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1  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-19 00:32:01
Alright, so the weekly update! Cheesy

Changelog:
- Added sphere-plane intersection for walls, floors, and ramps
- Added kages
- Added basic spawning
- Optimized rendering
- Added sentry guns
- Redesigned trees
- Added retrievable ammo




2  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-12 02:08:22
Yeah, that's all fine, but are there anything I need to disable or enable before rendering stuff?
3  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-12 01:53:48
Uh, yeah, this should explain what's happening:

4  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-12 00:53:54




Here are the trees. You can cut them down!

P.S. I'll just post a weekly update here to refrain from posting a lot of trash. I'll post more frequent updates on my blog thing.
5  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-10 07:09:53
I could also provide some pixel art.

PM me if your interested.

Anyway, looks okay.
Seems like a good idea.

I would really get some better, and more consistent art though. The difference in resolutions makes my eyes hurt. Wink

Yeah, sorry about that. Right now, there are 3 different art styles, 2 randomly from the internet, and 1 from mine. I'm redoing most of the textures right now, and if those turn out to be horrible, I'll get some help from you guys.

One thing I would really recommend is if you changed the sky color, and you could also enable GL_FOG.

I'd put this at the beginning of your main class.
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    /** The distance where fog starts appearing. */
    private static final float fogNear = 12f;
    /** The distance where the fog stops appearing (nothing is shown here) */
    private static final float fogFar = 17f;
    /** The color of the fog in rgba. */
    private static final Color fogColor = new Color(0.7f, 0.8f, 1f, 1f);

And I'd put this in your method that you initialize OpenGL in,

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        // Enables Fog
       GL11.glEnable(GL11.GL_FOG);

        {
            FloatBuffer fogColours = BufferUtils.createFloatBuffer(4);
            fogColours.put(new float[]{fogColor.r, fogColor.g, fogColor.b, fogColor.a});
            GL11.glClearColor(fogColor.r, fogColor.g, fogColor.b, fogColor.a);
            fogColours.flip();
            GL11.glFog(GL11.GL_FOG_COLOR, fogColours);
            GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR);
            GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_NICEST);
            GL11.glFogf(GL11.GL_FOG_START, fogNear);
            GL11.glFogf(GL11.GL_FOG_END, fogFar);
            GL11.glFogf(GL11.GL_FOG_DENSITY, 0.005f);
        }


Hope that helps a bit  Grin

Thanks from giving that code! I'm on my graphics-making computer right now, so I won't be able to try it out right now, but I will as soon as I get back to coding(Saturday). Can't wait to see how it'll make it look better! Cheesy

I think I just might not use a skybox depending on the art style; pixelated skybox wouldn't really be fascinating, would it?
6  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-10 05:41:11
Here is the code from the axe class.

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glPushMatrix();
Vector3D hold = powner.getCamera().getHoldingPosition();

glTranslatef((float) hold.x, (float) hold.y, (float) hold.z);
glRotatef(powner.getCamera().getYaw(), 0, 1, 0);
glRotatef(-powner.getCamera().getPitch(), 1, 0, 0);

glTranslatef(0.5f, -0.75f, 0f);
glScalef(0.5f, 0.5f, 0.5f);

glRotatef(30, 0, 1, 0);

glCallList(Resources.getModel(6));
glPopMatrix();


hold is just a coordinate that represents the camera's position plus the direction vector at some multiplication factor.

So the first set of translate and rotates aligns it in front of you. Dead ahead straight. Then after that, I translate it down and right to the bit. Then I scale it to its correct size. The last rotate is just so it looks like I'm holding it because the model axe faces down instead of upright. No idea why I did that.

I added view bobbing, but its controlled in another class, you just add the view bobbing factors before you render whatever you're holding.
7  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-10 05:19:31
Here are the gates. These are probably preliminary textures, but it looks good for me now.





Oh, and I'm using GL_NEAREST for loading textures at the moment. I'm still debating with myself whether to have a pixelly look or a smooth look.
8  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-10 02:56:30
I'll do antialiasing. And yes, there will be multiplayer, but that's after single player comes out. I'm only going to want to do multiplayer if single player turns out to be good.

I'm still texturing the gates and the trees. Previously I used cones and cylinders, but that's a hassle to texture, so for now I'm just going to use cubic polyhedrons.
9  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-10 01:21:32
Yeah, I'm trying to get better at art, I'm no good at it. I made 3 more textures yesterday, and I'm going to put them in today, I'll post something on that later. Most of the textures there are placeholders, like the gun and the building. I made the tree texture, gate texture, and the monster texture, so there'll be more to see.
10  Games Center / WIP games, tools & toy projects / Re: Deathsiege on: 2013-05-10 00:13:13
Yeah, I'm using LWJGL for all rendering.
11  Games Center / WIP games, tools & toy projects / Deathsiege on: 2013-05-09 03:12:57
I started working on 3 dimensional programming awhile ago, and this is my first experience. I think I did a pretty good job thought. The game is called Deathsiege, and its like a continuation of my first game Siege. I think I'll make a release in like a month or 2 or something like that.

Here's a picture:



I started about 2 weeks ago, and now I'm working on AI and stuff like that. I'm also making the textures for this one, which is kind of annoying for things like entities, but I have to make do.

This is my blog for that game: http://agrosis.tumblr.com/

You can find more images and stuff there!
12  Game Development / Networking & Multiplayer / Re: Server amount on: 2013-05-09 01:19:28
Depends on the kind of game.

