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1  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-10 10:34:19
I have found just doing the forum UI to be a lot of work, having to deal with the backend just adds that much more pain. If you're enjoying it, that's a different story. Smiley
2  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-09 21:10:20
Building your own forum won't be less time consuming than using something like phpbb and importing the post history, then just take a minimal, barebones theme and customize it.
3  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-29 17:21:26
Heh, my phone is already a Samsung Note 2. 720 x 1280 isn't terribly unreasonable. I don't think a higher resolution would fix it, the text would still be tiny and zooming in so I could read would still mean panning left and right for every sentence.

I see there are <meta name="viewport-test" ...> tags in the HTML, so Riven has probably already tried that out. There is probably something that could be done without dorking around too much in SMF-land.
4  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-26 13:31:56
Fonts too small on mobile. It's why I don't visit much anymore. Scrolling back and forth every sentence is too tedious.
5  Discussions / General Discussions / Re: Cross platform GUI frameworks with an OpenGL canvas on: 2015-11-15 13:51:47

I've spent a lot of effort on scene2d. It is well suited to desktop and tools development. For example:
6  Discussions / General Discussions / Re: Making Games for Nobody on: 2015-11-13 13:07:29
Games? No time to make games. Sad
7  Game Development / Newbie & Debugging Questions / Re: [LWJGL] [GLFW] stalling and glitching with GLFW use on: 2015-11-06 18:56:10
It's due to how Cocoa works, JGLFW has similar limitations.
Sort of. I made some minor changes to GLFW to get JGLFW to work with AWT on OSX. Spine uses JGLFW and needs AWT for a few things (file dialog, imagio, etc). I submitted PRs to GLFW but they were only partially accepted. Unfortunately this was before the GLFW GitHub repo changed and the discussion was lost.

That was for OSX. I vaguely remember there being some issues with either Linux or Windows with JGLFW, but I don't remember what it was. Spine uses LWJGL on those platforms.
8  Game Development / Networking & Multiplayer / Re: Kryonet - 'client.connect()' is stuck, has to be launched twice on: 2015-11-01 04:22:35
Caused by wut?
9  Game Development / Game Mechanics / Re: Making GUIs on: 2015-03-07 04:58:09
Sheesh, wth are you guys doing in this thread?
10  Game Development / Game Mechanics / Re: Making GUIs on: 2015-02-27 00:22:58
Shameless self plug: See scene2d.ui. See Spine for what you can do with it.
11  Discussions / General Discussions / Re: jgo on mobile on: 2015-02-23 16:46:35
Sorry for the delay.

My display is 720 x 1280 and the physical size is 5.5" or 14cm (quite large!). I use it in portrait mode. The browser is Chrome for Android.

Here are some screenshots from my device, so it's exactly what I see (but on a 5.5" screen of course). I've added descriptions to each image. Sorry they are pink, I forgot to turn off Twilight (F.lux-type app that makes the screen easier on the eyes at night -- it doesn't look so pink IRL).

I see JGO is using "font-size: small" for the thread text. Maybe specifying a size in ems would show bigger text on mobile?

If you check out the Spine forum (example) you can size down the browser window on the desktop and see much of what it does for mobile / smaller screens (never shows horizontal scrollbars). Mobile browsers also mess with the font size though, which isn't seen when just resizing the browser. Not saying JGO should go nuts with "responsive" layout stuff, I'd be happy if the fonts scaled to a readable size on mobile.
12  Discussions / General Discussions / jgo on mobile on: 2015-02-07 17:00:02
Any chance for jgo to have the text reflow on mobile? If I zoom so I can read the rest, I have to scroll back and forth every sentence.
13  Game Development / Newbie & Debugging Questions / Re: JWrapper build not running correctly. on: 2014-12-30 02:59:16
TestApp? You just need to run packr as the docs show.
14  Game Development / Newbie & Debugging Questions / Re: JWrapper build not running correctly. on: 2014-12-29 22:22:47
You can use Launch4j if you are ok with the process running as "java.exe". I tried some other projects, but they were old and no longer maintained (JSmooth included). You can use packr or write your own launcher using packr as an example. packr is a good solution if you are bundling a JRE. It doesn't do system JRE/JDK search at all, so isn't an option if not bundling a JRE. packr is quite minimal and can be a bit frustrating if misconfigured, since it doesn't have an option for a log file. What I did was build the native launcher from the VS project after setting it to be a console app so I can see the damned logging. Ultimately I wrote my own launcher for Spine, based on packr's code.
15  Game Development / Newbie & Debugging Questions / Re: JWrapper build not running correctly. on: 2014-12-29 13:33:53
I tried them all. JSmooth is the only Windows native launcher that works properly for me. Launcher4j launches a java.exe process, which is most of the reason to be using a native launcher. Even JSmooth doesn't work as a service and I don't think works when wrapping a JRE. Also it generates a terrible icon, but I just change that using Resoruce Hacker. Commands to fix the icon:

