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1  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-24 03:17:10
Sigh. This would be so much easier to figure out if I actually had a Mac... Is there any significant difference between how shell scripts behave on Linux and Mac?
Not really as far as I could tell. I'm sure if you are hardcore at shell scripting some differences do appear, but aside from some commands/tools not being available on one system versus the other for more or less obvious reason, didn't seem much different.

IIRC the working-directory on Mac OS X is the user-dir, not the directory of the double-clicked file / app.
I do recall this. The devil can in those details...
2  Discussions / Miscellaneous Topics / Re: Books, Movies, Games for free on: 2015-04-19 15:40:02
Yeah not gonna watch it as I am familiar with that.
Homeless living in Internet Cafes, even getting mail there.

Actually pretty cool. I mean if you would become homeless, wouldnt you rather go to an internet cafe? Cheesy
3  Discussions / Miscellaneous Topics / Re: Can Word Lists be Copyrighted on: 2015-04-09 17:35:22
You cannot patent something which isn't new. Patent offices are there to check this (well, they should ...)
Long discussion, kept short:
Yes well, theoretically. In practice that isn't so at all anymore. First of all nothing is completely "new" anyway, unless you got your zero point energy device or cold fusion.
Secondly the patent office doesnt have to and couldnt check if you invention actually works. So you submit a schematic, concept or whatever and they dont verify if it works or anything; thereby making many patent moot to begin with.

It depends a bit on the place where you live. In Germany you cannot actively "copyright" something. If you created it, you have author rights, which work like copyright (and often are called) copyright, but it doesn't need any action except the act of creation. You also cannot pass it to someone else - you can only pass usage rights, but you will always stay author.
Again don't trust random people on the internet, however, I am German as well and took some copyright and media law classes, and I can verify this is exactly how it works in Germany and SHOULD work the same or similar in most 1st world countries.

Which actually baffled me, that the author (while alive) is legally unable to make something he created public domain. Only licensing would be possible.

Flip-side of the coin is similar: One can sue anyone for anything. Doesn't mean it has a legal basis.

I feel like one pertinent example in this thread would be Bethesda's lawsuit against Mojang for announcing a game called "Scrolls" because of their trademarked franchise "Elder Scrolls".
Was settled outside of court probably because Bethesda was begging Mojang.
4  Discussions / Miscellaneous Topics / Re: Can Word Lists be Copyrighted on: 2015-04-09 11:48:34
You can not copyright words or numbers.

Oh, but you can copyright numbers. And people do all the time. Every time a bit of code is copyrighted, they are essentially just copyrighting a very large number, as it's essentily nothing but a string of 0s and 1s. You can also trademark numbers for specific uses, such as Boeing and their 737.

Well it doesnt mean anything.
Anyone can copyright, patent, trademark "anything" but it's not enforced, YOU have to sue and then it has to hold up in court.

On the other hand it also comes down to legal muscle of course. Something like Google vs. Oracle is massive, and there was actually a company making "IPhones" before Apple and the sued Apple. But being a smaller companies they just got buried by Apple in legal fees.

So anyway:
- Things like, a sign saying "This is private property, no trespassing" has no copyright because it needs a certain complexity to be copyrighted.
- Anyone can copyright anything, but that doesnt mean it has any legal value
- However, yes do not take legal advice from strangers
5  Game Development / Newbie & Debugging Questions / Re: Questions about creating a level editor. on: 2015-04-08 09:16:22
Trust me, you'll want to have human readable savegames during development.
I can absolutely see where you are coming from, but I have been using Kryo even for development. But I made it so that missing fields are ignored so it doesnt break the savegames

@ Editor and game in one, common code, dont separate otherwise you have to change things in 2 places... Well
I will comment on that when making my own thread I guess but all in all I can say that this is always something you TRY to do but most of the times fail so you have to compromise. Fact of the matter is the editor simply doesnt operate the same as the game in many cases, especially depending how your tile engine and all that stuff works
6  Game Development / Newbie & Debugging Questions / Re: Questions about creating a level editor. on: 2015-04-06 15:32:27
The concept of using a premade "level" editor like the TilED editor is really alien to me because you never have the flexibility and its hard to combine it with your specific game / engine.

