Computer Science Canada

Medieval RPG - Grail Quest

Author:  Srlancelot39 [ Tue Jul 27, 2010 7:54 pm ]
Post subject:  Medieval RPG - Grail Quest

Hi, I'm back again with Grail Quest!
Now I have a download link posted on my own website due to it's size...
You can find my site at http://sites.google.com/site/seanscomputerscience/.
My e-mail address is posted there as well so that you may give me suggestions/comments/questions etc.
Grail Quest updated very frequently, my record being twice in 12 hours...so be sure to visit every so often to get the latest version.
I cannot give the source code, but I can give information on how certain parts of the game were made and maybe small pieces of code as examples, so, again, if you have any questions about the code feel free to ask =).

~Srlancelot39~

Author:  Srlancelot39 [ Thu Sep 23, 2010 11:45 am ]
Post subject:  RE:Medieval RPG - Grail Quest

remember to post/e-mail me comments/questions/suggestions for Grail Quest!
my e-mail is sean.sciberras@sympatico.ca

Author:  DanShadow [ Thu Sep 23, 2010 11:59 am ]
Post subject:  RE:Medieval RPG - Grail Quest

If you upload in in a *.zip or *.rar format i'll try it out Wink

Author:  Srlancelot39 [ Thu Sep 23, 2010 2:46 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

i had a problem with that a year ago...the file is 39MB zipped....
heres the link to the page on my website that you can get it from:
http://sites.google.com/site/seanscomputerscience/games/grail-quest/

click the green link in the middle of the page.
Thx for your interest!!!

edit: the file is in .msi format so it will install itself when you download it =P your only job is to click 'Next' and 'Finish' lol

Author:  DanShadow [ Fri Sep 24, 2010 12:27 am ]
Post subject:  RE:Medieval RPG - Grail Quest

I'm not quite sure how you could have a problem zipping a file.. heh.

The reason I wont download your msi, is because a Turing project (that among other reasons is incomplete) does not need an installer, only a directory to be placed in.

When I check out people's development achievements, I typically delete them after testing them - thus why I prefer the convenience of a zip file Razz.

Btw, rather than trying to translate your Turing code into C++, i'd recommend learning C++ (and probably OpenGL for the graphics API) instead.
Or better yet, learn Java. Its much easier to move on to once you've learned Turing (significantly easier for graphical games than C++), and you can host it as an applet on your website, which I guarantee will get a lot more people testing it out rather than having to download and trust your installer Wink.

Gl with your project either way.

Author:  Tony [ Fri Sep 24, 2010 12:53 am ]
Post subject:  Re: RE:Medieval RPG - Grail Quest

DanShadow @ Fri Sep 24, 2010 12:27 am wrote:
I'm not quite sure how you could have a problem zipping a file.. heh.

He probably meant that we had upload size limits.

Author:  DanShadow [ Fri Sep 24, 2010 12:24 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

I meant there are dozens of sites he could upload it to (his is on MediaFire.com), so he could still upload a zip file and link it, same way he already did, heh.

Author:  Srlancelot39 [ Fri Sep 24, 2010 2:38 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

i intentionally stopped using zipped files because theyre a pain in the ass to work with when you get them. For someone who does not know anything about file types, it is much easier for a program to install itself and give them a button to click on to run it. As for deleting it....just go to add/remove programs. it will be in there, just click uninstall =P.
There is no other way i know of to have a program make a shortcut on someone else's computer without human intervention.

Author:  DanShadow [ Fri Sep 24, 2010 2:44 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Actually, zip files are super easy Razz.

You right click your game's folder, and click "Add to
Archive..."
Then you choose a filename, and thats it.

Either way, it's your choice. (You could include a shortcut in your game folder, and when you run the game it can move that file to the desktop, thus 'creating' a shortcut).

Btw, your msi file seems to stop downloading on my computer after 33 megs.. not sure why, but its happened twice now.

Author:  DanShadow [ Sat Sep 25, 2010 1:34 am ]
Post subject:  RE:Medieval RPG - Grail Quest

Hm, it finally downloaded.

Good game overall.

Could use some work on collision detection.

The enemy HP and enemy level seem to be tied together, so as you kill enemy his level gets lower.. not sure if that was intentional.

Losing everything permanently if you die is pretty annoying from a player perspective. I'd recommend programming in a "player corpse", which allows you to retrieve your equipment, and a possibly a portion of your lost gold. Most players wont want to restart an RPG if they die.

