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1  Discussions / Miscellaneous Topics / Moebius on: 2012-03-11 02:00:08
One of my greatest influences is gone.

Jean Giraud was... I dont know how to say it. He was interested in all kinds of stuff. Westerns, scifi, fantasy... His art came to mean for me something between control of the clear line and appreciation of nature, chaos, and sentient forms in their rawest essence. Metal Hurlant, Blueberry, Incal. I had the luck of being exposed to his work at an early age, and am indelibly marked by it. When I was drawing as a kid, the highest praise was to be compared to Moebius or Corto Maltese... except for the t&a pics which were always not quite as good as Manaras.

Anyhow. I say it again, if one wishes to see artwork that gives a feeling of horizon, open possibilities and endless variety of existence.

Rest easy, masters who had thousands of disciples without the hassle of running a system.
Sleep and dream and I hope your legacy will last beyond your wildest dreams of fame and fortune.
2  Games Center / 4K Game Competition - 2012 / Re: The Little Scientist 4K on: 2012-01-24 19:20:21
Really nice! The mechanic of how to get to the third and fourth planets is unclear to me however, for a while i was just going back and forth between the first two wondering is the game just open-ended or what am I doing? The little colored circles at the bottom convinced me that there was four planets though, and I persevered to the end, 968 secs. Cheers, very nice little game.
3  Discussions / General Discussions / Re: Thank you guys, it's been great on: 2011-12-01 16:10:26
Good story. Re schools, I went to one of the first 2 year courses in Finland on game making, and though it was a mixed bag covering all the facets, with little focus, it had a huge impact on understanding teamwork and getting hooked up with the local industry. At the end of the course was workexperience, and I was lucky to go into a startup for three years to build some skills. The school was instrumental in connecting me up to IGDA Finland, and though it didn't do wonders for my coding skills it was very succesful, about 75% of the class found jobs in the industry in various positions. ( I didn't go to Uni, selftaught all the way. )
4  Game Development / Newbie & Debugging Questions / Re: Im new to Slick and I am trying to do something while moving a character on: 2011-11-08 02:04:30
The advanced camera control you describe is possible with how you have thought about it, but it may be worthwhile first to do some preliminary steps : 1) to clean up your main character into a class of its own, 2) differentiate between map coordinates and screen coordinates, 3) get the character to move on a map larger than the screen while staying in the center of the screen.

Once all these are done, you are better prepared for the fancier camera.
5  Game Development / Performance Tuning / Re: using variables vs straight up numbahs... on: 2011-10-26 22:30:43
And, to find out where you need optimization:
I usually do a pretty crude method of placing timers around draw and update and first measure those. Draw should be taking most of the space in most games. Then putting timers around the major blocks of stuff, sniffing for areas that are causing big hits to performance ( taking longer to execute ). Once say 4+ sectors are timed you can make an educated guess at where the stress is.
6  Discussions / General Discussions / Re: Basic game tutorials on: 2011-10-15 00:00:09
Making tutorials : excellent.
Cursory overview : a bit spare, there's short text explanation, and source code. Fair enough. Okay, it's not holding your hand step by step, it assumes the user is going to download the source and work from there.
Negatives : general use of magic numbers in the Duck area - showing people how to use the set numbers for a duck's width and height and so forth is not good. Perhaps should always encourage people to use the getWidth(), getHeight() or whatever.
Also the setting res to 800x600 is I think strange, optimally people should be able to pop fullscreen straight off the bat. First thing I loved when I started with oldtime machines was getting the screen under control, and drawing onto it with wild abandon. Admitted, you just had specific resolutions, but still the magic is part of it... How to do this in 2D is a question mark still. The drift away from screen coords to screen dimensions and fractions of the screen is hard to come by without frameworks of some sort. It kind of bothers me now, the assumption that there are still set resolutions assumptions though the screen space is so diverse... But I digress.
Hope this will be taken as constructive crit, I fully appreciate people taking the time to disseminate experience and information.

7  Game Development / Newbie & Debugging Questions / Re: Help with Grid Movement and Collisions on: 2011-10-07 18:38:57
Let's start chipping away at what I'm reading.

Started off with Entity. That seems like a good idea, subclassing critters from a base class.

