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1  Game Development / Newbie & Debugging Questions / Re: [Nope, not fixed] ArrayList remove() problem on: 2015-05-06 14:50:22
You are iterating over a list and removing its elements WHILE iterating over it.

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for (int i = 0; i < enemyList.size(); i++) {
                        if (enemyList.get(i).getTileX() == o.getTileX()
                                        && enemyList.get(i).getTileY() == o.getTileY()) {
                                enemyList.remove(enemyList.get(i));
...

this code will make it even worse:
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enemyList.remove(enemyList.get(i));
enemyList.remove(enemyList.get(i));


if your enemyList has size=2, and in your i = 1, you will get
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enemyList.remove(enemyList.get(1)); //ok, size=2
enemyList.remove(enemyList.get(1)); //BOOM, size=1


have a list called toRemove, and instead of removing stuff from inside your loop, add the things you want to remove to toRemove list.
AFTER you are finished iterating the enemyList, remove from enemyList all you added to toRemove list.
2  Game Development / Newbie & Debugging Questions / Re: Libgdx: Applying filter to multiple Textures : how to write code... on: 2015-04-30 14:21:27
You can save your textures in an array or hash or linkedlist (or any structure) instead of declaring a texture variable for each of them.
Afterwards you iterate through the collection of textures and assign them the filter.

OR

Create a method like
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private Texture loadTexture(String path)
{
 Texture t = new Texture(path);
t.setFilter(TextureFilter.Linear, TextureFilter.Linear);


You can combine both methods too.
I strongly advise you to store all your textures in some kind of list. Don't forget you would also have to dispose them , it will be very likely to forget to dispose some of them if you don't have a list.
return t;
}
...


but_play = loadTexture("ui/button_play.png");
3  Game Development / Newbie & Debugging Questions / Re: Pong power ups on: 2015-04-30 13:32:31
No, no threads in your game loop.

You just add a counter that is decreased at each iteration, until it reaches 0. Something like:
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long powerUpCount = 20*1000; //miliseconds

private loop (long deltaT)
{
...
powerUpCount = powerUpCount - deltaT;
if (powerUpCount >0)
 applyPowerUp();
...
}


Where deltaT is the time passed from the last iteration.



4  Games Center / WIP games, tools & toy projects / Re: Pocket Rogue on: 2015-04-29 17:19:26
You will get a lot of criticism for using again Oryx tileset in a roguelike.
What do you have to offer other than what kevglass already did with legends of yore ? - That's a rethoric question by the way. But you should be prepared to listen to similar questions a lot.

Edit: Ok, I deserve a punch in the face. For some reason I skipped the part you said the art is temporary.

Good luck with the project!
5  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-27 21:21:24
The game is getting closer to being completed, all levels and boss-fights are done, what's left now is sound and Google Play leaderboard integration.

Today I added a narrative screen that set the stage. The narrative is very deep and complex back story, and explains why you're naked in the woods  Roll Eyes

Click to Play
 

I really really suggest you rethink your narrative regarding the timing of stuff falling and text. I couldn't read any of the text because my eyes were always following the stuff falling.
6  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-04-27 16:18:40
ags1 can send you the apk file via email for example, and you can install the apk on your emulator.
7  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-04-24 13:55:11
The links in your post don't work (although is easy to google it).
8  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-22 21:50:18
Ok, Actually I first tried clicking the .app and nothing happened.
Then as I told before I went to my terminal and checked the script, fixed it and ran  ./HelloWorld from the terminal.

Now I tried again clicking the app (having the script fixed) and still nothing happened :/
9  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-22 20:52:06
when I first tried to run on my Mac Book Pro I had an error:

./HelloWorld: line 2: jre/bin/javaw: No such file or directory

I modified the HelloWorld to point to jre/bin/java and it gave a beautiful dialog saying HellWorld.
10  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-21 03:26:34
I have a mac book pro.
my skype name is
String skypeName = "demian."+ myForumName;
11  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-15 11:46:41
I tried turning my wi fi off, same white screen unfortunately.

I'm curious on how you did the ads implementation with libgdx . Which provider did you use ? And how is the integration of that kind of "watch a video for X coins" ?
Thank you.
12  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-14 16:26:54
I downloaded it also on my Motorola Moto G - it did run flawlessly .

On my shitty tablet:
http://www.dx.com/p/a13-7-capacitive-touch-screen-android-4-0-tablet-pc-w-tf-camera-wi-fi-g-sensor-white-148468

It hung on a white screen after the logo.

