login Screen - YouTube > ![](http://s24.postimg.org/6l2awxz9h/Login.png)![](http://s17.postimg.org/sfwfg3egv/battle.png)![](http://s22.postimg.org/laeoesg0x/Pokemon.png)![](http://s10.postimg.org/tlyjfld6h/Untitled.png)![](http://s11.postimg.org/yti0ok1g3/In_Game.png)![](http://s8.postimg.org/w8nfg3tqd/battle.gif) > ![](http://s29.postimg.org/614b8m0mt/Untitled_1.gif) > > > > Login Screen > ![](http://s21.postimg.org/kmgcxnu5h/Untitled_4.gif) > > > ![](http://s29.postimg.org/xbpe0w113/outside.png) > ![](http://s1.postimg.org/lekd1qkdr/inside.png) > > > > > ![](http://s27.postimg.org/6vsgqho1v/pallet_town.png) ![](http://s27.postimg.org/ip0qx3rmb/static_shadows.png) ![](http://s24.postimg.org/h7xg6pqv9/dynamic_Shadow.png) ![](http://s22.postimg.org/k9m194af5/player_Update.png)![](http://media.giphy.com/media/yoJC2PQUyuwDF1zB7y/giphy.gif) ![](http://media.giphy.com/media/yoJC2PQUyuwDF1zB7y/giphy.gif) ![](http://media.giphy.com/media/yoJC2tcy9YefjLCQta/giphy.gif) > ![](http://s11.postimg.org/97b5l0rn7/website.png)
  11. ![](http://s8.postimg.org/w8nfg3tqd/battle.gif)
  12. Good job you should check mines out :)
  13. > She's right about the Pokemon in the battle scene, but as far as the reporter, I think that's about right. and JDawn? I haven't seen that guy and his blastoise avatar in ages, tell him to make a visit here and there. I'm curious too, what langauge was this done in? It's done in java i also took the liberty of doing some graphical updates and adding more functionality to the graphics library so you can now use vector objects to edit the images visual display and manually modify the pixels yourself I programmed this game using Java JDawn is a game engine programmed in Java by me As for the camera man ill just make some map updates with the sprites and that will fix the height issue.
  14. > Wow Good Job > > When will the beta? This is a pokemon game using JDawn Beta i plan on completing this game and releasing it to the public to play it :)
  15. This game is based off of the game engine created by me JDawn its going to be a pokemon game, JDawn is currently in alpha testing i will be fixing any bugs and adding any essential updates towards the game engine > ![](http://s24.postimg.org/6l2awxz9h/Login.png) > > > > > > ![](http://s17.postimg.org/sfwfg3egv/battle.png) > > ![](http://s11.postimg.org/yti0ok1g3/In_Game.png) > > > > ![](http://s12.postimg.org/5u3dhjhjh/battle_Update.png)
  16. [http://s24.postimg.org/6l2awxz9h/Login.png](http://s24.postimg.org/6l2awxz9h/Login.png) [http://s17.postimg.org/sfwfg3egv/battle.png](http://s17.postimg.org/sfwfg3egv/battle.png) [http://s11.postimg.org/yti0ok1g3/In_Game.png](http://s11.postimg.org/yti0ok1g3/In_Game.png) Updates :)
  17. ![](http://s24.postimg.org/6l2awxz9h/Login.png) ![](http://s17.postimg.org/sfwfg3egv/battle.png) ![](http://s11.postimg.org/yti0ok1g3/In_Game.png) Updates :)
  18. Finished a login system NIOServer, animation transition class, scene state handler, cross platform cache support. The game engine is near done, i will be making a pokemon orpg based off of this engine and i will be providing media throughb this thread, i will not be releasing the engine anytime soon because i am testing it for bugs.