Then I started looking at Player. Here some problems arise immediately:
 public void moveDown(){
                        if(movableDown == true){
                                        for(byte i = 1; i >= 0; i--){
                                                a.addScene(image[i], 150);
                                        firstTime = false;

Having something like 'firstTime' in movement code is no good. Do initializations in an initialization function, movement should be just movement and nothing else.
The byte addScene structure is not at all clear to somebody else who is reading the code. Try to clean it up and make it more human readable, anybody should be able to understand what is going on from clear variable names and comments if necessary. Do not name anything just 'a' one letter, give everything a full clear name.
The animation system seems odd, but I won't get into that. No matter what, the call should just be animation.runWalkAnimation(direction) or something similarly clear.

The nullpointer will come because you are messing with your animation, adding and removing scenes, so when you call getHeight, the a class instance does not have any image at that moment I would think. Learn to use the debugger to trace precisely at what point the code crashes and see the values of the variables and classes that are being used at that moment.

 if(keyCode == KeyEvent.VK_W && player.movableUp == true && player.walking == false){
                                player.walking = true;
                                moveTo = (int) Math.round(player.getCoordY() - 1);
                                        while(player.getCoordY() > moveTo){

You seem to be updating the movement in the keyListener. This is not going to work. Set movingUp to true, then handle everything else in the update of the player.

Good on you still for getting things started, carry on!
8  Discussions / Miscellaneous Topics / Re: JGO Keyboards on: 2011-08-12 06:48:24
Office - Goldtouch split keyboard - but they don't make them in Scandinavian layout anymore it seems...

When building for iShiny on the Mac I use the tiny wireless thing - it's a bit cramped but works.

Home Office - a no-brand miniature keyboard to save desk space.

I've had some issues with my hands from typing, getting cramps and ganglions, so the ergonomic stuff really interests me and using different keyboards seems to help. Been looking at since it comes in scandinavian but it doesn't have the weight and feel of the Goldtouch.

9  Game Development / Newbie & Debugging Questions / Re: Character movement with Mouse on: 2011-07-23 21:36:53
movement over time:

The simplest case, two known points. A good exercise to code yourself, though a googlefu may find it readyrolled.
10  Game Development / Game Mechanics / Re: Understanding Active Rendering game loops on: 2011-07-14 23:40:45
The first bold area, sleeping for 500 (millisecs ), half a second sleeping? The objective is to stacktrace and catch unexpected exceptions. Anyhow this only done once at start. Perhaps there is system where you have to wait to load some images/sounds before execution, and this half second gives it time to do so. Java is a bit ugly in this territory, I remember j2me not being at all nice in this. If you load something, it does it in the background or something? And if you try to start immediately it gives the Nullpointer. You have to make your own clean loaders perhaps.

Next boldness, i think here the idea is to go through updates depending on performance, if necessary go through many updates. So if unprocessed time is large, it will do multiple screen/logic updates before reaching render. In this case, the screen.update probably contains stuff that makes things move around on screen, so it has to be done to maintain overall logic.

So, an excellent example of a not-so-readable main loop. Optimally the sleeper would be explained, and the fps=unprocessedtime line would perhaps be chucked, since it is unlikely to give correct values - or does it?

11  Java Game APIs & Engines / J2ME / Re: Spaceball, my new game for mobile phones. on: 2011-05-25 00:55:17
Can see you're going for that lcd display nintendo retro feel, but the game at the moment does not look like it 'reads' clearly to the player. Why? 1) there is no 'damage' graphics. This is necessary to give feedback on fail situation. 2) the missile and the alien with gun appear out of nowhere. They have no 'story' in the game. There should perhaps be clearer threat accumulaton, a base or something? Nevertheless, an excellent training game to see if you can make them so minimalist as they used to be.
12  Game Development / Newbie & Debugging Questions / Re: Poly to Poly or Poly to Rect Collision detection? on: 2011-05-25 00:32:33
poly to rect makes no difference in my opinion, an unnecessary optimisation unless necessary for some reason.
13  Discussions / Jobs and Resumes / Re: ATTENTION GAME DEVELOPING GRADUATE IOS PROGRAMMERS! on: 2011-05-20 23:11:25
would be willing to do ex-office work, but not capable of doing it de facto under british taxes.
I have an office under Finnish law, don't know why it would be that mucj more complicated that way.
14  Game Development / Newbie & Debugging Questions / Re: Sidescrolling Plattforms on: 2011-03-23 00:54:25
jumping upwards, the moment you collide you are teleported to the top.
right now the platform tells the player where the player is.

