Updates to this game unfortunately come slowly, but be sure that updates are continuously being worked on :) There will most likely be an update after the newest Greenfoot version is released.
Denzien, what goes wrong for you? What version of Greenfoot are you running? And theDoctor, what part specifically are you stuck on? I know that the maintenance section is a bit hard to beat right now, that will definitely be worked on in the next update.
I've got to the part where my flashlight doesn't work, and I have to use the flares to see. I found a power chord that I assume I have to plug it into the generators behind the big machine has two blinking red lights and emits small rectangles of light. Although there are four generators, and one power chord connects two of them, so there must be another out there somewhere. My flares are burning out too fast for me to find it though!
When you get to the room with the 4 generators and the beams of light, there are two paths you can take, and each path yields a single cable. The path to the left requires no flares, but the path to the right does. Which path have you not been able to complete? I'm guessing the right one, and since you are having trouble, and since that section is going to be worked on some more, for now I will let you know that if you press space, you kinda sprint at unreasonable speeds :P It's a little code I put it for testing that you can still use to maybe help get through faster so your torches don't burn out too quickly
It MAY be because I'm using an older Greenfoot, the Greenfoot I'm using when trying to open it is on my school network, and programs never get updated on it.... So yeah, it's probably that...
I was trying to see how you did the scrolling, I can't do it myself >:(, oh well....
There are several elements that go together to make the scrolling work properly. The first is the scrolling background. I have two variables tilex and tiley. These represent the camera location in a way. When tilex and tiley are both zero, the top left of the screen is the same as the top left of the world. When tilex increases, the camera moves to the right, and when tiley increases, the camera moves down. Every frame, I redraw the background using my tilemap data and the correct camera offset to give the correct illusion that the camera is moving.
The second part is my new class called ActionActor. This contains many features which help out the game, but primarily it is a way to create the scrolling illusion. Each ActionActor has it's own myX and myY variables that represent the objects GLOBAL location. That is to say, even if the camera moves, myX and myY remain the same. Then at the end of each frame, every ActionActor transfers it's global location into a local location by subtracting tilex from its myX, and tiley from its myY. Since this is part of the ActionActor class, all objects that are a subclass automatically 'insert' themselves into the scrolling world.
Now, with all this in place, we have two thing. We have a world camera that can move around and look at the world. And we have objects that will move accordingly when the camera is also moved. Making the camera is easy at this point. Since tilex/tiley represents the camera location, we just need to set tilex/tiley to the location of our character.
It's a bit complicated, but you can always check out the source code if you want!
thanks, i appreciate it
also, when you have time, think about coming and checking out my recently posted scenario, i need some advice on how to make it better, other than scrolling, and collecting coins :P
A new version of this scenario was uploaded on Mon May 14 02:52:43 UTC 2012
Testing a new save-game system. May be buggy right now
I haven't found any issues yet, so it should be totally fine to use! If you find any bugs be sure to let me know! And just so you know, the Load function has been changed, so check it out :)
Also, it might be a performance issue rather than a walking speed issue, have you tried turning down the quality settings? You can find them by pressing esc and going to the options menu.
Yeah. Idk if I'm pushing it saying this, but do you have a Skype? I like to IM people who are good at coding, and can actually think, while I code myself.
This is a really cool game, and i have a few questions on how you do stuff that apparently no one else can explain. How do you get the screen to scroll with your character while you move? and also how do you make it so that when you press w it makes your character move up or s down? If you could explain that it would really help the development of one of my own games. Thanks!
There are several elements that go together to make the scrolling work properly. The first is the scrolling background. I have two variables tilex and tiley. These represent the camera location in a way. When tilex and tiley are both zero, the top left of the screen is the same as the top left of the world. When tilex increases, the camera moves to the right, and when tiley increases, the camera moves down. Every frame, I redraw the background using my tilemap data and the correct camera offset to give the correct illusion that the camera is moving.
The second part is my new class called ActionActor. This contains many features which help out the game, but primarily it is a way to create the scrolling illusion. Each ActionActor has it's own myX and myY variables that represent the objects GLOBAL location. That is to say, even if the camera moves, myX and myY remain the same. Then at the end of each frame, every ActionActor transfers it's global location into a local location by subtracting tilex from its myX, and tiley from its myY. Since this is part of the ActionActor class, all objects that are a subclass automatically 'insert' themselves into the scrolling world.
Now, with all this in place, we have two thing. We have a world camera that can move around and look at the world. And we have objects that will move accordingly when the camera is also moved. Making the camera is easy at this point. Since tilex/tiley represents the camera location, we just need to set tilex/tiley to the location of our character.
It's a bit complicated, but you can always check out the source code if you want!
@EpicAlbino to simplify what Builderboy just said, the idea goes like this:
myX is where your actor is really "standing"
tileX is where the "camera" is looking from
so for the actor, you would just do something like "setLocation(myX + tileX, myY + tileY)"
That depends on how you are formatting your tileX/Y variables. That will only work if they are negative numbers, usually you are going to want to subtract them instead of adding them
Ah yes, that makes sense. Although, I've used the tile method before with both negative and positive tileX/Y values and it works out fine, just depends how you saved them.
I keep the myX/myY variables in the actor class, then keep the cameraX/cameraY variable in the world class. I just tell the actors to position themselves according to the getWorld().cameraX/Y.
Very nice game. But let me ask one question: How have you made it that there is no mouse when I move it over the screen???
This would be very nice to know for a game I am programming. (and probably also for most other games where you need a mous or cursor).
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