Mythruna

General Category => General Discussion => Topic started by: Michael on February 20, 2013, 08:52:45 PM



Title: Mansion of Azazel FINAL RELEASE [Shzylo's Text Adventure]
Post by: Michael on February 20, 2013, 08:52:45 PM
Mansion of Azazel
It is a man who has been in a wreck, and has to escape the mansion.


0.0.1 FEATURES:
  • Choose username
  • Rooms
  • Death
  • Only with Java 7

The instructions are within startup, so here you go! Adf.ly - MediaFire Download (http://adf.ly/KAQJ4)

FINAL RELEASE:
  • Works with Java 6!
  • Implements fighting ( 2 fights )
  • It's a troll

All directions are upon startup, here it is: MediaFire Download (http://www.mediafire.com/download/f3ggtox5tbab6zk/Mansion_of_Azazel.zip)

Here is the source code: Adf.ly - Github (http://adf.ly/ONIbP)


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: Moonkey on February 20, 2013, 08:58:16 PM
Didn't you already make a thread for this? Good work on the other hand.


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: nh_99 on February 21, 2013, 09:13:25 AM
Hey, that's awesome Shzylo! Keep learning and IMPROVE!!!


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: Michael on February 21, 2013, 11:25:27 AM
*Prepares the day off of school 'cause of iced roads to fix the silliest bug*
I could have fixed it last night, but too lazy and tired.
There was a bug when entering 'Right -> Forward' and it crashed also, but i did fix it last night :P


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: Moonkey on February 21, 2013, 02:13:08 PM
*Prepares the day off of school 'cause of iced roads to fix the silliest bug*
I could have fixed it last night, but too lazy and tired.
There was a bug when entering 'Right -> Forward' and it crashed also, but i did fix it last night :P
Aww, we didn't get a day off because of iced roads. Because I work at home. Hahaha


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: Michael on February 22, 2013, 10:59:38 PM
Ok i fixed that bug..

The problem was that I added a silly increment that no longer needed to be there since I switched out my 'if...else' statement to a boolean to test the condition, and so that increment set the integer 'scene' to the value of two, and it was in the region that was supposed to be only one. It got rather confused of where it was, got lost and just shut off.

Just to let you know it is happy now :)


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: Teknonick on February 23, 2013, 12:41:18 PM
Awesome! But... I have a song for you.

Bug, bug bug bug. Bug, bug bug bug. BUG bug bug bug. BUG BUg bug bug! BUG BUG BUG BUG! BUBU BUU BUUUU BUUUUUUG!!!! BUUUUUUUUUUUUUUUUUUUUUUUUUG!!!!! *Swims into lake and dies*

SPOILER ALERT!
Okay... walked into the door, then went to the docks, then got the key in the boat and went back to the door. When I typed FORWARD to go into the door, it sent me into the lake! NOO!!!!! lol...
SPOILER END!

Anyway, really neat, except for the idea that I died from a bug. :(... Is that what you were talking about the 'bug', but you just haven't uploaded it?


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: Blackslash on February 25, 2013, 10:54:01 PM
what is it


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: BenKenobiWan on February 26, 2013, 09:55:03 AM
When you go to the docks it says "deck".
The fish "engulps" you.
Once you have gone to the left (the dock) you can never leave. It says "you travel back to the front of the mansion" but all commands happen from the dock.


Title: Re: Shzylo's Text Adventure ver 0.1
Post by: Michael on February 26, 2013, 04:27:11 PM
When you go to the docks it says "deck".
The fish "engulps" you.
Once you have gone to the left (the dock) you can never leave. It says "you travel back to the front of the mansion" but all commands happen from the dock.
Yea.. I found that one too x3 i missed so much :P total release fail.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on March 03, 2013, 12:42:52 AM

 All bugs are fixed                           
 the game is now called: "Mansion of Azazel"           
 Added username feature.                                 


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on April 30, 2013, 07:42:59 PM
I have kind of dis-banded the project, should I continue it?


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Moonkey on May 01, 2013, 05:51:52 PM
You could just put it aside and take a break, then work on it again when you feel like it. Dropping a learning experience altogether isn't a good idea.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on May 01, 2013, 06:17:33 PM
You could just put it aside and take a break, then work on it again when you feel like it. Dropping a learning experience altogether isn't a good idea.