player should just be a rectangle floating in space, until it gets gravity or movement commands or bumps into stuff.

the idea is to split it up more :

the player is continually affected by gravity Dy - his natural state is to fall
but, If there is floor under the player, he stays where he ( collides and ) stays on the platform
otherwise gravity takes place and he is dropping

you could for example test only the bottom of the player box downwards, to check whether the feet hit ground.
the collision tells you where the ground is, and the player accepts that he is not falling anymore
15  Discussions / Business and Project Management Discussions / Re: Browser/Applet games on: 2011-02-18 14:33:36
The KGS ( ) go client is a java applet, and works fine and dandy.

Sure it's not a AAA shooter, but I've never heard anybody complain about it. Solid as a rock.
16  Discussions / General Discussions / Re: Vote now in the official JGO logo contest thread with this topic on: 2011-01-04 23:58:12
b+ c+
17  Discussions / General Discussions / Re: New feature: applets? on: 2010-12-20 20:38:10
Since most people can make their own hosting, the main disadvantage there is that links eventually may well die. The same problem remains in linking to hosts via whatever tricks you guys might come up with.

Perhaps recommending people to put games into existing sites like GameJolt or JavaGameTome would be a solution, as that would also increase both the chances of gaining more exposure and longterm survival of the links, and since that sort of service is probably not the aim intended for launching directly from the forum.

Both activities, making your own hosting ( for the in-progress version ) and releasing to a 'publisher' of sorts once the game is playable, could be considered essential to the craft so makers should be encouraged to do both. Hosting builds basic understanding of html + how anybody can host their own stuff with a little work. Publishing gives you an idea of how hard it is to get more than a handful of people to play even passable games...
18  Discussions / General Discussions / Re: How long? on: 2010-12-15 16:50:27
First game, first time out, maybe expect about three months, as long as the scope is not much larger than pong. Some people make a point of whipping out small games once a month, but you have to be pretty adept and have very smalll scope games for that.
19  Discussions / Business and Project Management Discussions / Re: Searching for a "sexy" voice ;o) on: 2010-12-08 02:50:02
Ask 'Hot for Words' girl? ( Sending you a test packet with a light east european accent via PM, maybe it will do )
20  Discussions / General Discussions / Re: Video Game Art ... By Programmers on: 2010-11-30 00:42:38
None of it's a waste of time.. It's all magic, or the closest thing to it... Most people consider the fact that somebody in their acquaintance can make 'pong' a sign of arcane knowledge and that you know everything there is to know about computers, though of course the next demand may be to either make something like WoW or fix their computer :p
Also if you have a nearby IGDA chapter or similar potential hackspace / D&D / gaming groups, once you've cut your teeth you will meet people, and a strong game will attract another maker... theres always people who have artistic tendencies somewhere in the neighborhood.. Meanwhile, hell yeah, bash out some pixels
21  Discussions / General Discussions / Re: Video Game Art ... By Programmers on: 2010-11-29 19:24:25
As dishmoth said, stylization is one option, but it can be quite challenging also.
Like everything else of worth, art is a 10-year project to become adept at for most.
The results of beginner art are without exception 'naive' and though the maker may
feel that they are perfectly acceptable an objective viewer will often find them wanting.

I would say that abstraction and naive representation are the only realistic options available if one has no access to a graphic artist.

Abstraction: Look at games like Rogue, Dwarf Fortess, Minecraft, Darwinia. These are games where the the chosen aesthetics impose a restriction: a brutal minimum of hand drawn assets. This is one choice.

Naive Representation: Doodle Jump, Kloonigames ( Crayon Physics ). These games revel in the childlike quality of their graphics, take no shame in it and succeed.

