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1  Games Center / Archived Projects / Justice Trigger - The Retro Ikaruga Clone! on: 2013-03-17 05:43:12
Justice trigger is a Shmup (Shoot 'em up) in the spirit of Ikaruga, and Space Invaders. Justice Trigger is coded in Java using Slick2d. This is a one man show except for the Background Music which was done by someone who wishes to remain anonymous.

The gameplay is simple to play, but hard to master: evade the bullets of the opposition polarity while absorbing the bullets of the same polarity to store up for a all crushing Burst Attack (and score points based on each bullet absorbed). By killing a enemy with different polarity as yourself you'll increment your multiplier, but killing a ship the same color as yourself drops the multiplier down to 1 again.

The controls are:
Z - shoot
X - change polarity
C (Or Shoot + Change if you're using a controller) - Burst Attack

There is customizable control support for Justice Trigger. You can change the controller-config.cfg file to change the controller used, and the buttons. You'll need to know the name that Java gives your controller is though. You can also adjust your screen size and weather it's fullscreen or not, and also the bgm and sound FX volume.

-Media-

-Gif animation isn't supported here I guess, please click the links below to view the gifs-
https://dl.dropbox.com/u/28109593/justice-trigger-media/30fps.gif
https://dl.dropbox.com/u/28109593/justice-trigger-media/30fps2.gif
https://dl.dropbox.com/u/28109593/justice-trigger-media/30fps3.gif
https://dl.dropbox.com/u/28109593/justice-trigger-media/30fps4.gif

Graphics and sound FX are currently just placeholders and do not reflect the quality of the final product's graphics and sounds.

Download:
https://dl.dropbox.com/u/28109593/justicetrigger-0.2.2.3b.zip
2  Game Development / Newbie & Debugging Questions / Re: how many bytes I have to skip to be at the music payload in vorbis ogg files? on: 2013-03-13 22:04:29
Right, but I'm not trying to decode the audio. I just want the array of encoded bytes.
3  Game Development / Newbie & Debugging Questions / Re: Java reading file problem only occurs on some PC's on: 2013-03-13 19:32:12
Just from reading the title I got the idea that it might be the PC's partition format.
4  Game Development / Newbie & Debugging Questions / how many bytes I have to skip to be at the music payload in vorbis ogg files? on: 2013-03-13 19:30:27
I'm trying to generate levels in a game using the OGG music payload (as file bytes, not decoded) but I can't figure out how to calculate how many bytes I'd have to skip in a OGG file to get the music payload. also it'd be nice to get the length of the music payload in bytes as well.

Please forgive my terminology if it's incorrect.
5  Discussions / General Discussions / Re: 3D simple placement tool needed: Willing to put $50 towards one being made on: 2013-01-24 21:01:36
How could I make such a tool without a camera, gui, and item management?
6  Discussions / General Discussions / Re: 3D simple placement tool needed: Willing to put $50 towards one being made on: 2013-01-24 20:56:31
What do you mean it has nothing to do with my problem? I don't understand, sorry.
7  Discussions / General Discussions / Re: 3D simple placement tool needed: Willing to put $50 towards one being made on: 2013-01-24 20:52:41
If you can read the .obj files, isn't the rest trivial?

You just need an XML parser.
Well, I'm a lot more worried about item management, the GUI, and most of all the camera. I can't make a camera nearly as good as say Blender, and have no idea how I'd work a 3d selector.
8  Discussions / General Discussions / 3D simple placement tool needed: Willing to put $50 towards one being made on: 2013-01-24 20:44:11
Alright, so I happen to need a 3d placement tool that can load .obj files (I can supply a OBJ loader to you) and basically allows me to put like enemies, and other models on a level model. It needs to export into a xml file like this:

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<level bgm="data/audio/Promises_Delivered_full_mix.ogg" draw-distance="600" >
   <fog r="0" g="2" b="5" density="0.190" length="0.095" />
   <scale x="30" y="23" z ="30" />
   
   <model name="data/levels/models/ntest.obj" x="0" y="0" z="0"/>
   <model name="data/levels/models/stest.obj" x="25" y="0" z="25"/>
   
