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1  Game Development / Newbie & Debugging Questions / Re: StateMachine, Java Generics issue on: 2014-07-29 12:10:54
State<?>
http://docs.oracle.com/javase/tutorial/java/generics/wildcards.html
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-29 10:04:56
Played with Sand (Youtube):

Lets see if it survives my daughter, so I can finish it Wink
3  Game Development / Newbie & Debugging Questions / Re: Having a Problem with ArrayLists and Objects on: 2014-07-20 18:53:20
Where are you clearing the fluidObjects before adding 8 new ones?
4  Game Development / Newbie & Debugging Questions / Re: Get the mouse x , y? on: 2014-07-16 13:43:53
LOL - still the same - the declaration of x and y is still nowhere too be seen...
5  Game Development / Newbie & Debugging Questions / Re: Get the mouse x , y? on: 2014-07-16 13:20:14
Intrestingly your code snippets miss exactly the parts that would allow us to help you,  namely the declarations of your various x and y variables...
6  Discussions / General Discussions / Re: New feature: topic labels [solved] on: 2014-06-22 10:51:42
Would a dynamic image generator for the tags be too heavy on the system?  Then everybody can use whatever tags they want. Just color code the known tags and let the others have a standard color.  And if you are at it, create an index and a tag cloud of them  Wink
7  Discussions / General Discussions / Re: Java 8 on Raspberry Pi on: 2014-06-19 20:11:13
Actually there seems to be working lwjgl and even libgdx ports for the PI.  At least you get that impression by simply googling for it  Shocked
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JRebel on: 2014-06-18 09:40:43
I bought it last summer and it's worth it. Just that. I will renew my license this year for sure.
9  Discussions / Miscellaneous Topics / Re: Longest program you have written? on: 2014-06-17 14:29:53
LOC means nothing. My current work-project is 105k of java, xml, jelly and groovy...
10  Discussions / General Discussions / Re: If you sell your entire identity to an anonymous buyer for a high price... on: 2014-06-16 15:29:10
Okay then. Would this work?

I don't get it, so probably no Wink There are too much plot holes, so needs more work

Some Questions and Ideas:
If you sell your identity to someone else, you will receive a certificate, stating that you have no identity, and that you're now deemed as an "outlaw". This certificate, postal stamp-sized, is then tattooed onto your left upper arm, as per governing rules.
Does this certificate contain a reference to your former identity?

People who are deemed outlaws, are forbidden to enter colonies in outer space, and can only enter the vast dark worlds where colonies wouldn't dare to enter. Those who aren't are just plain normal human beings. Outlaws can trade weapons, arsenals, and much more. Humans, however, trade resources and economy. Outlaws must use resources to create tools and other mechanical things, and humans need them to sustain themselves.
So you want to make this like good needs evil to survive and the outlaw mechanism grew into a balanced society? I think you need to flesh out the mechanics a bit more and explain why this symbiosis is needed.

Also, who is buying the identities? And why? If it aren't the Outlaws, what's the point of buying one? If the Outlaws could buy one, why would they want to have back their own and why would it even be a problem to be an Outlaw if you can buy yourself an identity to come out of this?

What can you do with the identity? It doesn't seem logical to just live another ones life. You lack the expertise and experienct to do his work for example. You also won't be able to just slip into his shoes and live his social life, since partners and friends won't become your partners and friends by buying the identity.

You, awake in the morning, were about to start a normal day with your normal daily routine, when a group of people started mugging you, and tattooing your left upper arm with an actual certificate of someone else. You would think that you might be framed for something, so you called the police. After legal sessions throughout the week, you finally found out that you bought yourself your own identity, and discovering an impossible loophole that saved you from entering prison.
You said "an actual certificate of someone else" and later "bought yourself your own identity". For me it's not clear what you mean and how it is achieved.

Do you mean like:
- You were marked as an outlaw
- To prevent prison and/or banishment you hide and research for a way out of this mess
- You find out, how you can buy back your identity
- You buy back your identity and therefor are now an outlaw (certificate tattoo)
  and a normal citizen (bought identity) at the same time

This implies a lot of questions:
- Why where you mugged in the first place - it will only make sense if they want your identity
- How can you buy your identity, you don't have a bank account anymore
- How can you get back your own, since the muggers wanted to have it for a reason
- Simply buying an identity seems to obvious (even of someone else), so the loophole does no seem logical

Intergalactic news about you spread throughout the universe, with many heated debates pissing off in the media like chain reactions. Outlaws, once heard of this news, started to gather and planned to initiate a migratory attack, to return to their normal daily lives. Planetary governments and numerous colonies fought back to save themselves from this attack, and started to bring chaos into the mix.