I have used a bit of methods within it.. I want to get to 20 rooms at max, i haven't even done 8 :P I have been trying programming with other criteria that is out of my league (such as McBukkit plugins) the furthest I got with Bukkit plugins is to reload the plugin and to make an item do something weird. EX: if i right/left-click something with a wooden axe, i lose health xD


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Sean on May 01, 2013, 07:40:25 PM
You could just put it aside and take a break, then work on it again when you feel like it. Dropping a learning experience altogether isn't a good idea.

I have used a bit of methods within it.. I want to get to 20 rooms at max, i haven't even done 8 :P I have been trying programming with other criteria that is out of my league (such as McBukkit plugins) the furthest I got with Bukkit plugins is to reload the plugin and to make an item do something weird. EX: if i right/left-click something with a wooden axe, i lose health xD
If you aren't learning anything programming-wise with your text adventure then I say put it down and pick up something more challenging.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on May 01, 2013, 09:33:15 PM
You could just put it aside and take a break, then work on it again when you feel like it. Dropping a learning experience altogether isn't a good idea.

I have used a bit of methods within it.. I want to get to 20 rooms at max, i haven't even done 8 :P I have been trying programming with other criteria that is out of my league (such as McBukkit plugins) the furthest I got with Bukkit plugins is to reload the plugin and to make an item do something weird. EX: if i right/left-click something with a wooden axe, i lose health xD
If you aren't learning anything programming-wise with your text adventure then I say put it down and pick up something more challenging.

In the last month, I learned the Switch statement, which took me 1.2 minutes.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 01, 2013, 09:45:40 PM
I proper text adventure would use data files for the rooms, exits, etc... if you haven't gone that route yet then there is an opportunity for learning.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Iggyjeckel on May 02, 2013, 08:55:19 AM
I finished my project, what started as a remake of pacman became a tiled based maze escape from zombies. Kind of sucks because it doesn't have everything I want on it but it's a good start.

I haven't played unns game yet but I'll take a look when I get a chance


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on May 02, 2013, 01:17:49 PM
I finished my project, what started as a remake of pacman became a tiled based maze escape from zombies. Kind of sucks because it doesn't have everything I want on it but it's a good start.

I haven't played unns game yet but I'll take a look when I get a chance
Don't check the current version, buggy and only works with j7.

@Paul, I set up exits, entry points, ect., but probably not the way you may think of it. I will work on the Text-Adventure, get to 20 rooms at max, post it and the source code for anyone who wants to see how I worked with it :)


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 02, 2013, 01:26:46 PM
I finished my project, what started as a remake of pacman became a tiled based maze escape from zombies. Kind of sucks because it doesn't have everything I want on it but it's a good start.

I haven't played unns game yet but I'll take a look when I get a chance
Don't check the current version, buggy and only works with j7.

@Paul, I set up exits, entry points, ect., but probably not the way you may think of it. I will work on the Text-Adventure, get to 20 rooms at max, post it and the source code for anyone who wants to see how I worked with it :)

I just figured you were doing it in code instead of in a data file.  Maybe you are even still using a bunch of if/else if/else if/else if blocks.  I haven't looked.

A proper text adventure will be using objects and data structures and the main loop won't have any game-specific code in it.  Just routing the commands.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on May 02, 2013, 01:33:30 PM
I finished my project, what started as a remake of pacman became a tiled based maze escape from zombies. Kind of sucks because it doesn't have everything I want on it but it's a good start.

I haven't played unns game yet but I'll take a look when I get a chance
Don't check the current version, buggy and only works with j7.

@Paul, I set up exits, entry points, ect., but probably not the way you may think of it. I will work on the Text-Adventure, get to 20 rooms at max, post it and the source code for anyone who wants to see how I worked with it :)

I just figured you were doing it in code instead of in a data file.  Maybe you are even still using a bunch of if/else if/else if/else if blocks.  I haven't looked.