   <colmodel name="data/levels/models/ntest.obj" x="0" y="0" z="0"/>
   <colmodel name="data/levels/models/stest.obj" x="25" y="0.1" z="25"/>
   
   <light x="250" y="-200" z="250" ambr="1" ambg="0" ambb="0" difr="1" difg="0" difb="0" />
   <light x="150" y="-200" z="150" ambr="0" ambg="1" ambb="0" difr="0" difg="1" difb="0" />
   <light x="0" y="-200" z="0" ambr="0" ambg="0" ambb="1" difr="0" difg="0" difb="1" />
   
   <player x="200" y="-200" z="200" a="0" />
   
   <enemy x="0" y="-500" z="0" t="2" />
   <enemy x="1000" y="-500" z="100" t="2" />
</level>


I'm willing to help with development, and put $50 towards someone being a full time coder on this.
I realize that $50 isn't the best amount, but I don't have a lot of money these days.

So anyone interested?
9  Game Development / Shared Code / Re: ms3d animated model loader for LWJGL! on: 2013-01-21 01:44:32
Thank you very much for your help.

I have some questions though:

1)To use the loader as a lib I'd just create a non-executable Jar for it, right?
2) which license should I use to get this effect?

"Models must have permission to be used anywhere except for test projects. If you publish any videos/screenshots with the models included in this project you must credit the model's creator: William Starkovich.

You can do anything with the rest of the project except charge for it, though you may include it in a project that you charge for."
10  Game Development / Shared Code / ms3d animated model loader for LWJGL! on: 2013-01-20 17:54:15
So I fixed my problem connecting models to model joints, and have decided to place the project on GitHub.

I've never used github before, so any advice is welcome.

https://github.com/CyanPrime/ms3dloader
11  Game Development / Newbie & Debugging Questions / How do I make and set a Ortho Matrix in OpenGL ES? on: 2013-01-20 07:03:35
So I'm making a 3d game in Android, and I wanna overlay buttons to move the player.

My questions are:

1)How do I get the current matrix as a float array/buffer in OpenGL ES for Android (4.0).

2)How do I set said matrix into a Ortho Matrix?

3)How do I make my current matrix said Ortho matrix?

If this isn't clear, or there isn't enough info please post saying so.
12  Java Game APIs & Engines / OpenGL Development / Re: OpenGL not rendering properly on: 2013-01-19 02:45:47
Try disabling lighting. Sun is the only one with lights disabled, so maybe that has something to do with it.
13  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-01-16 19:15:56
Please make a stand alone version. I'd love to try this, but I refuse to use Java web stuff. :<
14  Game Development / Newbie & Debugging Questions / Re: Collision Detection for tiled map via cross products? on: 2013-01-16 08:39:22
Thanks for the replies, guys. I think I got it  Grin

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package cypri.games.crosscol;

import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.geom.Rectangle;
import org.newdawn.slick.geom.Vector2f;

public class CrossCol extends BasicGame{

   Vector2f playerPos;
   int size = 32;
   float speed = 2.5f;
   Rectangle tile;
   
   public CrossCol(String title) {
      super(title);
   }
   
   public void move(float val, boolean vertical){
      Vector2f momentum = new Vector2f(0,0);
     
      if(!vertical) momentum.x = val;
      else momentum.y = val;
     
      System.out.println("momentum: " + momentum.x + " --- " + momentum.y);
      Vector2f npos = playerPos.copy();
      npos.add(momentum);
     
      Rectangle r = new Rectangle(npos.x, npos.y, size, size);
      if(r.intersects(tile)){
         Vector2f perp = momentum.getPerpendicular();
         Vector2f oldMomentum = momentum.copy();
         
         if(oldMomentum.x < 0) momentum.x = -perp.x;
         else if(oldMomentum.x > 0) momentum.x = perp.x;
         else momentum.x = 0;
         
         if(oldMomentum.y < 0) momentum.y = -perp.y;
         else if(oldMomentum.y > 0) momentum.y = perp.y;
         else momentum.y = 0;
         
