Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (746)
Games in Android Showcase (226)
games submitted by our members
Games in WIP (828)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 17
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-01-03 13:37:12
Managed to fix the procedural map generator (based on someone else's dungeon generator) so it works on my framework.

Also made it so I can load tile maps from images, reading tile data from the pixel's color information.

It's all very basic, but at the pace I'm going with this project, it seems like a big improvement.  Roll Eyes

Details here.
2  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-12-01 10:08:21
Biblical characters that'd be cool to have in a Mortal Kombat style game... Off the top of my head:

  • Eve: Apples and Snakes
  • Adam: Rib throwing!
  • Samson: Long luscious hair
  • Goliath: BIG
  • Kind David: Slingshot mastery
  • Virgin Mary: Blood Tears (although Isaac might complain)
  • Isaac: Bondage + Murderous father

Not to mention Angels (including Lucifer), the Three Wise Men (portrayed as Wizards in many cultures, so you can go nuts with their moveset), the Apostles (including Judas), or even God (I'm picturing an unassuming burning bush as the character sprite).

There's plenty of fun stuff in the Old Testament to go around. Angels get Lovecraftian at times.

As for Mohammed, maybe you can just add a "generic" Prophet, so you can be inclusive of the Muslim faith without actually portraying him explicitly.

As for Jesus, track down and watch the "Fist of Jesus" short film, the joke there is that Jesus uses his fish multiplication power for combat, it's pretty hilarious.
3  Game Development / Newbie & Debugging Questions / Re: Hosting your game on: 2017-11-30 18:06:57
But if entry fees pay their salaries, then the moderators would have an incentive to approve all applicants!  Shocked

As I said, there's no simple solution really.  Roll Eyes

4  Game Development / Newbie & Debugging Questions / Re: Hosting your game on: 2017-11-30 15:03:09
Or, and here's a wild idea, Valve could invest on an actual moderation team.

It's getting silly how many problems automation is causing for the likes of Valve or Google... But I guess it's still worth it for them.

As for a higher entry fee, the problem with money being the only barrier to entry is that, as usual, those with better funding will get the market, regardless of quality (cue jab at the "AAA" industry).

There are no perfect solutions.
5  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-11-30 14:58:22
What, you mean like this?

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
(based on a pretty awesome short film)

You'll probably get some people that are offended, but it's not like they are your target audience anyway.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-26 11:02:52
@CoDi^R: You say it like the Dark Side is a bad thing  Grin
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-11 23:55:57
Yay for bitmasking tilesets!  Grin

Boo for some literal corner cases not working!  Clueless
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-06 22:37:24
So now I can generate tilemaps from data sets. Still got to do some bitmasking so there's more tile variety though, but my current tilesheet is not properly designed to handle bitmask indexing (which is packing the status of nearby tiles into an 8-bit value and have the resulting value match an specific index in the tile map, as seen here)

9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-04 22:56:54
Aaaaaand Spritesheets! Here's a recording of me hitting the directional keys randomly, like the finely trained monkey I am.

I'm having a lot of confusion though regarding how to deal with these.  Huh

The tutorial I was following does spritesheets by applying a scale and translation matrix to the texture via shader (scaling to the size of the cell, translating to the selected index). Since I was getting confused there (and my interface didn't accomodate passing the shader to the render method), I just precalculated the texture coordinates at object creation and instantiated a bunch of buffers.

Not sure which is preferable.

It really shows that up until now I had been doing all my drawing via Java2d  Roll Eyes
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-04 00:07:50
Finally managed to render something on LWJGL3!  Grin

.... after having procrastinated at an epic level for... years...  Cry

11  Discussions / Miscellaneous Topics / Re: Good Game Patterns book: Game programming Patterns, Robert Nystrom on: 2017-08-04 15:48:39
I ordered the book after briefly reading the web version. I even have the following quote on decoupling patterns printed and pinned on the wall behind my monitors at work:

If you think paging some data from disk to RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves
12  Game Development / Newbie & Debugging Questions / Re: Cloak Effect - Where do I even start? on: 2017-06-02 11:42:41
A simple approach would be what the original DooM games did for the invisible enemies:

from the DooM Wiki:
When a partially invisible thing is being drawn in Doom, instead of drawing the usual pixel data of the thing's sprite the engine only considers the sprite's basic shape. The space occupied by the sprite is then filled with the fuzz effect, which works by copying vertically adjacent pixels back and forth in a pattern (the fuzz table, defined in an array in r_draw.c) inside the framebuffer while applying the sixth colormap (counting from zero) to them. The final result is that the sprite appears as a translucent shadow, fuzzy and somewhat darker than the area of screen it was drawn over.

As for the colormap:
Colormap 6 is used to give a sprite partial invisibility by remapping pixels behind the object to darker shades of nearby pixels.