A proper text adventure will be using objects and data structures and the main loop won't have any game-specific code in it.  Just routing the commands.
Yah,.. I am using else..if :/ I may or may not try to work with data files.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 02, 2013, 04:36:11 PM
If I ever get around to writing a game programming book... this will all be covered in the first third (or so) of the book. :)


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 02, 2013, 04:39:48 PM
...maybe doing some reading on the "command pattern" will give you some inspiration.  It won't necessarily help you structure your rooms and exits but can break you from having to have if( cmd == "go" ) { do this go specific stuff } else if( cmd == "take" ) { do this take specific stuff }


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Iggyjeckel on May 02, 2013, 06:10:17 PM
If you write a book I'll buy it lol


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 02, 2013, 06:52:56 PM
If you write a book I'll buy it lol

If I write a book it will be in sections sold as separate Amazon e-books until all sections are done and then I'd offer a "complete" edition in print.  The idea would be to put my advice of "writing a text adventure" and "write a simple Asteroids clone" into more detail for super-beginners.  In fact, in my imagination, for the text adventure section I wouldn't even include any complete sample code.  Just the excerpts here and there in the book.  The idea is to give some guidance learning game programming in "language of choice" and the theory is that having a completely working example would make it too easy to cheat.

The second section would be more tech-specific and I'd probably include a working app in that case... though I'm tempted to wait for the third section for that, too.

I imagine writing this a lot but I haven't even done one bit of work on it other than thinking about it every time someone asks me how to write a game.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 02, 2013, 06:57:21 PM
And since after thinking about the other answer, I realize that over the past decade I've stretched how I use "command pattern" all out of shape, I'll provide another hint.

Here is what the Java code for your main control loop should look like:
Code:
BufferedReader in = new BufferedReader( new InputStreamReader(System.in) );
String line = null;
while( (line = in.readLine) != null ) {
    Command cmd = getCommand(line);
    if( cmd == null ) {
        break;
    }
    cmd.execute(line);
}

You could also preparse the line into command and arguments and just pass the command name to getCommand().  It's slightly less flexible but keeps you from having to parse the line more than once.  I think the gist of where I'm coming from is there, though.

Edit: modified the "null" condition to be the loop exit.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 02, 2013, 07:13:04 PM
So, the engineer in me has me going against the "keep it simple" principles... so here's a revision that makes the concept simpler by parsing the command line ahead of time.

Code:
BufferedReader in = new BufferedReader( new InputStreamReader(System.in) );
String line = null;
while( (line = in.readLine) != null ) {
    if( line == null ) {
        break;
    }
    String[] args = line.trim().split(" ");
    String commandName = args[0];
    Command cmd = getCommand(commandName);
    if( cmd == null ) {
        break;
    }
    cmd.execute(args);
}


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: ebag51 on May 02, 2013, 07:28:43 PM
this thread has been a vary informative example of how test adventure works


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on May 02, 2013, 07:31:09 PM
So, the engineer in me has me going against the "keep it simple" principles... so here's a revision that makes the concept simpler by parsing the command line ahead of time.

Code:
BufferedReader in = new BufferedReader( new InputStreamReader(System.in) );
String line = null;
while( (line = in.readLine) != null ) {
    if( line == null ) {
        break;
    }
    String[] args = line.trim().split(" ");
    String commandName = args[0];
    Command cmd = getCommand(commandName);
    if( cmd == null ) {
        break;
    }
    cmd.execute(args);
}
A modification, of what you have said HERE (http://mythruna.com/forum/index.php?topic=1216.msg9717#msg9717). Lol for once I linked you to something YOU have posted :)


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on May 02, 2013, 07:32:10 PM
this thread has been a vary informative example of how test adventure works
There are multiple ways, but this way Paul is showing is the most efficient or close to most efficient way to make a text adventure, command part anyways.


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Iggyjeckel on May 02, 2013, 07:39:48 PM
In our programming class we learned basically how to trying create spacewar.  Including gantt charts and design basically, the last 4 weeks were dedicated to our own games


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Michael on May 02, 2013, 08:10:15 PM
In our programming class we learned basically how to trying create spacewar.  Including gantt charts and design basically, the last 4 weeks were dedicated to our own games
Heh, I have decided to cut from 20 rooms to 10, I already have 700+ lines of code, I will post the game, and the src code tomorrow, and I may also switch it to the format that Paul gave (if I feel like it, I may just test it out to understand it).


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: BigredRm on May 02, 2013, 08:10:43 PM
If you write a book I'll buy it lol

If I write a book it will be in sections sold as separate Amazon e-books until all sections are done and then I'd offer a "complete" edition in print.  The idea would be to put my advice of "writing a text adventure" and "write a simple Asteroids clone" into more detail for super-beginners.  In fact, in my imagination, for the text adventure section I wouldn't even include any complete sample code.  Just the excerpts here and there in the book.  The idea is to give some guidance learning game programming in "language of choice" and the theory is that having a completely working example would make it too easy to cheat.