About the game itself, I'm not a big fan of virtual joypads so I couldn't enjoy that much.
The graphics are solid and consistent, however I feel the icons sometimes are too small. Some sort of feedback on the menus would also feel nice.
13  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-14 15:51:26
there seems to be some kind of problem.
I open the app, see the logo. After that I get a blank screen.
That's what logcat shows me (it does not allow to ctrl c ctrl v sorry):
14  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-14 14:54:14
Your Googleplay url doesn't work :/
15  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-04-10 18:14:00
I decided (based in a comment by richierich in this thread) to have the player run into the boss before the final boss fight.

The first time you fight him it's more about mechanics than skill, the process for defeating him is as follows;
  • 1. Press the button on the center platform, this starts to move the two big saw-blades that obscures two other buttons.
  • 2. When the saw-blades have moved away, go to one of the revealed buttons and press that, that will release a falling saw-blade from the center-platform.
  • 3. Make sure to time step 2 so that the blade falling hits the boss.
  • 4. The big saw-blades are now coming back down, run back to the center-button and press it again.
  • 5. The boss can take four hits but will run away when there's only one hit, allowing you to open the chest.

In action, it looks something like this;
Click to Play


I can see a severe texture shaking on the stairs. and sometimes on on other elements too. I was facing the same problem in my game and the following steps helped to reduce the shaking a lot:
try:
1)adding mipmap filter to your textures
2)reducing the size of your spritesheet texture. When I had my spritesheet in a 1024x1024 texture the "shaking" was horribly bad. I separated the sprites in 4 512x512 images and the shaking reduced a lot. That is caused by float imprecision, and it gets worse when you run your game in low end android devices.

I downloaded the desktop version from the link on first page but it looks like it's an outdated version since the main character is quite different in the gifs, and the physics were slower on my version.

looking good, good luck!
16  Java Game APIs & Engines / OpenGL Development / libgdx opengl - black borders sometimes showing on a texture region on: 2015-04-07 13:33:36
I'm having a very annoying problem, sometimes I get black borders on a texture region, depending on the distance the image currently is.
I think images will explain better.
The first image the wall is seamlessly merged:

When I zoom out a little you can see a black border between the two images making the image border visible and ruining the merging.
 

I'm using mipmaplinearlinear for the min filter.

Any ideas on how to avoid that ?
17  Games Center / Showcase / Re: [Free][Android][iOS]Zombie Cubes update 2.0 on: 2015-04-06 12:57:44
back in the time I downloaded and played it for a while, but tbh I forgot about the game. Congratulations on the 250k downloads mark! I am curious to know how you got to that mark, since I'm hoping to soon launch my libgdx based game. Do you mind sharing your marketing strategy ?
18  Game Development / Newbie & Debugging Questions / Re: Game loop not accurate. How can I make a better one ? on: 2015-03-28 23:18:48
actually it is okay, but you have to factor the delta value in your update() method.

Actually it is not ok.

When it says
Thread.sleep(17)

you are assuming you render takes 0ms - which is most probably not correct.

The sleep should be 17 - time to render. So you should tke note on how long it takes to render stuff and reduce that from the sleep time afterwards.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-19 11:32:17
Finally learning to draw vector graphics, this is what I drew in 30 minutes in GIMP, and started my journey to get away from blocky pixel art as much as I can.



Still has to improve, and next up learn animating them using Blender. Yes you read it right, Blender can also be used to create 2D animations.

Haven't you considered using Spine ?
It's not difficult to learn, and it gives you beautiful 2d animation. The only "problem" is that it is not free. However I think it's well worth being able to use it seamlessly with libgdx.
20  Game Development / Newbie & Debugging Questions / Re: Libgdx font blurring on: 2015-03-18 19:57:42
I use
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TextureFilter.Linear, TextureFilter.Linear

and my fonts look nice.
21  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-18 12:24:26
Okay this is not going anywhere.
I locked the topic so everybody can keep their medals and lessons learned for future reference.
22  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-17 16:16:48
ok now everything worked. I saw the cute imps doing their stuff.

The only thing that really bothered me is using the arrows to move the camera. Unless you are left handed it definitely should be on WASD instead. I also feel Up should move the map "up" not isometrically up. it feels weird to press up+right to make the map go up.

Other than that super cool work.
23  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 15:59:02
Ah, shucks. I thought some of it was useful, if not to the OP then hopefully to other people looking to build a team in the future- which is why replying publicly is better than private messages. Although, chances are they wouldn't do the search to check for similar posts anyway...