I should probably make a full thread showing my map editors and their features at some point.
When your map has interesting stuff like event and story flags, npcs, shops, savepoints, items, tiles that simply behave differently fall or break or animate, enemy placement and AI, placing lights and hitboxes

in short, I have no idea how anyone builds a sophisticated game just using TilED and not making their own tool.
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Animated graphics formats in OpenGL Java on: 2015-04-01 08:08:41
yeah years ago nsigma and I basically released a gstreamer java player which works on linux, mac and windows.
video playback with that is actually fairly beautiful, due to the lack of alternatives @topic I have worked with it again
The player works with lwjgl and libgdx.

Actually you wrote some lines in there too theagentd, since I couldn't figure out the opengl.

Works really stable and synced and everything.
Right now I am switching to the latest gstreamer and libgdx version but I doubt there will be problems

@Topic so yes I GUESS you can use that for simple short animations, but its heavy weight overkill

Example of simple animations:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Skip to 1:33
You can see each in FF13, each time you select a character the background is like a short video, like 2 seconds, making it kinda appealing. Saving that in individual frames and loading into memory and all that... yeah. So streaming an animation would be great.
8  Discussions / Miscellaneous Topics / Re: Books, Movies, Games for free on: 2015-03-30 08:12:13
Yeah rest assured I have studied the options for years in case of Japan and the US. Actually in case of th US I have talked to an immigration lawyer.
Indeed getting an H1B is no simple matter... and takes a long time and costs a lot of money. But that's what it is...
Good to know that Canada is rather simple, haven't looked into Canada seriously yet.
9  Discussions / Miscellaneous Topics / Re: Books, Movies, Games for free on: 2015-03-30 02:27:47
I will try Japan, if that doesnt go as well then its the US. Canada is an option too, sure :3
10  Discussions / Miscellaneous Topics / Re: Books, Movies, Games for free on: 2015-03-29 11:05:59
As a German who is going to emigrate as well, I salute you  Cheesy
11  Game Development / Game Mechanics / Re: [LibGDX] Start Game with Spring Framework on: 2015-03-29 09:34:51
Have never really seen Spring used for client-only software, like games.
Even for web stuff, which is it used for, people don't generally enjoy using it...  Roll Eyes
12  Java Game APIs & Engines / Engines, Libraries and Tools / Animated graphics formats in OpenGL Java on: 2015-03-29 09:30:42
So, lately a lot of animated graphic formats have seen support with the popular browsers are are used frequently throughout the web.
Formats such as good old gif, webm, gifv, animated jpg apparently, simple mp4s (@ stuff like VINE) and technically animated pngs, havent seen any of those though.

What kind of libraries (that are hopefully compatible with opengl) do we have to decode those formats?
I consciously want to separate this from the video playback discussion, because while we do have some solutions to play video now, something like this is usually way simpler, and they are usually without sound, disregarding the mp4s.

Stuff like webm really shouldnt have any license problems since its an open standard, right?
On the other hand there really should be a pure java decoder for webm's anyway in the video playback side of things, because webm video are actually pretty decent; But we dont have that either. I guess there is simply not enough demand for it.
13  Game Development / Game Play & Game Design / Re: How to win the boss-fight on: 2015-03-25 03:41:09
I find that the Dark Souls series has well done boss battles.
Absolutely, and basically Dark Souls is just a modern version of the old school games like castlevania.
Overwhelming opponent, but by learning the patterns you can know whats coming, overcome and get a real sensation of accomplishment.

Victories shouldnt be gifted, unless you are making a game for 4 year olds, anyone appreciates a decent challenge. Why else would you play ?
But it has to be fair.
14  Game Development / Performance Tuning / Re: [LibGDX] Least costly way to render lines? on: 2015-03-25 00:22:27
public static void drawLine(SpriteBatch batch, float _x1, float _y1, float _x2, float _y2, float thickness, Texture tex)
      float length = Trigonometrics.getDistanceAccurate(_x1, _y1, _x2, _y2); // get distance between those 2 points
      float dx = _x1;
      float dy = _y1;
      dx = dx - _x2;
      dy = dy - _y2;
      float angle = MathUtils.radiansToDegrees*MathUtils.atan2(dy, dx);
      angle = angle-180;
      batch.draw(tex, _x1, _y1, 0f, thickness*0.5f, length, thickness, 1f, 1f, angle, 0, 0, tex.getWidth(), tex.getHeight(), false, false);

texture would be a 1x1 white texture, in this case, but could vary
15  Game Development / Newbie & Debugging Questions / Re: [solved]Gravity/jump collision detection on: 2015-03-22 17:19:00
player box would help too

but you have to check in the running game, if either the box is too high or what...

