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Demon
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bullet Topic: PJ The Game: Java section
    Posted: 30 May 2006 at 9:52pm
So I got the word that a Java version of PJ the Game is a GO.  Here's the topic thread for the development of the Java based PJ Game. :)

Concerning the Source availability of this game:
I will be glad to provide the latest stable code to any Java programmers that are interested in helping in the development of PJ the Game.

I will provide all necessary documentation and files for this project, so if you have any questions or need something that you cant find, just ask me and Ill see what I can do.

Being that I work as part of a bigger development team, I have other projects that also require my assistance, so I hope that you are all understanding if anything is slow on my end.

With all of that being said, I will be starting work on a basic 2D platform engine for PJ the Game.


Edited by Demon
"At least we killed some boredom..." - Death Note.
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ElvenProgrammer
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bullet Posted: 31 May 2006 at 7:35am
So this is the 3rd version of PJ game? After flash and C++ would be worth it? I know not much has been done, but splitting again won't help unless the idea is to let it work on mobile phones me think.

Anyway I'd like to contribute as well as I asked for the C++ project. I never bothered with platform games, but I have some experience in game development (as Demon should know), especially on tiled engines.

If there's something I can do, please ask. Is the first time I see more graphics than code done, and would be really a pity that all those resources get wasted.
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randomblink
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bullet Posted: 31 May 2006 at 11:22am
If you are interested in helping out?
Check with the persons in charge of the area you want to help out with...
Everyone on the design team is open to help and new ideas from everyone.
This game is supposed to be a team-effort, from the ENTIRE SITE MEMBERSHIP if they want to help...

Peace out!
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Boder
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bullet Posted: 31 May 2006 at 12:03pm
We are going to have to decide whether to have a C++ or Java version. To do both would be to spread our resources too thin.

We should make the data files compatible with any language, using text instead of binary to avoid endian issues.

What I would hope for:
spritesheets (instead of separate images for each frame)
power-of-2 images
xml files

If Demon gets has the impetus to get the Java version running, than maybe we should work in Java.
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Demon
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bullet Posted: 31 May 2006 at 12:23pm
For spritesheets, we can have our own fileformat for characters; the file would hold every image is an array of bytes as well as information pertaining to physics variables.  This is the method that Elecbyte used for the fighting game eninge known as MUGEN.  I have worked with spritesheets, and I like the method above because it is faster interms of loading for computer games.  But this would kinda hurt the idea of having all resources in a format that every game version can use, because as far as my knowledge of Flash goes, it can't read byte arrays from a file and put an image together using those bytes...  I am also fine with XML files.

Extra programs to aid in the development of the game can be any language, so C++ could still be used for something.  I do not mind there being a C++ version though.
"At least we killed some boredom..." - Death Note.
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ElvenProgrammer
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bullet Posted: 01 June 2006 at 12:15am
I tryed to post in the C++ section as well, but noone replyed yet. I was thinking to start my own C++ version, just for fun, and then show it here. But the Demon showed up with the Java version idea. And thinking about it more it is not a random idea, since we could also take advantage of Java Web Start technology and let players who visit pixel joint play with just a click. What has been done until now could be replaced in 1 day of work in my opinion. So if me and Demon work together I think we could have something enjoyable in a week.

Let me know, I'm busy but I will spend some time on this project with joy.
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Demon
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bullet Posted: 01 June 2006 at 1:16am
Splendid, we now have myself and ElvenProgrammer working on the Java version.  I sent ElvenProgrammer the code to my hot-n-ready platformer engine, so the Java version sorta has a head-start.  I am currently cataloging all of the graphics that have been made for the game, and will make the archive available to everyone. :D
"At least we killed some boredom..." - Death Note.
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ElvenProgrammer
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bullet Posted: 01 June 2006 at 1:59pm
I just worked a bit on Demon's engine and that's what came out:



I'm sorry the poor sedge is falling
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Monkey 'o Doom
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bullet Posted: 01 June 2006 at 2:04pm

I see rustbug chunks. XD


RPG is numberwang.
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Boder
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bullet Posted: 01 June 2006 at 11:16pm
I'm worried that the character will be big enough on high-resolution displays.
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ElvenProgrammer
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bullet Posted: 02 June 2006 at 1:03am
We have 2 options then. Play fullscreen or scale the screen 2x.
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randomblink
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bullet Posted: 02 June 2006 at 8:45am
Originally posted by Boder

We are going to have to decide whether to have a C++ or Java version. To do both would be to spread our resources too thin.

I'm sorry Boder, But I have to disagree with you here.

The thing to remember is that if Demon doesn't do a java version? Then he isn't working on the game at all... (programming wise) So as a resource? We are only using him in the Java version... Now if we asked the C++ guys AND the Flash guys to help with a Java version? Then we would be spreading resources too thin...

But, Demon is doing a separate version of the game, therefore he isn't spreading any resources out.

I hope that makes sense...

Keep up the great work y'all, don't forget to pixel something today!
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Demon
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bullet Posted: 02 June 2006 at 11:34am
I agree with randomblink.  There really isn't anything being spread too thin, since the Java section team, myself and ElvenProgrammer, are only working on the Java version.  All of the graphics are going to be the same in all games, so there wont be any demand for unique graphics.

Originally posted by Monkey 'o Doom

I see rustbug chunks. XD


Ya, we are using my engine that is also used on Rustbug, and ElvenProgrammer was working on fitting the engine for PJ The Game with graphics, so some graphics were left in.

I have been working on a collection of Physics FX that will be available in the engine; things like basic movement with acceleration, ice sliding effects, anti-gravity FX, Gravitational attraction, magnetic attractions, etc.
"At least we killed some boredom..." - Death Note.
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Demon
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bullet Posted: 04 June 2006 at 1:42am
Here we go, I finally got some spare time this weekend and worked on the game.  Here's the results from today:


I decided to use 640x480 resolution because 320x240 was kinda small in relation to the mascot sprite.

Will be working on some of the bugs I have found for the rest of the weekend.  I may even insert an enemy or two and see how it looks.
"At least we killed some boredom..." - Death Note.
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Shark
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bullet Posted: 04 June 2006 at 3:07am
just to let you guys know i dont think we are gonna use those tiles
anymore. They are very WIP and the wrong size. If you wanna use
a better tile set and sprites why not do brians iceworld.
Snark, we love yuu.
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Demon
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bullet Posted: 04 June 2006 at 8:26am
Aww, and those tiles were pretty good.  Ok, well when I get a chance I'll go ahead and change the tileset to Brian's Iceworld, and set the resolution back to 320x240 since the tiles are smaller.
"At least we killed some boredom..." - Death Note.
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