Topic:   iPhone Project: The In-Game Plan   (Read 88927 times)


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Mystor


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Re: iPhone Project: The In-Game Plan
« Reply #60 on: October 22, 2009, 05:40:29 PM »
You can make it a popup window that closes when clicked on...
Or mebbe moves to the next message, then when it is out of messages it hides

For static things, there could be a button on the side to bring up the boxes again...

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WarHampster


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Re: iPhone Project: The In-Game Plan
« Reply #61 on: October 22, 2009, 06:08:24 PM »
Quote
I'm going to figure out how to expand arrays so their holding size is dynamic.

Should be pretty easy... try reading the map data as a string, then create an array with the length of the string as its size and load the data into that.

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #62 on: October 22, 2009, 06:22:26 PM »
Arrays have to be created before hand and also must allocate the needed memory at game start if you want to be able to use that array everywhere.
I've found an NSMutableArray that appears to be natively dynamic and just like an ArrayList in Java and javascript. I'm going to play with it a bit.


-Gandolf

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Re: iPhone Project: The In-Game Plan
« Reply #63 on: October 22, 2009, 06:25:47 PM »
Shows what I know about obj-C...

GMG Hendo


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Re: iPhone Project: The In-Game Plan
« Reply #64 on: October 23, 2009, 10:42:45 AM »
Yes NSMutableArray allows you to add and remove items from the array. Combined with an NSArrayController these can be very easy to implement but also very powerful.

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #65 on: October 23, 2009, 12:00:33 PM »
I'm getting pretty familiar with NSMutableArrays though could you enlighten me on these mysterious NSMutableArrayControllers?


-Gandolf

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Re: iPhone Project: The In-Game Plan
« Reply #66 on: October 26, 2009, 03:10:39 PM »
Quote
I'm getting pretty familiar with NSMutableArrays though could you enlighten me on these mysterious NSMutableArrayControllers?


-Gandolf

NSArrayControllers are used in InterfaceBuilder to control your arrays easily with interface elements. So you set up your NSArrayController with your NSMutableArray and then link your interface controlls to the NSArrayController which has built in methods for controlling your array like adding, removing items etc.

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Re: iPhone Project: The In-Game Plan
« Reply #67 on: October 26, 2009, 04:09:41 PM »
That's neat, so if I connected an NSArrayController to my interface, I could create as many buttons as I want to appear on screen just by adding them to the NSArray?


-Gandolf

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Re: iPhone Project: The In-Game Plan
« Reply #68 on: October 26, 2009, 04:16:25 PM »
well its more used for something like adding and removing items from a table view or source list. But really whatever your array does the controller just handles adding, removing etc. the items in the array. Try and look for a tutorial to help you understand.

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Re: iPhone Project: The In-Game Plan
« Reply #69 on: October 26, 2009, 04:39:16 PM »
Alright. :) I think this may come in very handy on a future project.


-Gandolf

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Re: iPhone Project: The In-Game Plan
« Reply #70 on: December 31, 2009, 05:37:08 PM »
I believe we need a jump start on the story so:
-Minimum 20 minute long game. If need be, it can be longer.

Storyline:
Quote
Tired of wandering, a group of traveling merchants settle down. With trades of all sorts New Town is sure to flourish, but only if the area can be made safe.    
 Â   
You must venture forth into the surrounding hills and cleanse the area of monster lairs.

Characters:
Silverwind - Wise elf.
Gnome - A blacksmith.
Hendo - A magic store keeper.
Player - Young, inexperienced traveler.
More people in the traveling merchant group?

How things work: The rest of the group has set out to building the town and setting it up. The castle/town hall is in process of being built throughout the game while a few shops have been thrown up. (As you progress in the game, you will notice the castle/town hall being further along in progress) So therefore it is your job to clear out the hills.

Silverwind will be an ever constant guide in your quest. (Possibly the person to go to, to save your game when that feature comes out)
Gnome will be the blacksmith who supplies weapons/armors.
Hendo will provide trinkets and potions.

Who wants to build the New Town map? It'll only need a few shops, won't be paved(but leave room for paved roads), and will need a space for a castle which will be built as the game progresses. Keep trees sparse as it will be a cleared out area.


-Gandolf
P.S. This game won't be too long, therefore dialogue won't be large and the player shouldn't need to read(or know how to read) to get the gist of the game.
« Last Edit: December 31, 2009, 05:37:46 PM by Gandolf »

Xiphos


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Re: iPhone Project: The In-Game Plan
« Reply #71 on: January 06, 2010, 04:30:17 PM »
I can make the new town map.
About how large should the map be?

(pixel) by (pixel)
« Last Edit: January 06, 2010, 04:36:22 PM by Xiphos »

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #72 on: January 06, 2010, 10:34:23 PM »
360 × 315 pixels

-Gandolf

Xiphos


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Re: iPhone Project: The In-Game Plan
« Reply #73 on: January 07, 2010, 08:54:28 PM »


There you go, that space in the middle is for the building that gets more complete as the games go on. I can change it if needed.
« Last Edit: January 07, 2010, 08:57:04 PM by Xiphos »

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #74 on: January 07, 2010, 09:08:46 PM »
That looks good, I like it. (What do the rest of you guys think? Have your own vision of what New Town should look like or anything you'd like changed?)


-Gandolf