ResHacker.exe -delete build/Clippy.exe, build/Clippy.exe, ICONGROUP, A, 1033
ResHacker.exe -delete build/Clippy.exe, build/Clippy.exe, ICONGROUP, A2, 1033
ResHacker.exe -add build/Clippy.exe, build/Clippy.exe, build/icon.ico, ICONGROUP, MAINICON, 0
16  Game Development / Game Mechanics / Re: Savegame structure for Entity/Component System with complex components on: 2014-12-28 11:49:36
The work has to be done whether you write your own serialization/deserialization or use a library. Kryo does it for you automatically and TaggedFieldSerializer will let you evolve your class while still being able to load previously serialized bytes, again automatically.
17  Game Development / Game Mechanics / Re: Savegame structure for Entity/Component System with complex components on: 2014-12-27 19:14:25
Use Kryo and TaggedFieldSerializer.
18  Game Development / Newbie & Debugging Questions / Re: Libgdx Rotate a sprite 90 degress on: 2014-12-27 16:11:51
Maybe scene2d actions would be easier for you.
19  Game Development / Newbie & Debugging Questions / Re: Solved LibGDX List of Disposable objects on: 2014-12-22 03:53:27
You might check out AssetManager. When you leave scene A, first add all assets from scene B to the AssetManager, then remove all assets scene A used. The result will be that any assets used in both scene will stay loaded, any assets from A that are no longer needed are disposed, and any assets for B that weren't loaded are loaded. Also, loading happens on a separately thread as much as possible, allowing you to have a progress bar.
20  Game Development / Shared Code / Re: Found Really Good Example Off How To Create Vector2! on: 2014-12-21 22:49:40
Well if said beginner doesn't know how to use vectors, then they could just use a library like LibGDX.

...or they could just learn how to use vectors. Mightily useful things they are.
libgdx doesn't hinder learning how to use vectors. Maybe you are implying that writing your own vector class is a good idea? (hint: no)
21  Game Development / Newbie & Debugging Questions / Re: LibGDX List of Disposable objects on: 2014-12-21 16:45:09
When your app exits, everything is disposed. You only need to dispose things explicitly if you need them to be disposed without exiting the app. Eg, maybe you have separate screens and want to unload all the stuff from one screen before you show another. This could make sense if the screens each had a huge map with screen specific textures, etc.
22  Java Game APIs & Engines / Java Sound & OpenAL / Re: Does any1 know any good LWJGL3 OpenAL library? on: 2014-12-16 19:08:25
Here's my OpenAL stuff for LWJGL 2, not sure what it would take to make it work with 3.
23  Game Development / Newbie & Debugging Questions / Re: Starting a Java Game, Where to Start? Eventually want to be network multiplayer on: 2014-12-12 10:30:17
Avoiding libraries is only going to hinder you. It is not possible that you finish your project and find you did not learn enough. Having never created a game, you have an enormous amount to learn. Trying to do everything from scratch is going to slow you down considerably. It is a much better idea to get some (a lot) of general experience first before thinking about what happens at a low level. It's the same reason people are suggesting to make a simpler, non-networked game first. You may not like this advice, but you asked for experienced advice and that is what you got.

My advice: use libgdx, specifically scene2d.ui for the UI and SpriteBatch for drawing. Don't use scene2d for the game, only for the UI. Use KryoNet for networking. Organize your code using loose MVC, this will allow you to develop the game as text and later make it graphical, as well as allow you to easily serialize game state and generally keep your code sane.
24  Game Development / Newbie & Debugging Questions / Re: Kryonet sendToTCP/UDP Optimization? on: 2014-12-10 17:02:34
For a game server, it is relevant.
Premature optimization is premature. True it's a lib and it's nice to be as efficient as possible, but in reality the optimization is extremely unlikely to ever make a difference.
25  Game Development / Newbie & Debugging Questions / Re: Kryonet sendToTCP/UDP Optimization? on: 2014-12-09 16:20:24
How many loop iterations is enough to make one array lookup and one int comparison in each iteration slow enough to warrant using a map? Is that number greater than the number of connections your server might ever have?
26  Game Development / Game Play & Game Design / Re: Entity animation in MVC style program on: 2014-11-23 15:41:11
Just make sure you break the rules only at the exact right places. Smiley

Someone playing your game doesn't care about MVC, all they care about is that it works. MVC is for you. If it is making things difficult, cut corners so it doesn't. Eg, put a view object in the model so you don't have to map model to view objects, since you are unlikely to have multiple views.
27  Game Development / Game Play & Game Design / Re: Entity animation in MVC style program on: 2014-11-23 12:35:09
See Super Spineboy:

Character (the model) has state and stateTime:
The state determines the animation. The stateTime is how long the character has been in that state. This is all you need for the view to be able to animate.

That should be enough to get you going, but if you want to see how Super Spineboy does it, every frame the view calls CharacterView#setAnimation:

If the animation has changed, Character#setAnimation changes the animation in AnimationState.

AnimationState is part of Spine and keeps track of animations, their time, cross fading when animations change, etc. You may not need this, in a simpler system your renderer would just draw the animation for the current state, using stateTime to determine the animation frame.

A couple more notes on how Super Spineboy uses MVC. It is done loosely, you should feel free to break the rules where it makes things easier. The controller is here:
It does very little.

The model objects have a field for the view but it is never used in the model, it is just for convenience to avoid a model -> view object mapping. There are a few events that the model tells the controller about via a method. I figured proper events would be overkill. Reaction to the events could have gone in the view, but it was easier doing it there.
28  Game Development / Newbie & Debugging Questions / Re: Interpolation between numbers - Libgdx on: 2014-11-15 15:06:07
Great! Though "time += 0.010;" should be "time += delta;".
29  Discussions / Miscellaneous Topics / Re: How memory works? on: 2014-11-15 01:11:13
Try this, IMO it's written in a way that is easily understood:
Read the whole thing, it's very good:
Start at chapter 1 of course.
30  Game Development / Newbie & Debugging Questions / Re: Interpolation between numbers - Libgdx on: 2014-11-15 01:09:03
float time = 0;
float duration = 3;
int lastScore = 123;
int actualScore = 456;
while (time < duration) {
   float alpha = Math.min(1, time / duration);
   int visualScore = (int)Interpolation.pow2Out.apply(lastScore, actualScore, alpha);
   time += 0.032;

Once you understand that, apply it to your game. Set time=0 when the score changes, increment time each frame. Pro tip: when score changes, clear actions, then add a TemporalAction that adjusts the visual score.
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