  19. > looks good > > > > (PS look at this site. [http://battleon.com](http://battleon.com) ) aww its already taken? :( i guess ill have to be creative then
  20. Dextrell

    Mac

    > eclipse games are playable on mac? Since they're using .net the answer is no =/ but hey when i finish JDawn you could use my engine to have a mac compatible game :). Anyhow i believe there is a EO with VB Server and Java Client that has been released, maybe you could try that! :D
  21. Yeah go for the Acura I'm currently driving a v6 mustang gt :)
  22. Released my audio system you can check it out here [http://www.eclipseorigins.com/community/index.php?/topic/134063-audio-system-supports-midi-only-as-of-now/](http://www.eclipseorigins.com/community/index.php?/topic/134063-audio-system-supports-midi-only-as-of-now/) :)
  23. ``` package com.adventurequest.io.sound; import java.util.logging.Logger; public class Audio { public static final Logger logger = Logger.getLogger(Audio.class.getName()); private String extensionType; private String fileName; public Audio(String theExtensionType) { if(isValidExtension(theExtensionType)) { setExtensionType(theExtensionType); logger.info("Audio extension " + theExtensionType + " has been constructed"); } else { logger.info("Extension Not supported!"); } } private boolean isValidExtension(String theExtensionType) { if(theExtensionType.equals(AudioExtension.MIDI) || extensionType.equals(AudioExtension.MP3)) { return true; } else { return false; } } private String setExtensionType(String theExtensionType) { if(theExtensionType.equals(AudioExtension.MIDI)) { extensionType = theExtensionType; return extensionType; } return null; } public String getExtensionType() { return extensionType; } public String setFileName(String theFileName) { fileName = theFileName; return fileName; } public String getFileName() { return fileName; } public void play(Midi midiFile) { midiFile.play(); } } `````` package com.adventurequest.io.sound; import java.io.File; import java.io.IOException; import javax.sound.midi.InvalidMidiDataException; import javax.sound.midi.MidiSystem; import javax.sound.midi.MidiUnavailableException; import javax.sound.midi.Sequence; import javax.sound.midi.Sequencer; import javax.sound.midi.Synthesizer; /** * Midi file playing. * @author Tony. */ public class Midi { /** * File directory. */ private static final String defaultFileDirectory = "res/music/"; private File fileDirectory; private String archiveDirectory; /** * The name of the midi file. */ private String fileName; /** * The Sequence object. */ private Sequence sequence; /** * The Sequencer object. */ private Sequencer sequencer; /** * The Synthesizer object. */ @SuppressWarnings("unused") private Synthesizer synthesizer; /** * Constructs a Midi object using the default file directory. * @param theFileName the name of the file */ public Midi(String theFileName) { archiveDirectory = defaultFileDirectory + theFileName; fileDirectory = new File(archiveDirectory); } /** * Constructs a midi object using the specified filedirectory * @param theFileDirectory specified file directory to the file archive. * @param theFileName name of the midi file. */ public Midi(String theFileDirectory, String theFileName) { archiveDirectory = defaultFileDirectory + theFileDirectory + theFileName; fileDirectory = new File(archiveDirectory); } /** * Sets the name of the midi file * @param theFileName the name of the file * @return fileName */ public String setFileName(String theFileName) { return fileName = theFileName; } /** * Starts the midi file to play. */ public void play() { try { sequence = MidiSystem.getSequence(fileDirectory); // Get default sequencer. sequencer = MidiSystem.getSequencer(); sequencer.setSequence(sequence); sequencer.open(); sequencer.start(); } catch (InvalidMidiDataException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } catch(MidiUnavailableException e) { e.printStackTrace(); } } /** * Stops the midi file from playing. */ public void stop() { sequencer.stop(); sequencer.close(); } public String getFileName() { return fileName; } } `````` package com.adventurequest.io.sound; public abstract class AudioExtension { public static final String MIDI = ".mid"; public static final String MP3 = ".mp3"; } ```Pretty simple to use it works fine on my 2D game (currently supports Midi Files only) i will add volume support and mp3 support later on I'm still progressing on this :D
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