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1  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
2  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
3  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.
4  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.
5  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
6  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 ?
7  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
8  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

9  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-03-22 01:39:47
I don't.
10  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
11  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
12  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
13  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.


@Icecore:
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.
14  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.
15  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.
16  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
17  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.
18  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.
19  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."
20  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.
21  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="http://www.youtube.com/v/_ZVZGwdA7-Q?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/_ZVZGwdA7-Q?version=3&amp;hl=en_US&amp;start=</a>
22  Discussions / General Discussions / Re: Engines on: 2015-02-21 15:48:01
I do believe Unreal Engine is the best choice in game dev at large.
For the time being I am using libgdx because otherwise C++ ... although using the UDK is a subset and has everything you need - I guess my main reason is I am knowledges ans experienced with libgdx, with UDK I would have to start from scrap. Might happen but not today. Also I like Java and Java IDEs.
If you wanna stick with it longer, in the case of networking there would be KryoNet. Limited but something you may use when doing client-server
23  Games Center / WIP games, tools & toy projects / Re: College Saga // BETA on: 2015-02-20 17:31:08
well you cannot "patent" a word you can try to trademark it, which is hard with one single word found in the dictionary, but not completely unheard of
of course it doesnt matter too much is a case like this since no one would care anyway, and even if it could be renamed, although just because of the name saga - that would be appalling

actually the whole name is kinda taken, there is this final fantasy spoof on youtube by Mark Leung which is love called "College Saga", but doesnt matter of course.
You CAN have games, books, movies with the same title... its only when both are kinda of the same time with the same popularity that a conflict comes up at all.
24  Game Development / Newbie & Debugging Questions / Re: How to test a java game having a high-end PC on: 2015-02-17 16:47:24
everyone has an old laptop lying around or knows someone who does =P
25  Discussions / General Discussions / Re: 95 free high resolution tiles for your games on: 2015-02-16 16:04:28
Eh. It was $5 worth it IMO

Yeahh... thats not actually money, so thats fine :D
26  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-02-16 15:38:14
I think Cas is talking out of his ass when it comes to genetics here.
There is no scientific evidence that one gender works differently than the other when it comes to high level interest, especially implying a bias of a special subset of tasks and brain activities (which translates into doing disciplines like STEM) the juvenile brain cannot even fathom at young age to begin with.
Maternal instinct doesnt count. All instincts dont count. By the same token you can say boys are generally more interested in mating with every girl they see, which is true, but has no value in this conversation since thats not high level interest. That doesnt translate into playing Golf later on, being a swimmer, liking canned food, having an interest in architecture, history or STEM.

That all comes from outside stimuli. Maybe there is a tiny bias per person on what they will like, but not with genders.

Also I regularly was playing "house" with the girls in elementary school while the boys were playing soccer. Also took cooking classes in high school being 3 boys out of 20 people. And I am into STEM now.

I am a programmer because ever since I can remember my dad was tinkering with devices and especially computers as long as I can remember. Exposure to the subject... picked it up.
27  Discussions / General Discussions / Re: Future career in programming and school suggestions? on: 2015-02-16 08:33:59
so I can get a decent paycheck and do what I love, program
Don' worry about THAT, that is actually fairly, once you can program and you have your bachelors; programmers are very sought after, that part is simple.
Whats important is: What exactly do you want ?

It's definitely my choice to go to MIT, it's been a dream of mine for as long as I can remember.
however if I want to go to MIT I need to pick my shit up
There is the key. It's your dream then you gotta do exactly that.
Seems like you seek that little push every one needs.
You being an A/B student and programming too much, we all know you can easily up your game just devoting more time to your grades then.
I know programming is fun to you, however you are looking at a career in which you will program your entire life, as you said.
So just be a little patient now :3

28  Discussions / General Discussions / Re: Do you sometimes skip braces? on: 2015-02-15 12:39:52
python is insane. no brackets and forcing you to do this indentation exactly how it expects it.
also no semicolons. heresy.

Something I learned in programming when I was very very young was "white spaces are ignored by the compiler".
I realize this is evidently, like I just mentioned python, not true for every language. But I always treated it like a holy rule.

I can write the whole program in one line, or 4 commands in one line IF I CHOOSE TO.

Of course there are big arguments FOR this, saying, limiting what the programmer can actually do / is allowed to do limits the amount of mistakes he can do and resulting errors. Also LINT and such
and I dont disagree

but i still hate it.

Whats the fun in having rules if its impossible to break them ?
>Implying programming is fun to begin with. Irony :D
29  Java Game APIs & Engines / OpenGL Development / Re: [GLFW] Detect X-box controller or PS controller? on: 2015-02-15 12:33:46
I guess another valid question is: is the mapping of different models of xbox 360 gamepads the same ?
I would HOPE so, I never actually researched this, but I haven't gotten any complains from my game using this so should be fine. Maybe.
30  Java Game APIs & Engines / OpenGL Development / Re: [GLFW] Detect X-box controller or PS controller? on: 2015-02-15 12:32:14
I wrote the xbox 360 pad mapping for libgdx -> Libgdx Xbox360 controller mapping
No idea about GLFW

However, somehow you should be able to get the ID of the device, from the device.
When you have that its simple.
And I like to mention this, since I figured it out: (copy paste)

Quote
It seems there are different versions of gamepads with different ID Strings.
These are the ones I know about, which the last 2 being original xbox controllers, I THINK:
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      Controller (Gamepad for Xbox 360)
      Controller (XBOX 360 For Windows)
      Controller (Xbox 360 Wireless Receiver for Windows)
      Controller (Xbox wireless receiver for windows)
      XBOX 360 For Windows (Controller)
      Xbox 360 Wireless Receiver
      Xbox Receiver for Windows (Wireless Controller)
      Xbox wireless receiver for windows (Controller)

Quote
Therefore its IMO a better bet to check for:
if (controller.getName().toLowerCase().contains("xbox") &&  controller.getName().contains("360"))
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