<strong>[ -> N/A]</strong>
Our hosted site, the <a href="http://doomsayer.duckandcover.net/">Doomsayer Digest</a>, has updated with a nice little nugget of fun. ApTyp explains:<blockquote><em>About a year and a half ago I started doing "Wasteland"-like post-nuclear RPG ambitiously named "Megaton". Giving it some though, I stopped on Java as a target platform. The obvious benefits were portability, language complexity, and abundance of pre-packaged multimedia classes. Disadvantages, as I later found out, were forcing users to download and install latest Java platform and crawling speed. By the time I finally decided to abandon Java development I had a running test version with a map, turn-based (sort of) system, and some rudimentary world functionality. Included is a map and tile editor.</em></blockquote>Oooh! Rush-rush to the <a href="http://doomsayer.duckandcover.net/">site</a> to go check out what's going on. Cheers ApTyp!
Doomsayer Digest Update
Look above. You need the latest jdk (1.4.2 @ the moment I believe).
I played the game (well, game, there wasn't much to do), so I'll give you guys some explanations.
It's very similar to wasteland, uses a fullscreen 2D tiled engine, direction keys to move one tile at a time. There are walls which can't be passed. There is space left at both sides of the screen, where the game menu's belong, but they are still empty.
There are debug messages at the bottom of the screen passing by. After a few moments, my character seemed to lock to a certain tile, unable to move, until I hit a wall with my 'invisible' character. The original then popped up against the wall. -> little bug.
As a professional Java developer, I know the limitations of Java as a game programming language. It IS possible to write a state of the art engine, that is comparable to many C/C++ engines, but it requires a lot more knowledge and time. Only when we see processors dealing with java natively instead of the virtual machine, the engines will match up. Java is an internet language, platform independend, for servers and networking. I can't blame him for giving up on it. I just hope he starts writing a C++ version of the game soon
Cheers,
Phil
I played the game (well, game, there wasn't much to do), so I'll give you guys some explanations.
It's very similar to wasteland, uses a fullscreen 2D tiled engine, direction keys to move one tile at a time. There are walls which can't be passed. There is space left at both sides of the screen, where the game menu's belong, but they are still empty.
There are debug messages at the bottom of the screen passing by. After a few moments, my character seemed to lock to a certain tile, unable to move, until I hit a wall with my 'invisible' character. The original then popped up against the wall. -> little bug.
As a professional Java developer, I know the limitations of Java as a game programming language. It IS possible to write a state of the art engine, that is comparable to many C/C++ engines, but it requires a lot more knowledge and time. Only when we see processors dealing with java natively instead of the virtual machine, the engines will match up. Java is an internet language, platform independend, for servers and networking. I can't blame him for giving up on it. I just hope he starts writing a C++ version of the game soon
Cheers,
Phil
'Mundus vult decipi, ergo decipio ..'
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Well Win32 version is in development for about 3 months total. I already have stuff like tile animation and smooth scrolling, and the code is a bit more organized (I think). I'm taking this much more seriously now, and it'll probably be a part of my showcase portfolio when I graduate.PP666 wrote: I just hope he starts writing a C++ version of the game soon