I'd increase the respawn time for enemies, and maybe make more in an area. I went afk in a respawn area and came back with high melee level and a ton of gold, lol.

I'd also increase the size around the zone borders which load the next map by a small amount, as in some areas its almost difficult to leave a zone.

Could also use a pathfinding algorithm to navigate around impassable objects.

I'd definitely make the rope under the cemetery easier to see, lol.

Also.. the dragon heads regenerating was kind of annoying, lol.

Id say if you added some new graphics, updated a few things, it'd be a pretty cool game Smile

Author:  Srlancelot39 [ Sat Sep 25, 2010 6:20 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

thx for your comments, and thank you very much for the bits! =D

the collison detection is in the process of being redesigned into whatdotcolour by SNIPERDUDE as is the art (cus i suck at art and he doesn't).

Everyone's lvl is intentionally influenced by their hitpoints; it helps the player to get an idea of who will win the fight.

As for losing everything if you die...yeah that's a pain but, you keep your experience and ur lucky to have been revived anyway lol. However, i do agree with your player corpse idea..i might do that.

I actually have dormant varibles ready for when i do have multiple enemies per scene. i need these variables for the height of the enemy hp bar.

I also agree that the exit zones should be wider - especially since if you click on the edge of the window when trying to leave, it makes the scroll bars activate >_> .

about the pathfinding, from what ive seen so far pathfinding code can be very slow as in taking 5 minutes to find a path. if you have found that it can be done rapidly, i'd love to learn about that!

Dragon heads regenerating is annoying, but if you bring healthpacks you wont need to stop to restore hp (also try attacking from left to right or vice versa for minimal time usage).

The graphics will eventually be updated as well. The game is also going to be recoded in C++ and may go semi-multiplayer (semi meaning that you will see other people who are playing, but what they do will not influence your game).

Again, thank you very much for your feedback, I always like to hear others' opinions on my work so that i can improve it further.

Author:  DanShadow [ Sat Sep 25, 2010 8:20 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

For your collision detection, I wouldnt use WhatDotColor, because it isnt a great practice once you move past Turing.
Id use "bounding boxes", which are invisible boxes that surround impassable objects (like rivers). When the player moves, you do a check to see whether that player has moved inside any of the bounding boxes - if he has, negate the movement.

As for pathfinding.. its a little harder because you dont use a tile-system, but you could make an array of line-paths, which adjust every time they hit a bounding box so that the line travels around the edge, and then continues towards the clicked location.

As for the dragon-heads, I had 10 health-packs, only clicked it 6 times and noticed on the 3rd head that all 10 had disappeared =/. Had to run back and buy more, lol.

Author:  Srlancelot39 [ Sun Sep 26, 2010 10:14 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

i agree with your view on whatdotcolour. i didnt like it initially, but after talking to a few ppl it seemed like a good idea. however, the game currently does not use whatdotcolour collision detection, but rather bounding boxes; i've been using bounding boxes since grade 9 =P.

and what did you click 6 times? if it was the dragon, that makes no difference since attacking is immediate once you are in range. also, i do not have the healthpack use coded to wait for a button release; if you click/press h to use a healthpack it will keep using them until you release or until your health is above 90 at which point it will inform you that you do not need healing.

I usually bring at least 30 healthpacks to the dragon, and it is a fact that it cannot be killed without them no matter your level. =P

as well, im considering making it so that when you enter the dragon's lair, you get trapped inside until you are holding the holy grail.....so beware!....maybe.

anyway, thx for the feedback, and thx for playing!

Author:  DanShadow [ Sun Sep 26, 2010 10:41 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

I would make the bounding boxes a bit smaller on the river then Razz.

I clicked the healthpack image 6 times, and it used it 10 times.
I brought 30 when I fought the dragon the second time, but only used 10, heh.

I wouldnt trap players in the dragons lair.. most people dont assume you have to kill 3 of the most powerful enemies at the game, and at the same time, and within a (respawn) time limit. That almost guarantees to kill 90% of players, and make them lose their equipment.
If you could collect your equipment from your corpse, then it might be a viable/interesting idea Wink.

No problem, it was fun.

Author:  Srlancelot39 [ Sun Sep 26, 2010 10:52 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

yeah i'll get right on that corpse thing...sounds awesome

Author:  DanShadow [ Mon Sep 27, 2010 9:12 am ]
Post subject:  RE:Medieval RPG - Grail Quest

The "corpse" is really easy to implement.
Easiest way being, to create an array that contains several pieces of data:
- array[max_items] that contains items
- gold to store how much (if any) gold retrieved
- map to store which map they died on
- XY coods to store where on map they died on
- active (boolean) to determine if corpse is active

So when their HP <= 0, run a function to save all the data into the "Corpse" array, and set active=true.
Then when rendering your zone scenes, do a check if current_map==corpse["map"], and if so, draw an image of your bloodied corpse on the ground.