You are right. Many people wrote valuable stuff here and spent some time doing so. It would be unfair to them.
I'm sorry about that, I'm still a little bit rusty on modding JGO since I've been away for the last year Smiley
24  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 15:53:35
ABOODYFJ, all you have done is tell us you have an engine and expect people to flock to you. Everybody on this forum could write an engine. People want a project that they can be excited about, not a belligerent leader with no credibility who expects people to work on "his" dream project for FREE.

I hope this topic gets fed to the chitchat monster. It will keep him fed for a looong time.

Yeah, it's done. I was trying to split it but SMF interface to split is kind of clunky to do that. But then that's a good chance to ABOODYFJ start fresh (or not)

edit: maybe it is better not to chitchat it, since other people might see this topic and get a better understanding on how to (or not to) recruit team members.
25  Games Center / WIP games, tools & toy projects / Re: Imp City, build an underground empire on: 2015-03-17 14:21:09
I played with it a little, but I think the latest build doesn't have all the stuff you showed on the last screenshot.
I was able to change the ground and to spawn a creature who immediately joined the others.

looking good so far!
26  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 12:02:22
This seems to be a another "bash anyone who asks for people to join their project" thread! What a fun and encouraging community there is here. 

Most people gave him real advice and good reasons why this is not a good idea. You could point us on the direction why this IS a good idea instead of just saying the community is bad for saying otherwise.

Being a good community is not just saying pretty things to each other. Is saying things that will help you.
27  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 18:34:10
I think that the main reason of "hate" is not because of your engine. But your initial post itself.
This post has already been posted hundreds of times here and other gaming forums.
I don't think you will find any writers, 3d designers or composers here, since this forum has mostly a programmer audience.
And most important - you won't find people to work for you, for free, in your dream game. People barely have the motivation to work on their own dream games, let alone on other peoples' dreams.
I'm not trying to bash your engine or your coding skills (I don't see the point either of trollwarrior's suggestion on a java programing forum), but the truth is that nobody is interested in my super engine - neither in yours.

If I was super optimistic I would tell you to put up a demo to showcase it to potential team members, but since I'm not optimistic, I'd also skip that and just use placeholders to your music/3d objects/story.

If anybody is interested in your (or my) project, that should raise a flag. This person is either lazy and will give up on the first drawback he finds, or will vanish claiming "personal issues". Or it's a crazy person, that you don't want on your team anyway.

Long story short: either do it all yourself or pay people to do it. OR be extremely lucky and find a reliable, competent, and motivated person.


edit: or what KevinWorkman said. lol
28  Java Game APIs & Engines / OpenGL Development / Re: libgdx/lwjgl jerkiness rendering meshes / texture regions on: 2015-03-02 23:08:36
Thank you for the tip. I did that but it seems that it didn't help.
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      Texture t =new Texture(texture,true); //true means generate mipmap
      t.setFilter(TextureFilter.MipMapNearestLinear, TextureFilter.MipMapNearestLinear);  

I tried several combinations of TextureFilter with no success. Some made it look worse though, with some texture bleeding.
To better illustrate my problem, here are two screenshots of the same object, but with a slight camera movement (like 4 or 5 pixels).
Notice the white rectangle outlines. They change a bit, but with movement and at 60fps that looks really bad.



I appreciate more suggestions.

EDIT: my quads are drawn in a scale of 1 - that is that window has the width and height of approx. 1 . I'm not sure if it's better to have like 64 for width and height to avoid some floating point precision loss. Does that make any sense ?
29  Java Game APIs & Engines / OpenGL Development / libgdx/lwjgl jerkiness rendering meshes / texture regions on: 2015-03-02 19:37:39
I am rendering some textured cubes along with libgdx's TextureRegion (which are essentialy textured quads) and I'm seeing some jerkiness when the camera moves. It seems like te textures are "shaking" a little as the camera moves. It's a little difficult to express in words, but sometimes it seems like some pixels are blinking or shaking.

The only thing moving is the camera, the objects don't change their position.



The texture for the cubes are 128x128 areas on a 512x512 png texture (the bricks in the image). The objects like the windows and purple thingie are TextureRegions from a 1024x1024 image.

Any ideas on what might solve that ?
30  Java Game APIs & Engines / OpenGL Development / Re: [libgdx]Mesh.setVertices(short[] indices,offset, count) behavior on android on: 2015-02-16 16:32:47
Well that's a libgdx method.

https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/Mesh.java
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List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
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2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00
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