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1  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).
2  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 :/
3  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.
4  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;
5  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.
6  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.
7  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):
8  Games Center / Showcase / Re: Jelly Splat! on: 2015-04-14 14:54:14
Your Googleplay url doesn't work :/
9  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!
10  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 ?
11  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 ?
12  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.
13  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.
14  Game Development / Newbie & Debugging Questions / Re: Libgdx font blurring on: 2015-03-18 19:57:42
I use
1  
TextureFilter.Linear, TextureFilter.Linear

and my fonts look nice.
15  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.
16  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.
17  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
18  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.
19  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!
20  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.
21  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
22  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.
1  
2  
      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 ?
23  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 ?
24  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
25  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 00:34:21
I worked for Ericsson Telecom but recently changed jobs to a finance startup in San Francisco but most of the time I am working at home.
I must agree with Riven that home office is not so fun as it sounds. If you do it like 1 time per week is super cool. If you do it 2 months straight you start hearing voices in your head.
26  Java Game APIs & Engines / OpenGL Development / [libgdx]Mesh.setVertices(short[] indices,offset, count) behavior on android on: 2015-02-15 22:53:43
I have a dynamic mesh, so every frame I must update the vertices and indices.
I populate a FloatArray with the new vertices and then when flushing the array, if I call

1  
mesh.setVertices(finalMesh.array());

everything works fine, however there's a performance hit since my finalMesh float buffer can vary in size and I don't want to flush the whole array everytime.

So I tried doing a
1  
mesh.setVertices(finalMesh.array(), 0, finalMesh.position());

Which works ok on my desktop.
However on Android However in some other computers/devices with this setup, it shows a lot of garbage on the screen.
I tested with my Mac (no problems), Android Moto G (problems) and windows (problems)


Any ideas on how to avoid that ? Or it's the safest bet just to flush the whole array every frame?
27  Discussions / Miscellaneous Topics / Re: Java Certificates on: 2015-02-03 02:28:19
So simply put, after these worth the investment?

The ones I speak of are HERE

How valuable are these from an employers point of view? I will only have to pay £250 and the rest is paid by student loan company.

The problem I see is that, employers don't really specify they want a highly experienced java programmer, they don't really ask for much of an education either, they simply state 10-15 different technologies (java, c,  c++,  mysql, php etc) and say "you must have experience in the above".

It is not very "junior" friendly, will these certificates help me at all or should I just f**k it and go on a mass learning spree and build a portfolio and advertise as freelance with stupidly low rates?

It depends mostly on where and what kind of company you want to work for.

In my opinion it is nice to have a certification to get your first few jobs, it will make you stand out from the mass of students getting out of university with no experience. About building a "portfolio", it only matters if you intend to be a freelancer. I personally never had my portfolio analyzed in a regular job interview. 

Also, some big companies want to comply to their own quality certifications, and for that they need a percentage of certified employees in certain areas. So if they are pursuing some of those and have 2 similar candidates but one has a certification, they'll go for the certified one for obvious reasons. 

I myself have a few certifications which I pursued solely for getting raises in my previous job.
I did learn things with them. Things that I never used and some other things that I turned out to really use and better understand after properly studying them.

I'd go for one, specially if you'll be looking for a first job soon. It's good to have something more "official" then 'my super cool particle systems' in your curriculum.
And you will also eventually learn something you didn't know about the Java language.



28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-28 21:44:30
Today I came back to javagaming.org .
29  Games Center / Featured Games / Re: Reign of Rebels : Online Hack and Slash on: 2014-07-18 22:03:11
Sorry to resurrect such an old thread. Just wondering if this game is still in development, or at least playable. http://www.reignofrebels.com// responds with an "Internal error," and the game just crashes after I try to log in now. I very much enjoyed this game when I used to play it.

Thank you for your interest Smiley
Unfortunately I have lost the interest in this game in the moment I found myself building assets (models, maps, etc) and not coding anymore.
It was a great journey of almost 2 years working on a single project, and I still look at it with pride when I see some screenshots, but I will not come back to this. I have been out of game development for a few months now, since I recently changed jobs and now I have not so much free time on my work (where I often used to code my games  Lips Sealed ).

I just restarted the server - not really sure if it will work, it depends if you have the latest client version.
Thank you again for the interest and support when this was active Smiley
30  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 21:08:27
@kpars: the illuminati rolled the dice. Five and three came up. I'm confused as to how it relates. Do you recycle? We once put one of us in the padded room, he could not reproduce. He could stay, but since that day we've lost our technicolor vision. Wanna join?

m77 took over Riven's account ?
Pages: [1] 2 3 ... 23
 
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