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1  Game Development / Newbie & Debugging Questions / Re: I want to work in 3D? on: 2015-08-01 01:06:13
Why not using the ancestor of my first person shooter?
Please.
2  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 14:09:32
yeah improving and adding features upon a "finished" game is easier than starting something big from the get-go
3  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-31 12:07:47
well byte to string and vice versa is not a problem

but 9mb map files geez, unless you have assets IN your map file, which I will assume here...

and calling createTile 3 times per tile... which calls one of these methods, which we dont know how intensive they are

You didn't answer my question?
How do i change string to a byte

Because its not the issue and as Riven pointed out very suboptimal anyway.
Start by not having 9mb files. Unless your game is just THAT complex
4  Game Development / Newbie & Debugging Questions / Re: Check to see if Triangle intersects Rectangle on: 2015-07-31 08:58:07
Hey thats not a triangle... thats a piece of cloth :3
5  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 08:45:50
@topic yeah we all know this problem... cows go moo :3


3. Try making a canvas (javascript/web) game or two. It's easy and fast to get feedback.

Thats interesting - I really dread making anything in javascript because javascript is weird, has no real OOP, is hard to debug and all.
What frameworks do you recommend?

Also sound programming seems to be a mess, I guess it would imply minimal or no sound...
6  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-29 19:28:17
well byte to string and vice versa is not a problem

but 9mb map files geez, unless you have assets IN your map file, which I will assume here...

and calling createTile 3 times per tile... which calls one of these methods, which we dont know how intensive they are
7  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-29 07:16:19
Hm wow.
How big are your map files?

What exactly is involved in doing new MasterFile() ?
Also TileUtils.createTile
8  Game Development / Newbie & Debugging Questions / Re: TileRenderer Buggy lines on: 2015-07-26 23:15:52
Its called "bleeding" just search the forum for it
9  Game Development / Newbie & Debugging Questions / Re: Handling curves in a platformer? on: 2015-07-22 16:26:01
Short answer is: Its just not that simple. You will invest a lot of time writing a mini physics system.
Horizontal logic, vertical logic, gravity, jumping , forces, platforms that may move you up or down if you have that, side to side, what happens if you do get stuck into a wall or floor.

its an iterative process where you test and test.
I dont even have curves, I have lines of technically arbitrary angle. but even that is hard to do graphic wise when working with tiles.
Then also in my latest system I have a shit ton of callbacks like, hit the ground, pushing against wall, walking down, walking up, jumping jump, falling down and many more - these are for animations, so that the animation can switch all the time.

So there is no equation that comes to the rescue, you have to think about all the glitching that may happen anyway, and it really also depends on your animation system your tile/map system, objects in the game and in general how you can move around

Performance is also an issue somewhat as you will have to do subpixel calculations every frame.

So that was all very theoretical:

Start with: The same that you are doing know to ensure your character stays on top of tiles, do that for lines...
10  Discussions / General Discussions / Re: Oracle are winning in the 'copyright an api' legal fight on: 2015-06-30 21:05:26
The legal and tech implications are already basically covered in this thread...

Ethically, making it first open source and then suing someone for seemingly using it appropriately, means one of two things:
A) They didnt image this usage - Seemingly impossible and or very stupid
B) Their behavior was inconsistent, meaning a change of heart. Which means first they were ok with it and then, considering the circumstances they were not anymore, or realized they could sue.

And the second one is not really defensible ethically imo.

I'm not 100% informed on this issue... If SUN open sourced it and THEN was bought and Oracle disapproved it makes more sense at least. Not that I would approve tho anyway.
11  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-20 05:42:22
@ags1

I'm not really arguing that performance available was never better and the codebase of java2D was probably never better. Sure. Nevertheless I see no point why anyone would start getting into Java2D... there is just no point. I dont really see a OpenGL binding as a "dependency" because, I mean, we all use some sort of codebase to build a game with, you never start with zero, so whats the difference. And a OpenGL binding is really the basis of any game development framework.

I remember getting hardware acceleration in java2D was a nightmare... A) There was no real dependable way to get the information on IF we are hardware accelerated or not
and B) The rules for getting and worse the rules for losing hardware acceleration were completely arbitrary.

yeah but cas uses opengl and those instructions are easily ported, let alone to other opengl systems.

I mean by porting I kinda also mean your knowledge... knowing java2D is not beneficial when you could know OpenGL. Better that nothing obviously, but many of the concepts are actually complete Java2D's own bullshit...

tl;dr
Yeah I also dont argue with you. If you do want to do Java2D it probably has never been easier performance-wise and codebase-wise.
However that being said, I dont see why anyone would ever do Java2D to begin with.
12  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-19 02:10:59
@ags1
Really?
Performance wasn't even my main concern...
You'll end up with a codebase you cant port to anything, different from OpenGL code.
Why build expertise in an API no one uses?
There are literally zero advantages to handicapping yourself like that, EXCEPT "java2D is easier". But compared to libgdx this isn't even true, especially considering super hacks you have to do in java2D to get performance.

There is no point.


@pelep
We have discussed this over the years in this forum countless times.
Basically, since this is a gaming forum one would assume you want to make a GAME. You will either do a game or an engine, not both. And to be perfectly realistic you wont do an engine. At least a GOOD one. Now whats the point of making an inferior weak lackluster maybe unstable engine? Fun. I guess If its fun to you I can't really argue... If you want to be productive though, this is certainly the wrong approach.
13  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-18 09:38:15
you dont have to do this yourself. which library or framework or whatever are you using?

I know I don't Smiley Currently, I'm using only Java2D. I explain why here. Specifically, the second paragraph

Quote
Hi, I'm currently rewriting the game engine

Stopped reading there. Sorry.
I will assume you are pretty young and wont listen, but dont write an engine yourself unless you have like 10 years of experience and a team. Just dont.
Especially not one that uses Java2D... that shit was outdated in... well actually always.
14  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-18 08:36:53
you dont have to do this yourself. which library or framework or whatever are you using?
15  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-06-07 10:23:43
In Mac OSX they even took out things like the mouse acceleration curve.
So if you dont like it, tough nuggies :|

Also to do a hibernation instead of sleep, I had to use the console.

The amount of limitations on mac is just staggering...

The File manager... dear lord. It doesnt even have "cut" and "paste". "You dont do that on mac" - SURE... sure.
16  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-06-06 08:36:48
Probably Linux Mint.
I used to love Ubuntu, back in the day of Ubuntu 8.04 and gnome 2, but I can't stand the Unity gui and had to stop. Recently learned that torvalds thinks similarly about the unity gui which is comforting.

Running windows (win7) because most stuff runs on it plus drivers...

Hate mac pretty much, worked with in 2 years on the job.

Windows ME was pretty funny for crashing all the time.
I started with win 3.1
Tried some OS/2 back in the day.

Also AmigaOS back then was pretty cute
17  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
18  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
19  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.
20  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.
21  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.
22  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.
23  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.
24  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?
25  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.
26  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...
27  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
28  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.
29  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
30  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
Pages: [1] 2 3 ... 88
 
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