jMonkeyEngine Game Contest!

Hey guys. It's Joraaver here, coming to you with slightly contradictory news in regards to Suchaaver's last post.

jME is holding it's own game contest!

And even though I have a physics midterm this Thursday, I will be dedicating every ounce of time that I am not either studying, eating, sleeping, or working out, to game development. That said, this contest goes from today, May 19, to May 27, so it's more than one whole week! Therefore, if push comes to shove, I may remap the words "Memorial Day Weekend" to "Game Development jME Style Weekend" to crank out a game.

I'll be posting updates alongside Suchaaver on our twitter, @Elrel_Studios, so be sure to follow us so you can follow along!

Till the next update!

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Converting Stages From Tiled to jME (Part 2)

     This post is, once again, coming to you from Joraaver.

     Last time, I talked about how the stages of our game are designed in Tiled, and what layers we had to look for. I also addressed leveraging the SAX parser in Java to parse the tmx file for the objects.

     Today, I'm going to analyze how I stored my objects from Tiled and how I mapped them as tiles to jME's coordinate plane.

     Most of the information regarding the "gid" number of the tile and collecting tilesheets is in the Parsing and Rendering TMX Files tutorial by GameDev Tuts+. I'll only be covering the things that are jME specific, and will touch base on the "gid" information if necessary.

Collecting the Objects

     First, I'll quickly dive into collecting the tilesheets. Follwing the tutorial above, I created a nice and simple TileSet class, with the same attributes. Then, inside the DeafaultHandler I created, the code below handles grabbing each tileset and creating an instance for it:

public void startElement(String uri, String localName,String qName, Attributes
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