This doesn't come natural either:
- They sold their identity in the first place, why would they want to get their life back.
  There need at least be some unfair reason that forced them to sell their identity in the first place

You, both as an outlaw and a normal human being, will have to find ways to save mankind from the brinks of destruction in an "epic" RPG.

Plot Twist: The group of people that mugged you are the actual antagonists and bosses in this game. The final boss is very challenging.

Again, why? What does the bosses have to do with you?


Other than that, I like the idea of identity theft and trading as well as a scyfi and space opera setting. But I think you need to put more thought into it and fill the "plot holes"...

Maybe you need to mix in some cyberspace component to make the use of foreign identities more believable.
11  Game Development / Newbie & Debugging Questions / Re: [Math] Acquire angle from collision on: 2014-06-10 14:58:41
What about using friction 0f, and density 1f for _all_ objects?

The ball becomes very linear and boring, you can't like "slice" it with the paddle to control direction Sad.

Hmm, maybe make the ball high density and the paddle low density instead? I didn't use Box2D before, but cant you accellerate the ball in reaction to a collsion event to overcome the velocity loss?
12  Game Development / Newbie & Debugging Questions / Re: [Math] Acquire angle from collision on: 2014-06-10 14:54:02
Annnnd that is the complicated part, do you have a good resource? I understand vector math besides those 2 things you just stated lol.

http://higherorderfun.com/blog/2012/06/03/math-for-game-programmers-05-vector-cheat-sheet/

13  Game Development / Newbie & Debugging Questions / Re: [Math] Acquire angle from collision on: 2014-06-10 13:58:02
What about using friction 0f, and density 1f for _all_ objects?

Other than that, for axis aligned boxes, you can just take a point of the path previous to the collision, and mirror the x-component at the collision axis, e.g. ball is at Xprev=20;Yprev=10 the frame before the collsion, at Xcol=25;Ycol=5 right at the collsion, so it should be at Xnext=30;Ynext=10 the frame after the collision. This can be calculated with Xnext=Xcol+(Xcol-Xprev);Ynext=Yprev.

For non-axis aligned boxes you need to get yourself up to speed with 2D vector math, dot products and normals.  
14  Games Center / Featured Games / Re: State of Fortune on: 2014-06-09 00:49:51
Don't believe the stuf they write in mails - it's a lie!

Also don't kill relatives for life ensurances - they'll find out!

Wink
15  Discussions / Miscellaneous Topics / Re: [Girls] How to completely block them from our lives? on: 2014-06-08 18:23:54
Well,  telling them that you sit all day and night at the computer programming would have helped in my youth  Wink Don't know about nowadays...

But in my opinion,  just keep them comming - in the end,  trouble with girls is by far the most intresting trouble you can have.  Just try to don't take things too serious and personal when it doesn't work out.

Also stay true to yourself and do the things you love.

Good luck  Smiley
16  Game Development / Newbie & Debugging Questions / Re: [LibGDX & Artemis] Random Null Pointer Exception in System on: 2014-06-06 13:48:28
Learn using the debugger.  It's one of the most valuable tools you have.  You can for example advice the debugger to stop at a custom defined condition and even directly when a NPE occurs. Then you can just inspect all the values currently in scope and see the cause of your problem right away.

Seriously,  take your time, create a little test-program and check out the various debugger features.
17  Discussions / Miscellaneous Topics / Re: IDE hide block of code on: 2014-06-02 20:01:22
http://wiki.netbeans.org/FaqCustomCodeFolds
18  Game Development / Newbie & Debugging Questions / Re: Creating a chunk-based custom binary file format on: 2014-05-28 10:14:22
Quote
I wouldnt go through the hassle of creating a custom binary format.
My experience is that it's more hassle to create a so-called human readable format using a library (or not) than a simple custom binary format.
I dont want to push this since the OP explicitely wants a custom binary format, but I dont get your point.  Whats the hassle in serializing a selfcontained datamodel to any format using a library like xstream. Sure you need to define your datamodel, the used types, values and references, with care, but how is that more of a hassle than defining a binary format?
19  Game Development / Newbie & Debugging Questions / Re: Creating a chunk-based custom binary file format on: 2014-05-27 14:31:53
I wouldnt go through the hassle of creating a custom binary format. Just use xstream and save xml or json directly from your data model: http://xstream.codehaus.org/tutorial.html
20  Game Development / Game Mechanics / Re: [Math] Kinetic energy of impact between two moving objects on: 2014-05-13 09:49:16
<offtopic>
The Risen Empire has a pretty nice kinetic space fight...
</offtopic>
21  Game Development / Game Mechanics / Re: LWJGL Best way to handle 2D Sprite Animations? on: 2014-05-12 12:37:13
The OP already stated that he has a spritesheet, but splits it into multiple separate images on the "java-side".