Of course a true approach will consider the object's volume, but I'm guessing it all boils down to tweaking the pixels that would be rendered if the invisible object wasn't there in the first place.
13  Discussions / General Discussions / Re: Programmer jokes on: 2017-05-22 08:52:18
Programming professionally makes me enjoy programming my own projects more.

Simply because in my projects I can do whatever I want, while at work I have to keep it within certain guidelines!
14  Discussions / General Discussions / Re: Programmer jokes on: 2017-05-19 13:28:46
Titled "Every StackOverflow Thread Ever"

It's missing the "Rather than address your specific question I'll rant about why you shouldn't do what you're trying to do... regardless of how much you explain why you must do it"
15  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-05-19 11:58:53
Someday I will complete my DooM fangame....  persecutioncomplex

Update: Link to blog post where I explain these drawings a bit.
16  Discussions / Miscellaneous Topics / Re: Did VisualStudio just hose my Eclipse IDE? on: 2017-05-04 16:12:12
Maybe W10 could not find a registry reference for the linked app and decided to eliminate it?

I'm assuming your eclipse IDE is not registered there (not sure if there's an Eclipse distro that does, I just unzip it where I want)

I get a similarly suspicious behaviour on android, where the app "Adblock Browser" is automatically removed whenever I restart the device, but the desktop link remains (icon-less). I'd rather assume incompetence and guess it's a faulty reference or something... But you never know.
17  Game Development / Newbie & Debugging Questions / Re: Incorrect boolean value returned by keyboard input functions? on: 2017-04-10 11:12:42
I second SHC suggestions to first rule out both hardware and OS issues before looking for a different API.

I've personally come to hate the sticky keys app on windows and its tendency to only pop up when it has the greatest potential to annoy me.
18  Discussions / General Discussions / Re: Possible Contest Idea? on: 2017-03-20 14:24:31
Is the point to make it a technical challenge or a game design challenge?

For technical challenge:

  • All graphics/sprites should be contained in a single sprite sheet of limited size (color shifting allowed)
  • No hardware acceleration
  • Every asset must be procedural somehow

For game design challenge:

  • Very limited screen resolution (think giant pixels in old consoles)
  • Very specific control scheme: 1 button, NES gamepad, text parser, guitar controller, dance mat, wii remote...
  • Random combination of genres: Roguelike + dancing game, driving + platformer, metroidvania + cooking game, tile matching + endless runner + roguelike (wait... that's 10000000 and You Must Build A Boat Tongue

Although some of those sound like the Ludum Dare or similar contests.

19  Discussions / General Discussions / Re: Thanks to JGO - Exiled Kingdoms wouldn't have been possible without this website on: 2016-06-29 16:37:24
Woah! Game looks great.... And it has an "Exit" button! (my major pet peeve with mobile apps Tongue)

Seriously though, congratulations!

You're an example to follow  Smiley

I got the first key: LUMW...
20  Games Center / WIP games, tools & toy projects / Re: Malevolent Primeval LIBGDX PC ANDROID IOS on: 2016-06-28 08:26:17
OOoh, we can't have enough Cthulhu mythos games! Smiley

If you haven't already, take a look at Yahtzee's Consuming Shadow, it's a somewhat similar game, although yours seems more combat-oriented while his is a procedural dungeon-crawler of sorts.
21  Discussions / Miscellaneous Topics / Re: Is it possible to get sued by Donald Trump if..... on: 2016-06-17 08:06:58
Ah, Reagan... If this is accurate, Trump following in his footsteps might be... Well, completely unsurprising.  Roll Eyes
22  Game Development / Game Mechanics / Re: Multiplayer bullet spread on: 2016-06-07 11:34:24
Do it like Counter-Strike: The same weapon always has the same spread/spray pattern.
So you only need to send when the player hits the "shoot" button and when it releases it.

Another option, if you want spreads to be varied, is to pre-calculate a set of different spreads for the weapon and hard-code them into the game, so that the client/server only need to tell each other the identifier of the specific spread from the set, rather than calculating anything.
23  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-07 11:20:45
I fear the internet has raised an entire generation of people who think everything costs nothing.

They are in for a terrible shock in a few years.

And the other side of that coin are people indoctrinated to believe hardware should be upgraded yearly or so (smartphones, I'm looking at you). Poor bastards.  Roll Eyes

I don't mind my hardware being expensive, as I build my rig to last, spreading the cost over several years (my laptop is pushing 5 years, and I recently changed the burnt out motherboard of my 9+ years old main rig).