The second section would be more tech-specific and I'd probably include a working app in that case... though I'm tempted to wait for the third section for that, too.

I imagine writing this a lot but I haven't even done one bit of work on it other than thinking about it every time someone asks me how to write a game.
imagination land isnt all its cracked up to be sometimes(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR26rsoVLSJVnVaQJsqoYGRXd3FiY1Cf3VEG7MjOORJfmcN5Hcm)


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: Iggyjeckel on May 02, 2013, 08:35:54 PM
In our programming class we learned basically how to trying create spacewar.  Including gantt charts and design basically, the last 4 weeks were dedicated to our own games
Heh, I have decided to cut from 20 rooms to 10, I already have 700+ lines of code, I will post the game, and the src code tomorrow, and I may also switch it to the format that Paul gave (if I feel like it, I may just test it out to understand it).


I think my survivor header file and. Cpp file had almost 1000 lines themselves


Title: Re: Mansion of Azazel FINAL RELEASE [Shzylo's Text Adventure]
Post by: Michael on May 03, 2013, 08:24:00 PM
Okay! I have posted the final release (hoping there aren't any bugs) and I have posted the source code via Github!


Title: Re: Mansion of Azazel FINAL RELEASE [Shzylo's Text Adventure]
Post by: Teknonick on May 03, 2013, 08:28:38 PM
Okay! I have posted the final release (hoping there aren't any bugs) and I have posted the source code via Github!
"It's a troll" please explain. lol.


Title: Re: Mansion of Azazel FINAL RELEASE [Shzylo's Text Adventure]
Post by: Michael on May 03, 2013, 08:37:38 PM
Okay! I have posted the final release (hoping there aren't any bugs) and I have posted the source code via Github!
"It's a troll" please explain. lol.
There are some things in there that will trick you :P


Title: Re: Mansion of Azazel FINAL RELEASE [Shzylo's Text Adventure]
Post by: Teknonick on May 03, 2013, 08:39:24 PM
Okay! I have posted the final release (hoping there aren't any bugs) and I have posted the source code via Github!
"It's a troll" please explain. lol.
There are some things in there that will trick you :P
Heh, lol. Like how "You wlak up the stairs." part? Or how during the second fight suddenly I don't have my knife to throw at the wizard? :(


Title: Re: Mansion of Azazel FINAL RELEASE [Shzylo's Text Adventure]
Post by: Michael on May 03, 2013, 09:19:32 PM
Okay! I have posted the final release (hoping there aren't any bugs) and I have posted the source code via Github!
"It's a troll" please explain. lol.
There are some things in there that will trick you :P
Heh, lol. Like how "You wlak up the stairs." part? Or how during the second fight suddenly I don't have my knife to throw at the wizard? :(
xD


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: BenKenobiWan on May 08, 2013, 05:54:03 PM
In our programming class we learned basically how to trying create spacewar.  Including gantt charts and design basically, the last 4 weeks were dedicated to our own games
Heh, I have decided to cut from 20 rooms to 10, I already have 700+ lines of code, I will post the game, and the src code tomorrow, and I may also switch it to the format that Paul gave (if I feel like it, I may just test it out to understand it).


I think my survivor header file and. Cpp file had almost 1000 lines themselves
If you keep this "lines of code" contest going, Paul might just show up and shame you all. :P


Title: Re: Mansion of Azazel v_0.0.1 [Shzylo's Text Adventure]
Post by: pspeed on May 08, 2013, 05:56:38 PM
In our programming class we learned basically how to trying create spacewar.  Including gantt charts and design basically, the last 4 weeks were dedicated to our own games
Heh, I have decided to cut from 20 rooms to 10, I already have 700+ lines of code, I will post the game, and the src code tomorrow, and I may also switch it to the format that Paul gave (if I feel like it, I may just test it out to understand it).


I think my survivor header file and. Cpp file had almost 1000 lines themselves
If you keep this "lines of code" contest going, Paul might just show up and shame you all. :P

Heheh... I still remember doing "wc -l" on projects to see how many lines they have.

You know you've reached a turning point when you feel better about the lines of code you remove (and keep the same functionality) than the lines of code you add. :)


Title: Re: Mansion of Azazel FINAL RELEASE [Shzylo's Text Adventure]
Post by: Iggyjeckel on May 08, 2013, 06:58:06 PM
Lol I took out about 50 lines of code for about a 5 line loop going through my array. Made me feel better having a small victory making it look better