      }
     
      playerPos.add(momentum);
   }

   @Override
   public void render(GameContainer gc, Graphics g) throws SlickException {
      g.setColor(Color.white);
      g.fillRect(0, 0, 800, 600);
     
      g.setColor(Color.red);
      g.fill(tile);
     
      g.setColor(Color.cyan);
      g.fillRect(playerPos.x,  playerPos.y, size,  size);
     
   }

   @Override
   public void init(GameContainer gc) throws SlickException {
      playerPos = new Vector2f(300,300);
      tile = new Rectangle(200,200,size, size);
   }

   @Override
   public void update(GameContainer gc, int delta) throws SlickException {
      Input input = gc.getInput();
     
      if(input.isKeyDown(Input.KEY_F4)) System.exit(0);
     
      if(input.isKeyDown(Input.KEY_UP)) move(-2.5f, true);
      if(input.isKeyDown(Input.KEY_DOWN)) move(2.5f, true);
      if(input.isKeyDown(Input.KEY_LEFT)) move(-2.5f, false);
      if(input.isKeyDown(Input.KEY_RIGHT)) move(2.5f, false);
     
   }
   
   public static void main(String[] args)
         throws SlickException
    {
         AppGameContainer app =
         new AppGameContainer(new CrossCol("Test"));
         app.setDisplayMode(800, 600, false);
         app.setTargetFrameRate(60);
         app.start();
    }

}
15  Game Development / Newbie & Debugging Questions / Collision Detection for tiled map via cross products? on: 2013-01-16 07:04:36
Alright, so I'm having some trouble with collision for a top down Zelda-like game. So far I have a collision box on my player that has to change shape based on his direction or he gets stuck, and while I'm sure I could get this down after a while it would be really ugly, and baddly coded. I had a thought: What if I could use cross products to get my desired collision detection like I did that one time in my 3d game (Thanks to a JGO user who showed me how).


So what I want is this. If the player is going up and left, and hits the bottom of a tile, he continues to go left.  Same for right, Down/Left, and Down/Right. All the while using a collision box that is always the same size, and shape (a square).

My question right now isn't HOW to do this, but rather where I should start, or if it's even possible/worth it.

I found this tutorial, but it's based on poly to poly collision (http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/) Should I use this? Or is there a simpler way to achieve what I want?


edit:-------------------------------------------------------------------------

Alright, so I tried something in Slick real quick, and it works kinda, but it only sends you one way, regardless of what your angle was (I.E. when hitting the bottom of a wall going Up/Left it sends you right).


here is the source so far:

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package cypri.games.crosscol;

import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.geom.Rectangle;
import org.newdawn.slick.geom.Vector2f;

public class CrossCol extends BasicGame{

   Vector2f playerPos;
   int size = 32;
   float speed = 2.5f;
   Rectangle tile;
   
   public CrossCol(String title) {
      super(title);
   }
   
   public void move(float angle){
      Vector2f momentum = new Vector2f((float) (Math.sin(Math.toRadians(angle)) * speed),(float) -( Math.cos(Math.toRadians(angle)) * speed));
      Vector2f npos = playerPos.copy();
      npos.add(momentum);
     
      Rectangle r = new Rectangle(npos.x, npos.y, size, size);
      if(r.intersects(tile)){
         momentum = momentum.getPerpendicular();
      }
     
      playerPos.add(momentum);
   }

   @Override
   public void render(GameContainer gc, Graphics g) throws SlickException {
      g.setColor(Color.white);
      g.fillRect(0, 0, 800, 600);
     
      g.setColor(Color.red);
      g.fill(tile);
     
      g.setColor(Color.cyan);
      g.fillRect(playerPos.x,  playerPos.y, size,  size);
     
   }

   @Override
   public void init(GameContainer gc) throws SlickException {
      playerPos = new Vector2f(300,300);
      tile = new Rectangle(200,200,size, size);
   }

   @Override
   public void update(GameContainer gc, int delta) throws SlickException {
      Input input = gc.getInput();
     
      if(input.isKeyDown(Input.KEY_F4)) System.exit(0);
     
      if(input.isKeyDown(Input.KEY_UP)) move(0);
      if(input.isKeyDown(Input.KEY_DOWN)) move(180);
      if(input.isKeyDown(Input.KEY_LEFT)) move(270);
      if(input.isKeyDown(Input.KEY_RIGHT)) move(90);
     
