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1  Discussions / Business and Project Management Discussions / Re: Programming freelance on the internet: compete with cheap foreigners on: 2014-08-22 00:58:15
But I'm not here to politically and economically discuss the issue of outsourcing and foreign workers. Just how the state of things effect us programmers if we wanna do this type of work.

Portals like Elance, odesk, guru and Freelander.com among others seem like popular portals for this type of work - I was just interested if some of you guys, do this on a regular basis
2  Discussions / Business and Project Management Discussions / Programming freelance on the internet: compete with cheap foreigners on: 2014-08-21 18:46:25
(Without getting too political)
For those of you who did or tried to do freelance programming work on the internet:
I have noticed, kind of unsurprisingly, that if you try to offer your services online you're competing with a lot of mostly Indians who do everything at a bargain.

So how would one compete ? Just by having a name/image and people wanting more high quality work ?
Does anyone have some experiences there ?
3  Discussions / Miscellaneous Topics / Re: Unofficial Minecraft Convention dissapears with $500,000 on: 2014-08-15 10:59:36
Well to be fair, the prospect of people faking or screwing up whole conventions is a new thing, as far as I can remember I never heard about that kinda thing back then
4  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-14 21:40:17
What's wrong with github? Huh persecutioncomplex
It's public.
5  Discussions / Miscellaneous Topics / Re: Unofficial Minecraft Convention dissapears with $500,000 on: 2014-08-14 13:30:58
I havent read the description of the con but why the hell was it $150 ?

Currently the GamesCom is in cologne, 30 minutes from my place, and they charge you like 20 bucks
6  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-14 01:21:41
<a href="http://www.youtube.com/v/_GxC4kKD9qA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/_GxC4kKD9qA?version=3&amp;hl=en_US&amp;start=</a>
7  Game Development / Game Play & Game Design / Re: Phone Controls for Desktop Game on: 2014-08-12 12:58:37
cas is right, HOWEVER, its not written in stone

games that are mouse only can work fine on the phone.
Example: Bejeweled, Plants vs Zombies... you know that sort of thing

If you only need a mouse to play on the desktop it can work
8  Discussions / Miscellaneous Topics / Re: Life is like a strategy game sort off on: 2014-08-10 22:27:33
What so bewildered about existence?

Well why does ANYTHING exist ?
Why is there not nothing ?
9  Discussions / General Discussions / Re: Open-Source Licenses on: 2014-08-07 16:03:47
Normally, unless your game is Doom 3 or Jedi Academy of which the source codes were released not too long ago, people don't really care and won't read all your source code.

Imagine reading all that source code from a game that isn't yours...
Either you don't get much of it at all, or you are so skilled that it's pointless.
It's nice to release it, but I don't know about actually helpful, unless for mods.

To answer your question more on topic, I guess GPL, LGPL and BSD would be interesting licenses.
Also your code can be just copyrighted... if you dont have any special license its just copyrighted proprietary code. The fact thats its freely accessible somewhere doesnt change that fact - you are not obligated to keep it secret and closed to protect your copyright.
10  Discussions / Miscellaneous Topics / Re: Life is like a strategy game sort off on: 2014-08-06 23:58:12
The brain is the only device that yields true intelligence.
It is more than the sum of its parts.

Free Choice does exist, however that does not mean that it isn't deterministic. It's just that there are way too many factors, so much so that I myself can change my mind many times in a short time frame.

And we cant even predict the weather yet :<


But yes eventually we are just biological machines so everything is deterministic.
Although... neurology is on some level quantum physics and deals with inherent randomness, probably making it not completely deterministic afterall...

@electron argument :
I don't have to directly influence an electron to make a choice. Making a choice is a very high level cognitive function and electrons are super low level
11  Discussions / General Discussions / Offer to buy android source code on: 2014-08-06 11:35:17
Those people of you who have games in the play store should be familiar with all the spam you get.
People trying to "advertise" your game for money and all of that.

Now today I got one of these

Quote
I want to make a deal with you. I'm ready to pay $500-$1000 for the source code of your game. Note that I'm planning to publish it as is after adding Arabic labels.

You still have the right to keep your copy published after you sell the game code and resources.

So I was searching about this scam online. Interestingly enough there are a lot of pages dealing with buying and selling source code.
Why would anyone care ? D:
12  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 14:32:04
I have learned a little about variables,operators,casting,user input,objects,and if,else,and,or.Most of the time i'm learning as i go.

Don't learn the basics of Java 'as you go' by trying to make games.
This will bite you in the ass later on, and it will bite (very) hard.


Learn the basics of Java by making things like a Calculator, or a Text-Adventure.
Then go and make 2D games.

Have a nice day.

- Longor1996

Gotta disagree a little here.
You learn way better when you actually want something to work and therefore are forced to learn things to make it work.
It's waaay better then simple studying or doing exercises that are just out of context and everything

However it means that the game you are creating while learning will not be a good game but simply your laboratory if you will... if you accept that, its a very good choice actually.

If you really lack a lot of basics... can be frustrating of course
13  Game Development / Newbie & Debugging Questions / Re: (LibGDx)Drawing a sprite on to a Box2D body on: 2014-07-29 12:04:46
I cannot find the lines where you actually draw some Sprites.

