Hi,
i wanna create a game, and most of the things are already decided, i just dont know how choose my classes to start coding…
It will be something like Age of Empires…
a simple strategy game, using the same type of keyboard/mouse commands…
i really dont need to focus in IA now… just in the engine of the game…
i dont know what main class use… like… BaseGame… FixedFramerateGame… or others…
i start reading about camera controls, but i only find about classes about FPS camera…
i would like to create a fixed camera, that only moves by keyboard arrows, or mouse in the corners of screen…
and i wanna do a few point/click in units… to appear some info about them into the HUD…
could be only one selecting unit per time… (cause i am thinking in a different system )
can anyone help me doing the first steps?? i already ready all the flagrush lessons, but itsnt enough yet…
there is some opensource game like that?? so i could understand better how the classes work toghter…
thanks
I think you should check out lex’s StrategicHandler. It allows top-down view with scrolling when you are at the edges of the screen and customized mouse cursors, zoom, rotation etc. A very nice library for any strategic game developer if you ask me… Here is a thread about his library. There is another code example in the WiKi.
I would suggest you either use StandardGame or just start extending BaseGame youself, following the FlagRush series. Context System MIGHT (Have not tried myself, so might not be what you are looking for…) be another choice… it is said to be a good way of organizing your game and scene…
There are some examples available that you can check out…
jME-demos on google code
MonkeyMahjongg - mahhjong game made with jME
Stardust - space shooter (might need to browse around the link I provided for last version)
Air Carrier (I think it is a flight sim)
Java Classic RPG
Radakan - Single player RPG
All these have source available, I believe.
Anyways I believe you should start up with a bit smaller tests at first and not try to code the main game itself at once… I started off with the main game itself when I started… and I have completely rewritten it several times now… every time in-fact when I add another critical component - GUI or networking or some important gameplay aspect… which shows that you cannot for-see the problems that you will face, unless you are already familiar with them from the start…
So again… perhaps try making your GUI code work, try making your scene function the way you want. Try out some model loading and moving… try out networking if you want. And only when you get all these separate bits working in a way that you want, try to put it all together in one big framework. But do not expect to succeed at once with a perfect solution.
Good luck and I hope you will stick to your plan of making a cool RTS and cya on the forums…
cool… ty so much for the help…
i will try to do what u said…
only another question…
there is a way to limit the render per seconds… but not the update/sec??
cause when i test something… it gets tooo fast in my PC… about 3000 fps sometimes…
i would like to limit the sistem speed, but no need to limit the screen update…
that is why i guessed in use FixedFramerateGame as the main class…