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Showing results for tags 'final'.
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Solid understanding on using Javascript ES5 access modifiers and inheritance
DoubleX posted a topic in Programming
This topic aims to explain how the patterns providing access modifiers and inheritance work in details. You're assumed to have a basic knowledge on using Javascript access modifiers and inheritance. The focus of this topic corresponds to 'Understanding' in the new version of the Bloom's Taxonomy. Contents I. Wrapped Prototype 1. Access Modifiers 2. Inheritance 3. Performance 4. Summary II. Composable Revealing Module 1. Access Modifiers 2. Inheritance 3. Performance 4. Summary III. Parasitic Inheritance 1. Access Modifiers 2. Inheritance 3. Performance 4. Summary IV. Reversed Inheritance Hierarchy 1. Access Modifiers 2. Inheritance 3. Performance 4. Summary V. Reversed Prototype Chain 1. Access Modifiers 2. Inheritance 3. Performance 4. Summary VI. Summary The topic will explore the following for each pattern: 1. How it provides/Why it doesn't provide private instance variables 2. How it provides/Why it doesn't private static functions/variables 3. How it provides/Why it doesn't protected functions/instance/static variables 4. How it provides/Why it doesn't provide inheritance I'll start to talk about the contents in the upcoming replies in this topic. For now, let's cite the summary in basic knowledge on using Javascript access modifiers and inheritance as both a preparation on what I'm going to cover and a revision on what you're assumed to know already: -
Basic knowledge on using Javascript ES5 access modifiers and inheritance
DoubleX posted a topic in Programming
Disclaimer: This topic's to provide some extra choices for those needing/wanting some protections from being able to access anything from anywhere while still allowing inheritance. As sometimes it completely makes sense for keeping everything public, these choices are entirely optional. Using any of them without any solid reason's just violating KISS for nothing, which should be avoided. This topic aims to use an easy, simple and small scenario to briefly cover some patterns illustrating Javascript ES5 access modifiers and inheritance. Bear in mind that those patterns can quickly become antipatterns if they're used without at least thinking twice. So you're assumed to have at least a basic knowledge on writing Javascript and have written at least several easy, simple and small js files which work without nontrivial bugs. The focus of this topic corresponds to 'Remembering' in the new version of the Bloom's Taxonomy. Please note that the following concepts will be used: 1. Final - Functions/variables that can't be redefined after their initial definitions 2. Private - Functions/variables only accessible by the enclosed class/instance/function 3. Protected - Functions/variables only accessible by the enclosed class/instance and their subclasses/instances 4. Public - Functions/variables accessible from anywhere 5. Static - Functions/variables shared by all instances of the same class On a side note: Strictly speaking, it's nearly impossible to always ensure an object method will always remain private/protected, as advanced programmers can, after thoroughly comprehended the object's API, reconstruct the whole object while preserving its external behaviors, even though its internal states will most likely be lost that way. However, it's such an unreasonably tedious task for nontrivial objects having nontrivial inheritance hierarchies that only truly trivial and/or valuable objects really worth such tremendous efforts. Therefore, let's just regard them as edge cases and move on. Warmup With all these in mind, let's get started. Situation With the context in place, the following patterns can finally come into play. All files implementing all these patterns, as well as their unit tests and integration tests, can be found in my Lockable-Container github. You're highly encouraged and recommended to read the simplest thing that could possibly work first, which is demonstrated by lockableContainerKiss.js. Wrapped Prototype Composable Revealing Module Parasitic Inheritance Reversed Inheritance Hierarchy Reversed Prototype Chain Summary I'm planning to open another topic to explain how these pattern works in details, which will lead to a solid understanding on using Javascript access modifers and inheritance. That's all for now. What do you think about these patterns? What do you think about Javascript access modifiers and inheritance in general? Let's drop your 2 cents here -
Hi guys! I noticed the lack of battler templates, especially more simple ones, so I decided to try and emulate the old Final Fantasy style sprites, using VX/VXAce assets. Here you go: Poses 1. Idle & Victory Pose 1 2. Defend 3. Attack Wait 4. Right Hand Attack Preparation 5. Right Hand Attack 6. Left Hand Attack Preparation 7. Left Hand Attack 8. Magic 1 9. Magic 2 10. Magic Use & Victory Pose 2 11. Injured/ Low Health 12. Death Hope this helps!
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Game Title: Akage Author: Scaptonyx Topic Link Gameplay The Gameplay for Akage is about how the sexy and charming lady who is named 'Akage', slash her way to the culprit who burned her whole village, and her beloved house. Basically, the game showcases the battle system of Sapphire. The game is then spiced up with a system wherein you may enchant mana stones into your equipment. There are various Mana Stones which raises a certain type of attribute. The game also emphasizes on the use of potions to withstand hard battles. My only suggestion would be, maybe add a hotkey wherein you may link items which you would want to use there. I had to open and close the menu to use a potion in my inventory whenever there would be a boss battle. The game also offers several weapons and scrolls, which I found entertaining since picking up such items made me feel rewarded from all the killing Akage has done. I felt stronger and stronger everytime I encountered an item stronger than what I had. Story The story is simple, The Bad Guy burns her house and she chases after the Bad Guy. There were no complications or such which was made. The story was straightforward, considering it was a short game. Resources Used No additional resources was used, background music and system interfaces stay the same and not that much customization. The only additional resource which I spotted are the use of the characters Bust Shots. I say that it was a good idea adding those in the game. It added to the feel of the game and the art which Akage had has charmed me since it is simply how art was like on the olden days. Good job Overall I think the game was made just for experimenting purposes. Overall, the game would be satisfactory for a short game, but lacks a lot, so I'll give it a 6.5/10. That's all I have to say and happy game developing.
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Hello all. This here blog if for my custom made Final Fantasy Title Screens. I will soon be taking requests after like the 6th or 7th title screen I make. Here is one I made for FF XIII. One is for your desktop, specifically one that has a resolution of 1600x900 px. The other is for the RPG maker vx ace program which is 544x416 px. Well... Here you go. Please leave comments and let me know how I did. Thank you. Also, if you're going to use, please give credit. Thanks.
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Here is a Final Fantasy Title Screen that I made for people who like to make final fantasy spin off's or slash remake a Final Fantasy game... Leave comments if you'd like and let me know how you did. Thanks. Also when use. Please give credit. Simply because I worked on this... Thank you and have a nice day. :3
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This is a vary simple custom title screen for people who want to make spin off's of the Final Fantasy franchise. Well.... Here you go...


