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1  Game Development / Game Play & Game Design / Re: How to make a good fight system? on: 2015-05-19 14:53:59
Quote
But the problem is for the one who is attacked, the only tool to defend himself for now is by dashing
Then add blocking? :3

Overall I don't think you need advice here, seems like you are on the right path if you are concerned about these things.
Just play some fast paced fighting games and understand the mechanics. Like I dunno BlazBlue, King of Fighters, Skullgirls... or Melty Blood my personal favorite :D

Quote
I have thought about a parry system where you need to click a the right moment to block an incoming attack but again it's random because the attacks animations are so fast and there will be situations like 2 players dashing to melee and both spam parry because they are afraid of taking a hit.
A) Well make sure moves are more telegraphed ant not super immediate. Timing and delays are everything is these games.
And B) This suggests you lack experience with fighting games. So again... get in there :D
2  Discussions / General Discussions / Re: Contacted by a publisher to be a technical reviewer on: 2015-05-13 00:24:45
and I mean, if one was qualified they really wouldnt consider doing this for free.
A whole book! That's a lot of goddamn work and time D:
Just to get one or more copies of that book you already read during the review...

Imagine QA staff at a games company just get the games they are bug-testing :D
3  Discussions / General Discussions / Re: Contacted by a publisher to be a technical reviewer on: 2015-05-12 23:46:28
Why would they consult and hire a 14 year old, which has legal problems on top of obvious problems like skill level and lack of experience.
Especially a 14 year old without significant credentials... Anyone doing a technical review would have to have significant credentials. Heck I am 27 and have worked with libgdx for like 5 years and I am NOT qualified for this. You would have to know and be sure of the inner workings and intricacies of most areas of libgdx.
Its absurd.
Plus the wording and the simple idea of this email has scam written all over it... How would they have even learned about you? They wouldn't, its just a bot searching for email addresses on this forum or something to that effect.
4  Java Game APIs & Engines / Java Sound & OpenAL / Re: I'm working on FMOD Studio bindings for Java, is this valuable to anyone? on: 2015-05-07 22:19:13
I use FMOD a couple of years ago in my java games because it was THE standard when it comes to sound playback in video games.
Back then there was a binding called org.jouvieje.FmodEx
Not sure if that still exists, I also recall some licensing issue with that or FMOD later on.

So basically I have been using OpenAL for a long time and never really missed anything and almost never saw anyone talk about FMOD on here.
Which is inherently a little strange to me, just like Bink video and Havok physics these are proven standards of the game industry. But I guess the lack of java binding makes it impossible to care about those.

tl;dr I would guess unfortunately that not a lot of people will care about this, although they should since I see no reason to use anything other than FMOD or OpenAL personally.
5  Game Development / Newbie & Debugging Questions / Re: Libgdx TexturePacker/Atlas and Manually on: 2015-05-04 17:17:26
None that the eye could see. Why the question?

You do manually what the code would do for you, so same thing.
6  Game Development / Newbie & Debugging Questions / Re: How to order the way in which objects are rendered? on: 2015-05-04 17:15:14
Sort every frame.
Yeah should be fine in most cases.
7  Java Game APIs & Engines / Java Sound & OpenAL / Re: EasyOgg nowhere to be found. on: 2015-05-04 15:33:41
I do have it and could upload it, but its really ancient.

I use OpenAL through libgdx.
8  Discussions / General Discussions / Congrats on Ultratron being featured on various websites! on: 2015-05-04 15:31:32
Hey Cas,

congrats on Ultratron being featured on numerous websites with the news of it coming to PS3, PS4, PS Vita and Wii U. If I missed a platform, add them :D
I assume all the ports are non Java ports, as in C++, C# or Unity, right?
9  Games Center / WIP games, tools & toy projects / Re: GNetLib V0.0.0.3 (A Simple Java Networking Library) on: 2015-04-27 13:21:40
Try to avoid morbid thoughts and jinxing fellow members.
Wow, that was ridiculous.
10  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...
11  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
12  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.
13  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
14  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
15  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.
16  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="http://www.youtube.com/v/6id6s2_YAZU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/6id6s2_YAZU?version=3&amp;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.
17  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.
18  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
19  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
20  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
21  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.
22  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.
23  Game Development / Performance Tuning / Re: [LibGDX] Least costly way to render lines? on: 2015-03-25 00:22:27
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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
24  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 ?
25  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
26  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

27  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-03-22 01:39:47
I don't.
28  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
29  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
     doFlip()

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

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

//in gameloop:
if ((int)textDrawLength < currentTextString.length())
{
   textDrawLength+=(0.5f*TEXTSPEED);
}

//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
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