You could even make it easy on the player, if you walk within the bounding box of a corpse, it auto-equips all your old items, gives you the gold, sets "corpse"s active variable to false, and maybe give a message.

See, super easy Smile

Author:  Srlancelot39 [ Mon Sep 27, 2010 6:42 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

makes sense, thx! =P

Author:  SNIPERDUDE [ Fri Oct 01, 2010 4:51 pm ]
Post subject:  Re: Medieval RPG - Grail Quest

Working on an updated engine. All's going to be included as well as a better ranging system and likely a magic system. Looking pretty fun so far.

A demo is likely to come out as soon as I can get everything tied together.

Here's just a screencap of what I've been working on for it: (this is a freeze magic spell)

Posted Image, might have been reduced in size. Click Image to view fullscreen.

Author:  Srlancelot39 [ Sat Oct 02, 2010 9:50 am ]
Post subject:  RE:Medieval RPG - Grail Quest

looks awesome!
i like the array drop down menu integrating weapon type and substance (mythril, steel, etc).

one other thing, i recently took the level indicators off the characters' heads; your character now has it on top of his hp bar, and the npc's is next to their name when their hp bar comes up.

i chose to put your level on top of the hp bar since hp is a factor in your level, and since it was available space =P.

lastly, the most fun part, i have implemented a moderator/administrative abilities into the chat entry system. by typing in a code which i will not release over the internet...lol...., you can enable 'cheat codes' that will allow you %100 command over your character. 'cheats'/abilities include: a code to get max gold, a code to make any weapon spawn in your inventory, a code that gives you the grail, and even codes to make you move 60 pixels in any direction thus allowing you to break through boundaries and walk over water etc.

The main reason for this implement was to make editing/testing the game easier.



one last thing....i must say, because of your avatar i hear House talking whenever i read your comments >.> lol

Author:  DanShadow [ Sat Oct 02, 2010 1:49 pm ]
Post subject:  Re: Medieval RPG - Grail Quest

Here, have a monster Razz

[img]http://danshadow.pcriot.com/Images/demon.bmp[/img]

Author:  Srlancelot39 [ Sat Oct 02, 2010 4:28 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

lol nice.....

@SNIPERDUDE
few more things i forgot to add:
i created an equation for the colour of the hp bar.
colour = round ((hp/100)*8)+112

green is 120, red is 112 so with this equation the bar turns green if you have full-almost full hp, green-red colours for in between, and red when you have low or no hp. try it urself: sub in any value from 0-100 and see the colour u get! i noticed after making the equation that the multiplier is the difference between the two colours 0.o

also, your character does not face you when not moving; with the addition of a variable i was able to make it so that he stays facing the last direction executed.

P.S. i tried that site for 8bit music and after i tried to post a request it gave me some kind of error saying that it could not post. =\

Author:  DanShadow [ Sat Oct 02, 2010 10:16 pm ]
Post subject:  Re: Medieval RPG - Grail Quest

I think you guys should add my enemy Wink, if you get what I mean by this:

DanShadow wrote:

Posted Image, might have been reduced in size. Click Image to view fullscreen.

Author:  Srlancelot39 [ Sun Oct 03, 2010 10:21 am ]
Post subject:  RE:Medieval RPG - Grail Quest

lol i'll think about it =P
but if i do decide to, i'll need its left right and up views

Author:  SNIPERDUDE [ Tue Oct 05, 2010 1:03 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Just catching up on this thread. Awesome stuff.

I just about have an updated top bar menu working completely, I'll send you the demo via email for your thoughts on it. Should be done by tonight, but I've plans later so we'll see how it works out.

@ DanShadow: I like your demon, if you make it a bigger it could make for a nice new menacing creature for the dungeons.

Author:  Srlancelot39 [ Wed Oct 06, 2010 1:47 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

was going to say that too...
make it bigger, cus i already have a cyclops and a troll in the game....and theyre f**king big...k not that big, but theyre the biggest non dragon monster at a whopping 64 pixels in height!!! lol

Author:  SNIPERDUDE [ Wed Oct 06, 2010 3:53 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

A cyclops now? Is that coming out in the next release or did I just miss it on the current one?