   }
   
   public static void main(String[] args)
         throws SlickException
    {
         AppGameContainer app =
         new AppGameContainer(new CrossCol("Test"));
         app.setDisplayMode(800, 600, false);
         app.setTargetFrameRate(60);
         app.start();
    }

}

16  Discussions / Business and Project Management Discussions / Re: Recommended Server Hosting? (Dedicated or VPS) on: 2012-07-22 09:04:33
if you live in the UK I'd recommend JVMhost.com. They're really friendly, and inexpensive too! But if you're in the US like I am their servers might be a little laggy (Note: or it could just be my bad programming). Anyway they're like < $10 so give them a shot if you ever need a VPS :>
17  Discussions / General Discussions / Re: Kick Visual Studio in the face on: 2012-07-17 23:41:57
I think the logic behind the delay is "if I pause for a second, I probably need help remembering what method/field/whatever I want to type.  If I don't pause, I'm probably hammering out code by myself just fine, and popups would just obscure my view of other code in the editor."

Except that it doesn't obscure anything. And if you are typing code then you aren't reading some other part of the page. What do Java developers read code a couple of lines below while typing something new?
<a href="http://www.youtube.com/v/jVEuINERKrs?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/jVEuINERKrs?version=3&amp;hl=en_US&amp;start=</a>
18  Discussions / General Discussions / Java Virises and You! on: 2012-07-17 23:38:21
I am dismayed, JGO. My PC was acting really strange, so I did my first virus scan of the year, and found 3 Java virsuses! I keep my Java up to date and everything! So, that really sucked. Good news is they're all gone now, but still. If people get viruses like that they'll blame Java. :<
19  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-16 01:49:53
I'll just have to take a wild guess then.

You're sending way too many packets, half of which get lost along the way. Send less, compensate with guesstimated positions. Do some additional reading about sockets and familiarize yourself with the TCP and UDP protocols some more.

Try and create a simple server (f.ex an echo server ) before jumping into real-time action servers.
That doesn't explain why it gets faster when I'm sending MORE packets though.
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socket.setTCPNoDelay(true);
A good read, but I'm afraid I'm using UDP right now. I switched my protocol in hopes of it being faster.

Nagle's algorithm.
20  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 18:31:48
Could be your VPS just isn't fast.  What are the specs for your virtual server, and is it Xen or OpenVZ or something else?

Xen    CentOS 5 64bit    256 MB    10 GB
21  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 18:18:33
The internet is quite a lively place. Node's are created and destroyed on the fly. Patterns emerge. Really, the internet is a crazy place. And that's the explanation. If you stick to local host you'd be oblivious to the erratic antics of the internet.

I suggest you just make it work over LAN first and worry about optimization over the internet (lag) later. In any case, real-time action is quite a handful.

What about trying to make a simple echo server first? Have you tried it? Should take only a handful of minutes and you can test it over telnet (command prompt).
It already works perfectly over lan, Why would I need to make a echo server? All the connections work, they're just laggy when not on localhost or 127, or LAN.
The logic works, and the movement works.
22  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 18:02:03
I'll just have to take a wild guess then.

You're sending way too many packets, half of which get lost along the way. Send less, compensate with guesstimated positions. Do some additional reading about sockets and familiarize yourself with the TCP and UDP protocols some more.

Try and create a simple server (f.ex an echo server ) before jumping into real-time action servers.
That doesn't explain why it gets faster when I'm sending MORE packets though.
23  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 17:05:16
There is no 'connection' in UDP. There is no such thing as a slow IP packet either.
Well, any chance I can send you my client and you can tell me whats going on?  Wink
24  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 16:52:28
Alright, jumping into the next phase: I made a UDP version of my client/server, but the connection starts out slow, then speeds up if I hold down a movement button for a littlebit.

Copy pasted from my SO question:

Alright, so I got a game I'm working on (Right now just movement) and when I move the character it starts out slowly connecting to the server, but if I hold down a move button it speeds up to about half the localhost connection. I heard there's something in UDP Java that says the first 2000-20000 packets I send are going to be slow unless I send some JVM argument while running, like -X something?