I like to draw quite a bit but still find my work lacking the finish needed to be of production quality...
22  Game Development / Newbie & Debugging Questions / Re: Keyboard input on: 2010-11-15 19:51:00
'Please keep the 'A' key pressed down for 3...2...1..seconds. Thank you. We have now calibrated your keyboard. Please have a safe gaming experience.'
23  Games Center / Archived Projects / Re: Gunslinger 2 - sci-fi action top down shooter on: 2010-11-14 18:17:58
Lots and lots of sound errors on my Lifebook+XP

java.lang.NoClassDefFoundError: paulscode/sound/SoundSystemException
   at borb.gunslinger.model.item.Inventory.addItem(
   at borb.gunslinger.model.item.Inventory.addItem(
   at sun.reflect.GeneratedConstructorAccessor10.newInstance(Unknown Source)
   at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
   at java.lang.reflect.Constructor.newInstance(Unknown Source)
   at java.lang.Class.newInstance0(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at borb.engine.util.Util.newInstance(
   at borb.gunslinger.generator.pass.placement.LivePlaceDescription.getLive(
   at borb.gunslinger.generator.pass.LivePlacePass.executePlacement(
   at borb.gunslinger.generator.pass.LivePlacePass.innerGenerate(
   at borb.gunslinger.generator.pass.DebugPass.generate(
   at borb.gunslinger.model.Campaign.getNextMap(
   at borb.gunslinger.screens.GeneratorScreen$
   at Source)

24  Games Center / Featured Games / Re: Revenge of the Titans progress on: 2010-10-31 17:12:39
25  Java Game APIs & Engines / Android / Re: 3d (game) engine? on: 2010-10-31 00:30:14
If looking for Android engines, Shiva ( not java though ) may be your best bet so far as i know.
Uses Lua scripting but can be extended with c++ code at least, not sure about java extending, may be possible?
Apparently you can make a project and add more cpp code to the existing lua framework.
Sounds interesting, am going to test the free version this winter after a friend made a couple of projects with it and had positive reports.
26  Game Development / Game Play & Game Design / Re: Massive multiplayer puzzle on: 2010-10-26 01:09:55
Offering people modding power is easy, having the critical mass of users to actually make it become a phenomenon is the magic trick.
27  Games Center / Archived Projects / Re: SharpEar Challenge: Ear Training Game on: 2010-10-18 17:41:58
Works fine on my laptop XP, one thing bothered me:

on the second level, you need 90% to advance, but with 8 questions it means i must get 8/8.
if not allowed a wrong answer, percentage should be 100

I think it's a good little app, i suck at music so i could learn something from playing it
28  Discussions / General Discussions / Re: Getting started and actually getting something done. on: 2010-10-05 02:14:23
Basically all you have in a simple engine is an update loop in which you run the game logic, get the user input and update the screen.
Everything after that is chrome on top. ImmediateGraphicUserInterfaces, fancy HeadsUpDisplays, Loading screens, Splash screens, Menus and Settings...
Don't worry about making a full whatever-game-engine straightaway, it won't take long to strip down for the next project, and things
will change and live along the way. Of course it is wise to try to put all the clearly reusable code in separate packages, imGui particularly
is a good example of a highly reusable area of code.

Personally, depending on the game I would look at:

a general reusable framework ( loading, splash, game states )
level editor, if game needs it
sound systems
reusable graphics routines like Sprite, AnimatedSprite, ParticleEmitter

More advanced engines may have inbuilt level editors, 3D scenegraph tools, Texture compression tools, and so forth. But that's going a long way forwards.
The big-house toolchains are getting pretty impressive, they can do in-game animations with scripting and so forth, amazing terrain editors,
live resource swapping...
29  Discussions / Suggestions / Re: Shared code on: 2010-10-05 02:07:34
I think it would be a very valuable resource, and shared code is a fine forum for it, seems pretty quiet..( though now that i look at it, there's tons of stuff there!)
I know a full game is a huge mess most cases but that's just why it would be useful for people
to be able to look at other people's code and snoop around how others have solved problems.
No code is really perfect, so it doesn't matter if there's old or shoddy code, as long as any users
understand that they are viewing it at their own risk.

Truly nice clean implementations would percolate to the fore, some people might even trouble to clean
popular and much questioned after code more and provide still more useful insights.
What is certain that working in a vacuum is not a good thing, having to do group work will quickly highlight differences
in people's styles of code, their weak and strong areas. Much like go and chess games are analyzed we could have
dissections of what weaknesses or strengths are shown in certain problem areas, and so forth.
30  Java Game APIs & Engines / Android / Re: Game Engines? on: 2010-10-04 22:15:55
Shiva3D free to build test versions, about 170e for indie licence.
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