does the player sink INTO the box or does he simply get pushed out too much ?
16  Game Development / Newbie & Debugging Questions / Re: [solved]Gravity/jump collision detection on: 2015-03-22 14:43:50
well first of all draw the rectangle boxes on screen, that would help :D
17  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-03-22 14:34:43
While I don't use one and am on windows, whenever I do sense a problem or danger I use MalwareBytes, Avast and maybe smaller tools for specific problems... sometimes spybot

18  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-03-22 01:39:47
I don't.
19  Game Development / Game Mechanics / Re: [LibGDX] Cinematic text rendering on: 2015-03-22 01:37:37
I would assume you mean that each letter fades in rather than just appearing.

In that case you would have a float eg alphaLetter = 0f, which is 0f
in the gameloop increase that 0 to 1.0f with a certain SPEED, when it has reached 1f THEN go one letter further with the old code.
(you can also play a sound per letter which some games do, sometimes its nice, but can be easily annoying when done wrong)
and then you just use that alpha on that letter.

well you would have to render twice in that case actually.
once time the old string, and one time only the current new letter with the alpha value

so there will be an extra draw for the new letter

but thats all there is to it. rest is checking if it looks nice
20  Game Development / Newbie & Debugging Questions / Re: Basic enemy movement where A* isn't really needed? on: 2015-03-21 19:43:00
I don't want them to walk through walls
Why would they would through walls? They do have collision detection otherwise they would fall through the floor.

In mario whenever they hit a wall they just turn around. Which is simply:

always: keepMoving()
if (haveIActuallyMoved() == false) //meaning there is a wall

aaaand thats it
21  Game Development / Game Mechanics / Re: [LibGDX] Cinematic text rendering on: 2015-03-21 19:35:16
I have done this already.

public float textDrawLength = 0.0f;
public static float TEXTSPEED = 1f;
public String currentTextString = "";

//in gameloop:
if ((int)textDrawLength < currentTextString.length())

//somehow/when in render:
font.drawWrapped(batch, currentTextString.substring(0, (int)textDrawLength), someX, someY, size of your text box - padding);

currentTextString is always filled with whatever string shall be in the textbox right now. Advancing the script will change this string
22  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-21 19:13:18
1. "Implies a lot of skill" - No. The basics are simple as shit and already infinitely imporoves your workflow.
2. "Those systems" - No, we're not talking about 10 year old centralized SVN tomfoolery here.
3. "I had so many conflicts and many times destroyed the whole repository that I just got burned too much to trust such a system." - Tea, Rocket launchers and barbie dolls makes as much sense as what you just said.

Nobody cares what anyone uses personally - but please don't spread misinformation based on almost a decade old prejudiced experiences.

Throwing around tarballs was viable and even preferred well over half a decade ago but times have changed. And for the better, too. Sweet silky smooth baby jesus they have.

I use Git at work. 2 years professional experience with it. I WOULD explain more in detail if you hadn't been so angry at someone talking about their opinion.
I didn't spread any misinformation, as I obviously stated "I got burned using it" as in MY experience and not gospel. I said "I dont use..." not "you shouldn't".
Also SVN sadly still seems to be industry standard, doesnt matter how old it is. Change takes time.

Yeah a lot of the advantages 65K brought up do require branching. Which is where you can easily fuck up. Granted I always used command line since all the tools on mac cost money or confused me.
23  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 17:55:28
Even as single developer, version control is invaluable.
- for tracking down bugs
- for developing features in separate branches
- for freezing published software and applying fixes independent of the ongoing work
- for just throwing away recent work that has gone into the wrong direction
- for looking up older implementations
- for freezing milestones

Yeah I can see that. but that implies a lot of skill, knowledge and experience with a version control system. I had so many conflicts and many times destroyed the whole repository that I just got burned too much to trust such a system. I do backup old versions of my code as zip files with time stamps. I wouldnt use branches because while someone skilled sees them as incredible useful, I only see them as adding a lot of risk.