Can someone tell me that JVM line argument? And/or why my connection starts out slow, and speeds up?


PS: should UDP be the same speed as TCP?
25  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 14:31:00
What kind of game is it, realtime, action ?
I think real-time action describes it .
26  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 13:54:35
What makes you think it's TCP causing the lag? How long is this lag and how does it compare to the ping between the two? Have you tried running both the client and the server locally to see how much lag that has?
Yes, sir. When I run client and server locally there is no lag. Therefore it must be the TCP connection from my client to my VPS Server.
27  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 04:51:17
I think I am using blocking IO.
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if(parent.playerID != -1){
            byte[] sentBytes = new byte[2];
            sentBytes[0] = parent.playerID;
            sentBytes[1] = parent.myState;
            try {
               //System.out.println("sentBytes[0]" + sentBytes[0] + " sentBytes[1]" + sentBytes[1] );
               parent.toServer.write(sentBytes);
            } catch (IOException e) { e.printStackTrace(); }
         }
         
         byte[] recievedBytes = new byte[100];
         
         try {parent.fromServer.read(recievedBytes); }
         catch (IOException e) { e.printStackTrace(); }
         
         ByteBuffer bb = ByteBuffer.wrap(recievedBytes);
         bb.order(ByteOrder.LITTLE_ENDIAN);
         byte[] header = new byte[4];
         for(int i = 0; i < header.length; i++){
            header[i] = bb.get();
         }
         
         if(header[0] == 50 && header[1] == 100 && header[2] == 60 && header[3] == 90)
            parent.getPacket = true;
         
         if(parent.getPacket){
           
            parent.playersConnected.clear();
         
            byte numConnected = bb.get();
            byte flag = bb.get();
            byte packetPlayerID = bb.get();
           
            int psize = (parent.packetSize * numConnected) + 10;
           
            while(bb.position() < psize){
               
               byte  tempID = bb.get();
               byte  tempState = bb.get();
               float tempX = bb.getFloat();
               float tempY = bb.getFloat();
               parent.playersConnected.add(new Player(tempID, tempX, tempY, tempState));
            }
           
           
            parent.playerID = packetPlayerID;
            Player me = parent.playersConnected.get(parent.playerID);
            parent.debugStr = parent.messages[flag] + " " + numConnected + " " + packetPlayerID + " " + me.pos.x + " " + me.pos.y + " " + me.state;
           
           
            parent.getPacket = false;
            firstLoop = false;
         }
         
         
         LockSupport.parkNanos(1);

28  Game Development / Newbie & Debugging Questions / Re: Client can connect to server on localhost, but not global IP? on: 2012-07-15 03:28:55
Well, I fixed it kinda, my VPS can run the server now, and my client can connect to my VPS. PS: Guess it wasn't a code problem after all

Now to deal with lag. I'm copy and pasting a question I had from SO because they all suck now days, and gave me no good answers, or even tried.

alright, so I have a client on my PC, and a server on a VPS I bought, and I'm getting quite a bit of lag, so I was wondering what are some simple tricks to reduce TCP lag in Java? And if thats not enough, what are some more advanced tricks I can use?

Notes: My server runs as a JFrame, and creates a new thread for each client connecting (needed for my client-server project is a simple game) and my client uses LWJGL, and has a different thread for sending/receiving data. My client's data thread, and my server's player thread are using LockSupport.parkNanos(1);, and TCPDelay is set to false on both sides of the player's connection.
29  Game Development / Newbie & Debugging Questions / Re: LWJGL how would i draw an image ??? on: 2012-07-14 00:47:59
2004 called, they want their texture loader back.

>implying slick-util isn't still the best texture loader
:3c
30  Game Development / Newbie & Debugging Questions / Re: LWJGL how would i draw an image ??? on: 2012-07-13 21:58:57
hey there guys i am new to this forum, but im not new to java allthought im new to LWJGL, my question is bascily ... how would i load and draw a image in LWJGL ? i am not using slick and i am not going to use it either Tongue umm that really sums it all up, thanks
Slick, or Slick-Utils? Slick-Utils really is the best way to load a image, and the license isn't hindering if you wanna sell your product at all, so that's the only thing I can recommend.
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