Can't wait to see it.

Author:  Srlancelot39 [ Thu Oct 07, 2010 1:13 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

next release
same design as troll, just a diff colour...and obviously: one eye lol

Author:  Coldkick [ Fri Oct 08, 2010 9:20 am ]
Post subject:  RE:Medieval RPG - Grail Quest

Hey, I'm working on a map graphic revamp right now. Making Hi-Res versions.

Here is a sample for the cemetery
Posted Image, might have been reduced in size. Click Image to view fullscreen.

Author:  SNIPERDUDE [ Fri Oct 08, 2010 9:48 am ]
Post subject:  RE:Medieval RPG - Grail Quest

Now if the trees could be made to match the style...

I like the style of the grass, looks quite cool.

Author:  Coldkick [ Fri Oct 08, 2010 10:13 am ]
Post subject:  RE:Medieval RPG - Grail Quest

Thanks, did you receive my PM? It includes the link to the PB and the guest PW. I'm not sure how I'm meant to change the trees to make it match the style of the grass and such since trees are a different texture, but I'll give it a go. The hardest part of the maps is going to be making natural flowing water for the river. I have mouseover and mousedown buttons being made as well.

Author:  Srlancelot39 [ Fri Oct 08, 2010 11:13 am ]
Post subject:  RE:Medieval RPG - Grail Quest

ya my trees are sht lol >.<
by match, i think SNIPERDUDE means - make 'em look nice like the grass so you dont see shitty art on top of nice art lol.

Author:  SNIPERDUDE [ Fri Oct 08, 2010 11:40 am ]
Post subject:  RE:Medieval RPG - Grail Quest

For the trees I'd start from scratch, keeping these in mind:
- round out the bottom so it doesn't look like paper
- make a few designs (3 should do it) for variation
- Just start with the shape, then worry about texture after

I'll see if I can come up with a few shapes later today for you to work with (even if just for inspiration or idea).

Side note: got the PM, replied.

Author:  Coldkick [ Fri Oct 08, 2010 2:37 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Ok, well here is my first tree, if its the style we're looking for thats great, I'll make two others similar to it, if not just state what you want changed and I'll get to it.

Posted Image, might have been reduced in size. Click Image to view fullscreen.

Author:  SNIPERDUDE [ Fri Oct 08, 2010 3:20 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

That's much better, I really like the roots.
If I might just note, the lowest right branch looks thinner right where it joins the trunk, that might need to be fixed.

A couple more like that and I think we're set for dead trees. maybe after you could tackle the three tress outside the castle gate.

Author:  Coldkick [ Fri Oct 08, 2010 6:42 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Here is the tree for outside the castle gates. I have some transparency issues right now, I'll have to do some stuff to the leaves.

Posted Image, might have been reduced in size. Click Image to view fullscreen.

Author:  SNIPERDUDE [ Fri Oct 08, 2010 7:56 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

For transparencies in Turing avoid JPEGs at all cost.

Author:  Coldkick [ Fri Oct 08, 2010 9:12 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Ah, I see why the photobucket images look bad compared to the .bmp on my computer, they changed them to .jpg files. Stupid compression.

Author:  DanShadow [ Fri Oct 08, 2010 9:17 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

*.png ftw

Author:  TheGuardian001 [ Fri Oct 08, 2010 10:38 pm ]
Post subject:  Re: RE:Medieval RPG - Grail Quest

DanShadow @ Fri Oct 08, 2010 9:17 pm wrote:
*.png ftw

Not in Turing. BMP, JPG, and GIF only.

Author:  DanShadow [ Fri Oct 08, 2010 10:45 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

EW

Author:  Coldkick [ Sat Oct 09, 2010 1:21 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Fixed the problem with the leaves, changed the mode on the leaves from Normal to Dissolve. It removed fade out, thus, no white left over.

New helm and battle axe are now complete.

Posted Image, might have been reduced in size. Click Image to view fullscreen.
Posted Image, might have been reduced in size. Click Image to view fullscreen.

Author:  Srlancelot39 [ Mon Oct 11, 2010 7:55 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

lol battleaxe got a dbl makeover!
nice trees btw 0.o
another thing...aww i'll tell u on skype...lol

Author:  copthesaint [ Mon Oct 11, 2010 9:08 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Ok seriously, none of you know how to draw! :p

First off trees, they need to be layered, because thats how they are formed. That means many many lines in variations of colors with different depths and all depths of lights as well :p. Make sure you just dont go straight up with your trees, have you ever seen a perfectly vertically tree? I dont think so. Leaves = not cool. Just get rid of em and keep a good DESTROYED look Smile this is a game where you slay a dragon, shouldnt the dragon... nvm... Lol *stops before he writes an essay* I need to remember how much art is important to the average programmer...