So basically: If you are really good with those systems, I would agree.
24  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 13:55:54
well I dont use version control / git unless I work in a group.
I just backup to 2 different external HDDs, dropbox and google drive in my case, YMMV but I dont see the point in using version control in that case.
I mean I wanna save my assets too... they are always more valuable.
25  Game Development / Newbie & Debugging Questions / Re: [solved]Gravity/jump collision detection on: 2015-03-19 01:14:39
Also I like to point out: This is a common issue.
In every game, EVERY GAME, you can get stuck in the walls or floors, intentionally or unintentionally (leading to out of bounds glitches)

When I wrote the physics code for may game I defined gravity, then collision detection, X and Y, which are different... especially walking up and down diagonal terrain is a terrible pain...
So after all that I was like "there is no way you would still get stuck in the wall now. Of course it happened; So then I wrote more code after that algorithm: ok so what if after all that the player is actually stuck in the structure, check for that, push him out.
Very common thing also often misused by speedrunners: if you do manage to get into the wall you will get pushed out, many times up the top.

Eventually now I have: Gravity, Y Logic, X Logic, special code for jumping, sliding, walking down slopes, walking up slopes, jumping while on slopes and finally TWO fail-safes. Its a nightmare and a thing of beauty at the same time.
Also I have moving platforms which can take your vertically and horizontally, and also being able to drop through certain platforms and jump through them and then land on them. All of these special cases add more exceptions to the code.

Just think: gravity pushes the player down, now he is standing on a platform pushing him up, so the kinda cancel each other out, but thats not how it works... so getting the player to fall through the platform or get stuck is very simple. if you now add things like jumping WHILE on the platform... yea.
I am happy not having to do that again. But at the same time I am very much against using a physics engine unless you really know why you want it or your game is about playing around with physics like angry birds or something.
Actually if we Java programmers could use Havocs that would be fine, I just have big problems with Box2D... Basically if you want unrealistic / interesting things to happen, dont use Box2D, which imo are all games minus those that are specifically about playing around with physics
26  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 19:15:11
-You must be at least 18 years old. (If you want to get a share of game profits).

Boo! Hiss! Hate!
Some of the 12 year olds on this forum can do everything you just listed.
Thats the only part I would have to defend here.
I wouldn't personally work with someone who isn't at least 19 years old.
And also he says: if you want share of game profits. Thats law. Gotta be 18.
27  Discussions / General Discussions / Re: How do I request my game to be featured? on: 2015-03-06 08:04:49
It's still a valid question in general.

We used to have a couple of people who would "rate" the game and decide. Not sure that exists anymore.
I thought the featured board was kinda open by now... not sure though. Maybe Riven was just deciding on his own in every case ? Not sure.
28  Game Development / Game Mechanics / Re: Making GUIs on: 2015-03-04 01:49:27
If you have any suggestions on how to go about this more delicately, I'm definitely all ears and will edit my last post as you see fit. I'm treating this like a technical forum, so I understand that my responses can be a bit short. It's in the name of getting to the point, not in being condescending.
The "You can." answers seem passive aggressive to the max. Not even one line saying how you would ever do that. Doesnt seem very helpful - all you are doing is saying "you are wrong".

Thats like some would say "I wish there was a way to take water and break it down into hydrogen and oxygen gas" and your answer is "You can." instead of saying "well this can be accomplished via electrolysis which uses an electrolyte, electrodes and current."
29  Discussions / Miscellaneous Topics / Re: When things go too far on: 2015-02-28 02:53:10
I guess im trying to start a discussion on when anything in general just goes too far , away from the truth and away from what it originally was .
ANYTHING a government or the media EVER talks about.

Once upon a time everyone talked about the H5N1 epidemic and Tamiflu was sold like hotcakes. Years later the highest death toll was like 100 deaths A YEAR GLOBALLY.
Basically the government and media will twist every piece of information to their advantage; in the case of media its revenue and in case of government its political.
The islamic extremists issue is of course no exception.
30  Discussions / Miscellaneous Topics / Re: RIP Leonard Nimoy on: 2015-02-28 02:40:38
He was THE man. He IS THE man.

He also narrated this game:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Pages: [1] 2 3 ... 87
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2015-04-23 03:42:11

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bus hotdog (58 views)
2015-04-10 02:39:32

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2015-04-10 00:51:04

BurntPizza (62 views)
2015-04-06 22:06:58

ags1 (62 views)
2015-04-02 10:58:48
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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