For an MMORPG, you want scattered servers around the world. For something like CoD, you would put multiple servers per box. Sounds sound.
13  Game Development / Newbie & Debugging Questions / Re: LWJGL issue on: 2013-05-07 03:30:39
2.8.5
14  Game Development / Newbie & Debugging Questions / LWJGL issue on: 2013-05-07 03:24:46
I'm getting this error:

org.lwjgl.LWJGLException: X Error - disp: 0x7f795802f2e0 serial: 33 error: BadValue (integer parameter out of range for operation) request_code: 1 minor_code: 0
   at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:318)

on

Display.create();

I run Ubuntu 12.10 or something like that. Some sources say I have to update LWJGL? I'm trying to put LWJGL in an applet.
15  Game Development / Newbie & Debugging Questions / Re: strange if statement problem on: 2013-05-07 01:53:18
if(stringworld[z][y].equals("wahtever)
16  Games Center / WIP games, tools & toy projects / Re: LoaR: The Life of a Rogue on: 2013-05-06 04:59:25
What about sleeping and stuff? Shocked
17  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 04:00:38
Well, yeah, this forum is more game developer friendly, so you'll mostly get feedback and that kind of stuff. Tigsource is filled with everything gamers stuff. That way you'll get a LOT of feedback, popularity, and community.
18  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:45:53
The best way to make money off something is to sell it. Shocked
The best way to sell it is to make people want to buy it. Shocked
To make people want to buy it they have to A) Know it exists, B) Want it, C) Afford it, and D) Be able to buy it.

A) Can be done anywhere. The effectiveness depends on where. Steam is good.
B) Is the hard part. This is part of programming.
C) Is simple. If you don't go crazy, then it will be fine.
D) Is technical. You either need a portal (Steam, Desura etc.) or to do a lot of web & database programming etc.

And before doing any of this, you have to program the game. xD
19  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:37:12
Its not all about the ideas. Most of the time, ideas are very easy to come up with, and execution is what really matters. That's a global "rule" i think, but there are a few exceptions.
20  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:30:44
Just because its Java doesn't mean you can't sell it. Smiley Runescape and Minecraft are good examples.

But, cutting to the chase, all games have to start somewhere. Post it somewhere, like here or Tigsrc. If people like it, they can spread the word. If you get a lot of traffic in a little amount of time, maybe its time to sell Wink
21  Discussions / General Discussions / Re: Why don't many of you use JMonkey Engine? on: 2013-05-05 22:51:35
FlasCC is going to own Unity in all ways. Smiley

it allows games to be written in C/c++, and everyone already practically has flash installed on their computers. I tried the unreal engine on flascc, and for a browser on linux, framerate was amazing.
22  Game Development / Game Mechanics / Re: Arrow Bow Physics - Help! on: 2013-05-05 18:49:48
Well, under a black hole, we can't really tell what will happen at all... After all, after a certain point, you can't see light anymore.
23  Game Development / Game Mechanics / Re: Arrow Bow Physics - Help! on: 2013-05-05 04:42:25
Yeah, light goes too fast to see effects in Earth. But farther out in space, like near a black hole, light and time can both be affected noticably.
24  Game Development / Newbie & Debugging Questions / Re: Rotating bullet bullet shot[need help] on: 2013-05-05 01:44:32
^ is the best way you can find. You don't want to get into the angle stuff, but if you want to rotate the bullet sprite so it shoots in the correct direction, you'll have to.
25  Game Development / Newbie & Debugging Questions / Re: Basic Java where to start? on: 2013-05-03 06:39:14
Don't use the new boston tutorials. You learn more about his personal life than java, tbh.
26  Game Development / Game Mechanics / Re: Arrow Bow Physics - Help! on: 2013-05-03 02:32:22
If its 2D, its easy. You should have a direction vector(which is just your velocity normalized), so get the angle of that, and then subtract from your Y velocity to make a parabolic motion.
27  Games Center / Cube World Projects / Re: Voxel - a start on: 2013-04-28 23:31:30
Good luck with C++! You're sort of lucky since you get more direct control with memory. Its important with something huge like this because if you don't do it right, bad stuff will happen, but if you do do it right, then results will be outstanding! Smiley
28  Game Development / Newbie & Debugging Questions / Re: shooting is working but ... on: 2013-04-27 04:33:28
Radians are measured based off a unit circle with the radius of 1. There are 2*pi radians in a circle, which is equal to 360 degrees, so there are pi radians in a triangle. Use Math.toDegrees(radians) to convert from radians to degrees. Its a much better presentable format. Smiley
29  Game Development / Newbie & Debugging Questions / Re: Realistic ball movement on: 2013-04-24 04:05:58
Well, you're going to have to implement velocity, accelaration, deceleration, bounce, etc etc.
30  Game Development / Networking & Multiplayer / Re: Suggests for a 2d networked game on: 2013-04-23 06:25:08
Eh, I really don't like using Java's NIO. I had a few problems with it, had trouble understanding it and getting it to work. Involving networking, I came from C++ which made a lot more sense to me. I don't know, I think its a matter of preference, but I still have yet to make networking in java 100% work. I think the problem I had a few weeks ago was something to do with packet frequency. I sent a packet maybe 20 times per second, and it blocked out the chat packets, probably did something really bad there. Wink
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