Wasnt .png for the next version of turing that never came out? Razz

Author:  SNIPERDUDE [ Mon Oct 11, 2010 9:11 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Yes. And note the tree with leaves was for a part of map that's outside Camelot, not the dangerous lands.

Author:  copthesaint [ Mon Oct 11, 2010 10:29 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

the art is still very bad Very Happy I dont care if its for the courtroom :p. jk

Author:  DanShadow [ Tue Oct 12, 2010 12:37 am ]
Post subject:  RE:Medieval RPG - Grail Quest

If you guys want to improve your game art, i'd recommend doing what I did when I was your age: learn how to draw game images at the pixel level Wink.
It's pretty easy, and it's how the "old" 2D RPG's were drawn. I find it's a pretty cheap/quick/effective way to add attractive graphics to a game... when your a programmer, heh.

Either way, its your game, make it how you like!

Author:  Coldkick [ Tue Oct 12, 2010 7:03 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

LOL, I fixed alot of the leaves problem, besides if I had a pentab I would be doing better art, for now I'm just using PS brushes styles, marques, and gradients xD.

Author:  Srlancelot39 [ Tue Oct 12, 2010 7:05 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

thank you for the....constructive....criticism copthesaint =P, but i dont intend on making a second WoW. at the absolute most, the game might get graphics almsot as good as runescape classic....lol. the art Sniperdude and coldkick are making are above my expectations so its all going fine. and the trees with leaves on them are just outside the castle entrance. i have leafless, dead, burnt trees surrounding the cemetery and the witch's house.
please excuse the long comment, im just happy cus Comp sci is back up again lol

Author:  DanShadow [ Tue Oct 12, 2010 8:55 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

I was curious, how far do you guys intend for this Turing game to go? It certainly looks like your dedicating some time & effort into it.

Author:  SNIPERDUDE [ Tue Oct 12, 2010 9:01 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

I'm out of school (have for a while) and looking for work. I'm using this as a scapegoat to keep my mind from melting. I do believe when Sean has learned C++ he'll restart the project there.

Author:  Srlancelot39 [ Wed Oct 13, 2010 12:11 am ]
Post subject:  RE:Medieval RPG - Grail Quest

this game is already 3 years old and it doesn't intend on dying =P
Coldkick is beginning to teach me C++ because I can't wait till second semester lol. At this point, I can make the words 'Grail Quest' appear in DOS (i was getting tired of seeing 'hello world' in every tutorial, so i decided to use something personal), but once I learn more the game should rebuild itself pretty quickly.

Author:  DanShadow [ Wed Oct 13, 2010 7:02 am ]
Post subject:  RE:Medieval RPG - Grail Quest

C++ is a large undertaking to learn from Turing mind you, and the graphics API is a fair bit more complex. I'd recommend looking into OpenGL 2D Graphics Programming as early as possible (not to learn as early as possible, but to know what kind of graphic programming your going to have to be doing).

Seriously though, I'd still recommend learning Java if you want to make a better 2D version of Grail Quest. The fact that you can run an applet has many advantages, namely that you can run it on almost any platform with no downloading, the graphics API is very similar to Turing, and that you can make it interact with a Database through your web-site, which will make a multiplayer adaptation pretty simple to implement.

Congrats for keeping the project going this far, a lot of other programmers would have gotten bored by now Razz

Author:  SNIPERDUDE [ Wed Oct 13, 2010 11:55 am ]
Post subject:  RE:Medieval RPG - Grail Quest

I'd have to agree with Java over C++ on this one.
Java's syntax isn't too different from C++ anyhow if I remember correctly.

Author:  Srlancelot39 [ Wed Oct 13, 2010 12:45 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

im not changing languages for better graphics, im only changing languages because Turing is not a 'real' language, and you cant sell/publish something made on Turing. Java seems a bit too much for me at this point, and C++ is widely used, as well as powerful and easy to learn/understand. I've heard Java is also prone to glitches...

Author:  Srlancelot39 [ Wed Oct 13, 2010 12:56 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Java does seem a good idea actually, but I already have 3 sources to learn C++ from and i don't know of any way to learn Java. I'll be learning C++ next semester, a guy i know from a few of my courses is willing to assist in recoding it in C++, and Coldkick is already teaching me C++ over skype lol...