Like your alignSpriteWithBody seems fine, however where do you actually call it ?
14  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] Tilesets: Create padding on: 2014-07-26 17:20:03
I am doing this with my shader:

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vec4 texColor = vec4(0.0); // texture2D(u_texture, v_texCoords)
   texColor += texture2D(u_texture, v_texCoords - 4.0*blurSize) * 0.05;
    texColor += texture2D(u_texture, v_texCoords - 3.0*blurSize) * 0.09;
    texColor += texture2D(u_texture, v_texCoords - 2.0*blurSize) * 0.12;
    texColor += texture2D(u_texture, v_texCoords - blurSize) * 0.15;
    texColor += texture2D(u_texture, v_texCoords) * 0.16;
    texColor += texture2D(u_texture, v_texCoords + blurSize) * 0.15;
    texColor += texture2D(u_texture, v_texCoords + 2.0*blurSize) * 0.12;
    texColor += texture2D(u_texture, v_texCoords + 3.0*blurSize) * 0.09;
    texColor += texture2D(u_texture, v_texCoords + 4.0*blurSize) * 0.05;


Obviously creates bleeding when you dont have padding. ALthough I wonder how much padding would be enough in this case
guess it really depends on the blursize here
15  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] Tilesets: Create padding on: 2014-07-26 17:18:17
Because its a tileset not individual images. you dont want to bind all the time



as discussed many times on this forum this creates bleeding (when scaling and then using imprecise camera positions)

actually I mitigated this problem a little bit by using some UV hacking: http://www.java-gaming.org/topics/libgdx-texture-array-because-of-bleeding/33272/msg/312224/view.html
But of course thats not ideal and also when using shaders it f**ks up and does bleeding again



This is me testing a blur shader, since I wanna do some motion blur

16  Game Development / Newbie & Debugging Questions / [LIBGDX] Tilesets: Create padding on: 2014-07-26 16:12:23
Right now my tilesets have no padding. Padding around the tile to avoid bleeding I mean.

Now I would like to have paddings, although I would have to rewrite my level editor and tile system to not just split a tileset by the tile sizes but account for paddings.

Using libgdx, I am aware that the gdx texture packer can do this automatically. However this has 2 problems: first I would need to cut my tileset into individual tiles first and then repack it, and atm I am not aware how to save a big tilesheet to many tile pngs, although I did it in the past v_v
Second problem is: the texture packer seemingly orders the tiles on the sheet arbitrarily randomly. Which usually makes sense, you dont care, it just packs according to size where it makes sense.
However in this case I need to mimic my tilesheet so that all the tiles are at the correct location... otherwise its a lot of work redoing the levels with the correct tiles... AND whenever you would remove or add a tile, you wouldnt be sure if that doesnt mess up the whole order

So I dunno best case would be if I can create padding myself.
Does anyone already have an opensource algorithm for create those tile paddings ?
17  Games Center / WIP games, tools & toy projects / Re: [Slick2D] JavaRA - Command&Conquer: Red Alert with taste of Java on: 2014-07-25 23:05:48
One thing that came up when I played it was the controls actually: in the actual PC game you would select and execute command with the left mouse button.
You chose to do it like starcraft with right mouse button. That alone would be ok but using the menu designed for PSX was kinda confusing: left mouse this, right mouse button that, how do I get out and in ?

There should be a back arrow and stuff... in short it wasnt that easy to use
18  Game Development / Newbie & Debugging Questions / Re: Runnable jar doesn't play WAV formats on: 2014-07-25 16:20:27
well we would assume that files are found since 2 are playing, and there are no errors, however fileNotFound would be the goto problem.
next problem could be the format: make sure they all have the same format or at least a format that works. however why that wouldnt work in a jar but from the project itself, I'm not sure
19  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 14:05:22
I kinda like you Julien, but for some reason, no matter which topic it is, with you it always ends in a political debate / issue. I'm not even sure how Tongue
20  Game Development / Game Mechanics / Re: "No Man's Sky" - Procedurally Generated Space Exploration on: 2014-07-24 13:56:54
Also looking at the actual trailer reminds me of another glaring issue: What do you actually do ?
All we have seen is space dog-fighting, whoopie. GTA works because there is so much to do, so it could fall short on there easily.
21  Game Development / Game Mechanics / Re: "No Man's Sky" - Procedurally Generated Space Exploration on: 2014-07-24 13:04:38
I don't like procedural content in general. Well made, thought out maps, levels and scenarios seem way more appealing.

However the concept of the game is solid of course.
GTA is awesome for the freedom it gives, however it is not procedural. So make this, however with a shitload of content that you actually manually design to be good and dont use procedural stuff.
Now thats a tall order for a small indie team, BUT, if this game sells according to hype, then those guys will have enough money to make a really good sequel like that
22  Games Center / Featured Games / Re: We Shall Wake demo (v6.0) on: 2014-07-23 15:18:21
GeForce 337.88 "Your GeForce driver is up to date"

its a GeForce GTS 250. Not the newest card... but still plays all games out there, so I never upgraded yet
23  Games Center / Featured Games / Re: We Shall Wake demo (v6.0) on: 2014-07-23 13:04:13
Freezes during loading screen, or kinda slightly after loading but before any game.