This is not the right way to do it. Just load your complete spritesheet as one texture and change the texture coordinates of your Quad (or whatever you are using) to only contain the sprite frame you want to draw.

Take a look here: http://androidblog.reindustries.com/a-real-opengl-es-2-0-2d-tutorial-part-7-texture-atlas/ for inspiration
22  Game Development / Newbie & Debugging Questions / Re: How to send projectile over a vector path ? on: 2014-05-08 14:45:10
Kind of, but i wouldnt use the angle here because of some downsides:
- atan has continuity breaks with results switching from +infinity to -infinity
- you have to check for division by zero if xx is 0
- trig functions are less performant
23  Game Development / Newbie & Debugging Questions / Re: How to send projectile over a vector path ? on: 2014-05-08 12:47:51
Only have a phone right now,  but look here: http://www.java-gaming.org/topics/how-to-make-a-bullet-shoot-towards-the-mouse/33010/view.html and also watch the embedded video there.
24  Game Development / Newbie & Debugging Questions / Re: How to send projectile over a vector path ? on: 2014-05-08 12:38:45
Nah, you dont need the angle. Just divide the deltas (xx,  yy)  by your locked fps and you can use them instead of cos(angle)  and sin(angle) ...
25  Discussions / General Discussions / Re: JEP for making Unsafe a public API on: 2014-05-05 10:21:03
Making the API official forces every vendor to expose the same functionality.
Unfortunately Google is not really a Java Vendor, so I don't know if this would help the situation on Android, would it?
26  Discussions / General Discussions / Re: OpenGL functions straight from GPU on: 2014-05-05 10:13:08
The idea of the programmable pipeline is more like setting everything up on the CPU side, send it over to the GPU and let the (GLSL) shaders do the heavy lifting. There would usually be little use for calling individual OpenGL functions from the GPU.

If you want to continously modify a dataset on the GPU, you could probably use OpenCL for that, but I heard that it might be difficult to bridge between OpenCL and GLSL when needed. I didn't use OpenCL though, so this might be uninformed...
27  Discussions / General Discussions / Re: LibGDX Native Libraries on: 2014-05-01 17:13:06
As you guessed yourself,  the libGDX backend jars contain the natives.  On startup the framework checks if there is already a folder containing the natives where it expect it to be,  if not the folder is created and the natives are extracted from the right backend jar.  After that the system properties of lwjgl and other native libs are set and your game starts.
28  Game Development / Newbie & Debugging Questions / Re: Inventory System? on: 2014-04-25 01:08:11
Well you can do that with enums as well, but I don't want to talk you into this Wink

Other than that, I don't know if I get your problem.

I would say, just create a Player class with an Inventory property that can have a ArrayList<Item> in there. Make your subclasses of Item, fill in the desired functionality and resource properties. If you need to save the player state, either serialize it yourself or use 3rd party libs like xstream to make things easy.

To avoid serializing everything and the kitchen sink, make all fields transient that can be reconstructed dynamically after loading (like textures, sound clips etc.), so only serialize primitive types and simple datamodel like objects.

Then if you need to load the player state, reconstruct the transient fields again. To do that you'll need to implement readResolve() or readObject(instream)

To render your inventory, create a render() method in your Inventory class that iterates over the ArrayList<Item> and render each Item at the desired position. You can either implement a render(x,y) method in your Item class, but I would probably just get an Image from the Item and put the render-code in the Inventory class.

To handle equiping your Player, you can create a special ArrayList<Item> named slots or something in your Inventory. Create another class like PlayerAttributes that hold armor, strength etc. properties. Every time the content of the slots change, reset the PlayerAttributes and iterate over all Items in the slots, calling a method like equip(PlayerAttributes attributes) and let the Items modify the given attributes object.

Just give it a shot, even if the post is not fully detailed. You'll find out the bits and pieces on your way.

Btw. don't think about something being slow when you are dealing with <10000 objects. Just make it so that you can easy manage the code und functionality. Think about performance, when you have performance problems (or you plan something with >10000 objects/items/entities)

29  Game Development / Newbie & Debugging Questions / Re: Inventory System? on: 2014-04-24 17:10:25
Enum values in java are Objects...
- http://docs.oracle.com/javase/tutorial/java/javaOO/enum.html
- http://javahowto.blogspot.de/2008/04/java-enum-examples.html
- http://howtodoinjava.com/2012/12/07/guide-for-understanding-enum-in-java/
30  Game Development / Game Mechanics / Re: Axis-aligned cylinder-triangle collisions on: 2014-04-22 13:39:54
I have no resource at hand, but try googling capsule collision instead of cylinder.
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