Thanks for the congrats!

Author:  TerranceN [ Wed Oct 13, 2010 2:56 pm ]
Post subject:  Re: RE:Medieval RPG - Grail Quest

Srlancelot39 @ Wed Oct 13, 2010 12:45 pm wrote:
Java seems a bit too much for me at this point


Java is far easier than C++. C++ will make you manage nearly every aspect of your program.

For example, want to make a window? In Java you can inherit the Frame class, call one method and tada, you have a window. In C++ you will have to learn the confusing win32 API (at least on windows), create a system of communicating with the OS to handle events, register your window class to the OS, then finally create your window. There are API's to help with these kinds of things (like SDL), but why not use something thats standard and easy (Java)?

Also manual memory management in C++ can drive you crazy. In Java everything is automatically a pointer, then when there are no more references to it, it gets deleted. In C++ if you use pointers you have to keep track of whether that memory has been deallocated or not, and you have to make sure to deallocate it once you are done with it, or else you will get a memory leak and potentially use up all the memory on the computer. There are things to help with this too, like smart pointers, but they still require you to have an understanding of how memory management works and how they work.

Finally Java and C++ are syntactically similar, so Java is a good stepping stone to learning C++.

I think doing this in Java would make it much simpler, but if you still think you're up to the task of learning C++ I would recommend SDL and openGL. <a href="http://lazyfoo.net/SDL_tutorials/index.php">Here</a> is a good SDL tutorial, which leads right into openGL, and theres a good openGL tutorial <a href="http://nehe.gamedev.net/">here</a>.

If you want to use Java, then go read <a href="http://compsci.ca/v3/viewtopic.php?t=17280">this</a> for the basics of Java and <a href="http://compsci.ca/v3/viewtopic.php?t=25991">this</a> to learn how to make a simple game engine.

Author:  DanShadow [ Wed Oct 13, 2010 3:21 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

Even if your going to learn C++ anyway in a month, i'd even recommend learning Java on the side. C++ and Java syntax are very similar, so it wont be hard to learn both at the same time. But in the time it will likely take you to learn how to program 2D graphics in C++, you could have already completed your game in Java.
I would still recommend learning C++, but Java is a better idea for now imo.

Author:  Srlancelot39 [ Sun Feb 13, 2011 10:05 pm ]
Post subject:  RE:Medieval RPG - Grail Quest

I would like to start off by saying I deeply apologize for 'necroposting' because I know this is the definition of necroposting.

That aside, I wanted to say that I am currently taking a course in my university program that is formally teaching me C++, however I understand the advantages of Java and I am interested in using it as Grail Quest's new/future language. This means I will probably not be coding it in C++. If anyone knows of any means/method of learning Java on the side, I would greatly appreciate it!

Thanks, and keep playing Grail Quest!
Special thanks to SNIPERDUDE and Coldkick for their ongoing work on the game! They are spreading through the credits like vines!

Author:  TokenHerbz [ Mon Feb 14, 2011 12:45 am ]
Post subject:  RE:Medieval RPG - Grail Quest

If you come across anything send it my way, because i'll be trying to get into this school course hopefully this year, and they use java.

I have to up-date my skills!!!

Author:  Srlancelot39 [ Thu Jan 11, 2018 9:33 pm ]
Post subject:  Re: Medieval RPG - Grail Quest

Dodges rotten tomatoes Sorry for necroposting!...again. But here's the most recent source code. It's very old, but the most recent nonetheless.

Thanks everyone for your help! Especially SNIPERDUDE and Coldkick Smile

Author:  Insectoid [ Fri Jan 12, 2018 10:50 am ]
Post subject:  RE:Medieval RPG - Grail Quest

I don't think it's a crime to necro your own thread. Or is it?

Honestly I'm just impressed you're still updating this after all these years.

Author:  Srlancelot39 [ Thu Jan 18, 2018 11:20 am ]
Post subject:  RE:Medieval RPG - Grail Quest

Well I figure whoever else has posted here will get a notification, so I'm apologizing to any of those people whom I may have disturbed, haha.

And yeah, I was reminded by another old thread (Best of Turing Submissions 2009-2010 or something) that I had never uploaded my source code. At the time, I was refraining from releasing the source code in order to maintain ownership, but since the project is now "declassified" (X-files vocabulary currently enabled, lol) I have decided to release it so that others may view it for whatever reason. Smile


: