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Found 4 results

  1. Hello FE community, I am a fairly new member to Serenes Forest. Fire Emblem Recreation is a project I started independently last summer which I have worked on on my free time. Fire Emblem Recreation will be an open source java engine for Fire Emblem. The goal is to make it easier for the community to work together and add whatever they want to their fan games. Since you can play around with the source code, you can add anything to the games. Smarter AI, new victory conditions, new map elements, pair up, and so on. The only limiting factor is the ability of the programmer. The code is far from finished. Hell, there aren't even battle animations or dialogue. The reason I am sharing the engine at this stage is to allow others to use what I have made, because even though I plan on working more on it, I don't have much free time. Even at this early stage, modification is extremely easy. One can change the terrain of a map (but the appearance needs to be changed separately, lol), add enemies, classes, and items by simply changing a text file. Of course, new functionalities and mechanics need to be programmed in. Anyways, on to the good stuff. Here is a link to a google drive folder with the source code: FE_R_Google_Drive . Go wild. The to run the code simply run the class file, FE_R_Main.class . I use Eclipse to work on java, and Eclipse has a different way of organizing the files so I simply rearranged them to run normally on a separate folder. Feel free to ask questions on how it works, I will gladly respond. I will also try to make a list of instructions on the basics soon, but don't let that discourage you from asking a question. Of course, if you improve the code share your work in this topic. Happy coding.
  2. I'm having a bit of problem whenever I run my code. Exception in thread "main" java.lang.NullPointerException at simulationapp.SimulationApp.main(SimulationApp.java:40) I did not initialize my array of classes with equals to NULL so I'm in a pinch here. Main Class: Vehicle Class: NOTE: This is where the error points to for(x = 0; x < 15; x++) { graze[x].setType(); <-------- This one. graze[x].setArrivalTime(); setOffTime(graze[x], unit); } To whoever can help me, thanks in advance!
  3. Hi, For a while now, I have been thinking of how to make a Fire Emblem engine. Yes, I am fully aware people can make rom hacks and all, but I want to do this for a few reasons. [spoiler=Reasons why.] Rom hacks can be quite limited in terms of graphics. If someone wants to make, say, a HD version for reasons unknown, they should be able to. No questions asked. It will be open source. As an open source program, it should allow ANYONE to add new features if they choose. If they want to make a food system(unit's ability to fight determined by how hungry they are?), let them! It may be a hit! It may not as well. It will make things easier for FE game devolpers. Chances are, Nintendo didn't want any of their games to be rom hacked, or even ripped, for the matter. However. This rewrite will be made for people to have their own FE "games" or whatnot. Kudos to the person who makes a game based on Soul Eater. Why make a fanfiction, when you can make a fangame? Negates the need to get an emulator. Why would I want to do that? Because I want to know how it works. (Quote comes from Assembly Language Step by Step, by Jeff Duntemann). In any case, I would like to make the program be able to...: [spoiler=Features] Use games from external databases. I want to create an engine, not an actual game. As such, the program will not contain any levels, characters, items, etc, but should be able to open, and execute, such files. Allow the user to use either the keyboard+mouse, or a game controller. Contain a generic menu for options such as video/audio settings, controls, and all the works. Now, the main question is: HOW should I make this program, in terms of programming? There are some more simple matters such as, [spoiler=Confusing Stuff] [spoiler=Item Class] The item class, which contains:A string for the display name of the item. A flexible array of special_effect objects. I.E. a life absorb object. I want a little advice with this, because I have no idea on how to implement this for actual battles. Another flexible array of super_effective types. Why an array? Weapons like Falchion. A description object. Why turn such an uneeded thing into a class? Because it appears everywhere, that's why. A character for a weapon type('S' for Sword, "L" for Lance, "A" for Axe, "B" for bow, and all?). I'm wondering if this should be an integer ID instead. 4 integers: durability - Still wondering how to make the weapon breaking feature. might, accuracy, and critical_rate. Some sort of reference to a sprite. Another flexible array of sprites for battle animations and whatnot. I would add more, except I'm apparently out of time. For now, this is only an idea. I have no plans on actually commiting on this yet.
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