Now, finding that stuff that is expensive because it is actually good, vs the stuff that is just overpriced (anything with the word "gamer" in it, in my experience), that's the trick.
24  Discussions / Miscellaneous Topics / Re: Going to China for 2 months on: 2016-05-23 08:16:30
旅途愉快!  Grin
25  Discussions / Miscellaneous Topics / Re: 4D shooter? on: 2016-05-12 08:22:53
Well, pipedraming is the first step.... Ok, and the only step for a lot of people (introspection enabled  Roll Eyes)

My personal 4D pipedream was more about a puzzle-exploration game, sort of like Portal or Antichamber.
26  Discussions / Miscellaneous Topics / Re: Shareware, copyright and fangames on: 2016-05-12 08:20:08
but you knew this could very happen, before you started I assume

Indeed I did. Simply renaming stuff and doing some minor cosmetic changes would get me in the clear. Just like those guys who wanted to make an Aliens game and could not secure the license so they had to repurpose their game into something about shooting demons in hell.... Wink

you thinking you can save yourself by limiting your assets to the shareware stuff is cute Tongue

Nah, I don't think it'll protect me, I made the decision to limit myself to those assets first, so as to simplify the content and not drown in too much stuff to do (It is a learning project, after all. My intention is to use the framework I develop to create my own thing afterwards).

The musings on the impact of shareware/freeware content on fan projects came afterwards.

27  Discussions / Miscellaneous Topics / Re: 4D shooter? on: 2016-05-11 17:54:47
4-dimensions to a 3-dimensional game would be like FEZ's 3-dimensions are to its 2-dimensional gameplay.

I've toyed with the idea too, and what I keep coming back to is the FEZ solution, that is, to have the "extra" axis rotate in steps, so as not to have to render all the possible intermediate states.

To follow up the FEZ example, in that game the third axis rotates in 90º increments, which results in 4 different 2-dimensional versions of the map to play with (the top and bottom faces of the level are ignored).

If the axis could be moved to an arbitrary position, it would result in a virtually infinite number of versions of the map to move about, which would make gameplay design unmanageable, and possibly extremely confusing.

My guess is that in a 3-d/4-d game, you'd have a larger number of 3-d versions of the map to visit when rotating, and the trick would be to have entities (for example, enemies) moving about in a way that makes sense regarding the "face" of the hypercube they're still on.

Click to Play

I love 4-dimensional geometry and its weirdness. Hope you get somewhere interesting with your project.
28  Discussions / Miscellaneous Topics / Re: Shareware, copyright and fangames on: 2016-05-11 17:38:18
I guess I'd get in trouble if my game miraculously becomes popular, if only because of the mandate to protect their IP lest it sets a precedent.

But seeing how me actually finishing the game is possibly less likely than it being popular, I don't think I'll have to worry Tongue
29  Discussions / Miscellaneous Topics / Re: Shareware, copyright and fangames on: 2016-05-11 08:51:25
I actually did write to Zenimax a few years back when I began working on the project, making it clear that it is merely a learning project with no intention to ever be sold.

Never got a reply.

Back when I sent that email, John Carmack was still part of id Software and had given his blessing to the DooM Roguelike project, which hinted at a relaxed attitude towards fan games.

Now the environment over at id has changed a lot, particularly due to the new game, so all bets are off I guess.

In any case, I was wondering more about the implications of referencing content released for free (shareware in this case), as it would mean that the case of the fan game hurting sales would have less weight.

For example, the Classic Doom3 mod, which re-made the original DooM game using the DooM3 engine, only implemented the shareware episode, I guess to avoid being shut down for providing access to paid content.
30  Discussions / Miscellaneous Topics / Shareware, copyright and fangames on: 2016-05-10 10:51:27
I've been working on a DooM fangame for quite sometime (for a certain value of "working", anyway), and, considering the upcoming DooM 4 release, I keep being concerned about Zenimax dropping by to crush me.

One decision I recently made (also in order to reduce content to develop and see if I finally finish the damn thing) has been to restrict myself to the contents of the DooM shareware, that is, only use monsters, maps and items present in that release (Which encompasses the first episode of the original DooM game).

Mind you, all assets are my own creation, inspired by the originals, I'm not ripping textures or anything.

So I'm wondering if using IP from a shareware title has any bearing on the rocky situation a free fangame is in already.

I do know shareware is still protected under copyright laws, I'm just wondering if it would make a difference to litigious IP holders, or if there's any precedent regarding the use of IPs from shareware products.


Oh, and I'm ready to swap assets if I ever get hit with the "cease and desist" hammer. I'm not naive enough to think my fangame will somehow be protected or something if the IP holders come calling.
Pages: [1] 2 3 ... 17
xxMrPHDxx (106 views)
2017-12-31 17:17:51

xxMrPHDxx (41 views)
2017-12-31 17:15:51

xxMrPHDxx (49 views)
2017-12-28 18:11:33

Ecumene (215 views)
2017-09-30 02:57:34

theagentd (324 views)
2017-09-26 18:23:31

cybrmynd (370 views)
2017-08-02 12:28:51

cybrmynd (406 views)
2017-08-02 12:19:43

cybrmynd (374 views)
2017-08-02 12:18:09

Sralse (345 views)
2017-07-25 17:13:48

Archive (1104 views)
2017-04-27 17:45:51
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!