Quote
Dungeon successfully generated.
Uncaught exception in draw (main) thread:
java.lang.NullPointerException
   at engine.tile.TileRenderer.nextFrame(TileRenderer.java:302)
   at engine.WSWGraphics.renderScene(WSWGraphics.java:579)
   at engine.WSWGraphics.access$2(WSWGraphics.java:556)
   at engine.WSWGraphics$1.run(WSWGraphics.java:285)
   at net.mokyu.threading.MultithreadedExecutor.processTask(MultithreadedExecutor.java:157)
   at net.mokyu.threading.MultithreadedExecutor.run(MultithreadedExecutor.java:131)
   at engine.WSWGraphics.render(WSWGraphics.java:544)
   at game.state.StateDungeon.draw(StateDungeon.java:144)
   at game.core.Core.render(Core.java:226)
   at game.core.framework.GameFramework.step(GameFramework.java:53)
   at game.core.Core.run(Core.java:170)
   at game.core.Core.main(Core.java:143)
Exception in thread "main" java.lang.IllegalStateException: Error ending frame. Not all tasks finished.
   at engine.profile.GPUProfiler.endFrame(GPUProfiler.java:66)
   at game.state.StateDungeon.draw(StateDungeon.java:153)
   at game.core.Core.render(Core.java:226)
   at game.core.framework.GameFramework.step(GameFramework.java:53)
   at game.core.Core.run(Core.java:170)
   at game.core.Core.main(Core.java:143)

No gamepad support. Now come on guys - you really wanna play a game like this with a keyboard ? ^^'

Long time fan of these games: DMC 3, 4, Bayonetta, Prototype, Infamous, MGS Rising.   Actually did some DMC 3 and mostly 4 speedruns back then, so this excites me. Would love a well written story of course... x)
24  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-23 12:44:17
If the game industry is amenable to rapidly iterating changes, then the CAD/CAM and medical imaging industries can get off their sodding collective idle arses and rewrite their f**king code to use the new APIs, seeing as they've got, ooh, about 10x the money compared to the game industry. Jeez, why are industry programmers so f**king lazy? Games developers practically rewrite everything from scratch with every product they make in the AAA industry.

Well yes, but, if you rewrite a medical program and it doesnt work, or doesnt work in time or contains new bugs, people are in deep shit.
And I guess its the same for like manufacturing software and all that.
The problem is that the testing of new code is just so extensive and time consuming that nobody will touch a running system.

"Science without conscience is but the ruin of the soul" (Fran├žois Rabelais).
Word.
25  Game Development / Newbie & Debugging Questions / Re: [libgdx] Importing libgdx libraries into a non-libgdx project on: 2014-07-21 20:50:00
The nightlies still exist:  libgdx.badlogicgames.com/nightlies/
26  Discussions / General Discussions / Re: New feature: Embedded PDFs on: 2014-07-19 18:41:33
That's not really true. Opera 12.17 and 12.18 are the last presto operas, meaning real operas. Everything after that is just chrome anyway (opera next)
27  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-19 02:05:07
Well I was talking about super pixelated "retro" looking stuff, like Monaco

if you consider high res 2d sprites "pixel art" then these dont pertain the discussion, like this:
Click to Play


I wouldnt call this "pixel art" but I dunno - the term seems to be used very ambiguously
28  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 22:52:45
Funny thing is... if you actually go back and look at 8 bit or 16 bit games today, say, in an emulator... by God do they look shit. And, in fact, the games are largely total shit too. Rose tinted spectacles. Even the games I used to worship - eg. Paradroid - turn out to be woefully shit by any modern understanding of game design.

I watch 8 and 16 bit game reviews and play those games every day.
Cannot agree at all.
29  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 21:35:20
Should also be noted I disagree with the notion that pixel art is the "easy way out". In a lot of cases, I've found good pixel art even more challenging than my cartoony work. Cheesy

This, very much this.  Good pixel art is not all that easy to make.  It still might be less time consuming than good hand-drawn art though, and good 3D art.  Having good 3D art is part of why triple-A games are so expensive to make these days.

Also for me there's a large "nostalgia" factor with pixel art as well.  Takes me back to my younger days when all I had was a sega genesis and a super nintendo.


Well absolutely, however 16 bit games look way better than those fake retro indie games today
30  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 16:02:07
Why are there so many low-res games now? Indie devs find it easier/faster to create the graphics? It's currently fashionable?

Absolutely. It's super hip and super over-used.
Hey I'm indie and hey it's retro or 8bit looking. Look at me - and it still kinda works for attention I guess.

I'm very sick of it - and I play NES and SNES games every day, but back then those were really the limits.

I personally wanna reach this level:

Click to Play


So yeah I think its a big bandwagon and a cop-out way for the problem "cannot create art". When it was first done it was kinda clever, but now its really getting old.

and yeah that's the apex of 2D art so its very hard.
But in general I'd rather try and fail than playing it safe.
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