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1  Game Development / Articles & tutorials / Re: How to draw Tinto the Fox on: 2015-09-14 13:18:49
Oh, sorry, I forgot to add the link: https://www.behance.net/gallery/27195277/Tinto-the-Fox-and-Magical-Brush
2  Discussions / General Discussions / [solved][libGDX] Texture compression with packed texture atlas? on: 2015-09-13 12:46:45
Is there a way to use texture compression with a TextureAtlas?

The doc (https://github.com/libgdx/libgdx/wiki/Texture-Compression) says there is a way to compress texture:

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Pixmap pixmap = new Pixmap(Gdx.files.absolute("image.png");
ETC1.encodeImagePKM(pixmap).write(Gdx.files.absolute("image.etc1"));


And use it later:

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Texture texture = new Texture(Gdx.files.internal("image.etc1"));


How about atlas?

-------------------------------------

Ok, seems like the answer is:
1) Take atlas PNGs and compress them manually
2) Make surgery to the atlas file replacing all PNG-references to ETC1
3  Discussions / General Discussions / Re: [libGDX][GWT][HTML5] Bleeding on: 2015-09-02 10:06:19
I dunno. To me it seems like browser renders each texture to some buffer and then it renders the buffer's content to the browsers canvas using hardcoded Linear filter. The buffer is not gemserk-processed obviously and that gives the bleeding. Telling GDX to use Nearest filter somehow resolves the issue so I'll stick to that option.

So in summary if you have the same problem: Force Nearest/Nearest filter on the GWT/HTML5 back-end.

nice fox btw! Smiley

Thanx!
Here is the bonus tutorial for you from the artist: http://www.java-gaming.org/topics/how-to-draw-tinto-the-fox/36596/view.html
 Smiley
4  Game Development / Articles & tutorials / How to draw Tinto the Fox on: 2015-09-02 09:56:59
Hi everyone!

Here is the tutorial from my teammate explaining how to make simple yet candy graphics for your games:
If the Flash Player Plugin is disabled in your browser (and it should actually be disabled) here is the link to the video: https://youtu.be/nkchYSJu2PA

Have a nice day!

<a href="http://www.youtube.com/v/nkchYSJu2PA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/nkchYSJu2PA?version=3&amp;hl=en_US&amp;start=</a>
5  Discussions / General Discussions / Re: Azul Zulu on: 2015-08-20 17:25:04
This is a good news.
Since this week the Oracle IT security executive announced that Oracle's primary concern is protecting its intellectual property, not security.
6  Discussions / General Discussions / Re: [libGDX][GWT][HTML5] Bleeding on: 2015-08-20 13:08:40
Weird fact: when I switch filtering to Nearest/Nearest the bleeding fades away BUT everything looks smooth like Linear/Linear was applied.
7  Discussions / General Discussions / [solved][libGDX][GWT][HTML5] Bleeding on: 2015-08-20 12:52:55
Hi

I use Gemserk-processed textures. However they bleed on the GWT-backend (black frame around the fox). Any ideas how to fix it?


Texture:


gwt-bleeding:

8  Discussions / General Discussions / [libgdx]How to import external Eclipse projects/ JARs into the GWT-HTML backend? on: 2015-01-28 18:36:54
Hello

Sorry if the question was answered already.

I'm having a problem running my project when depending on external JARs and other Eclipse projects.
The desktop version works fine. However the GWT/HTML projects seems unable to see dependencies
I can't run the html version - it crashes with this message like:
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[ERROR] Line 6: The import com.jfixby.red cannot be resolved
[ERROR] Line 7: The import com.jfixby.red cannot be resolved
[ERROR] Line 8: The import com.jfixby.red cannot be resolved
...


while the referred lines are:
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import com.jfixby.red.mp.TheGame; // inside other project
import com.jfixby.red.triplane.fokker.starter.gwt.FokkerStarterGwt; // inside other project
import com.jfixby.red.triplane.fokker.starter.gwt.FokkerStarterGwtConfig; // inside other project
...


Here is what I did:

1) I removed all required my (external) dependencies from the gradle-produced projects build path. So it shows red ("unable to compile") flags.
2) I compiled all my dependencies (eclipse projects) to *.JAR files
3) I edited the build.gradle file in the root project of the gradle-produced projects by adding the following text:
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        compile fileTree(dir: 'D:/[DATA]/[DEV]/libs/red-triplane', include: '*.jar')
        compile fileTree(dir: 'D:/[DATA]/[DEV]/libs/red-triplane/examples', include: '*.jar')
        compile fileTree(dir: 'D:/[DATA]/[DEV]/libs/apache-commons', include: '*.jar')
        compile fileTree(dir: 'D:/[DATA]/[DEV]/libs/spine', include: '*.jar')

in each of these sections: html and desktop

4) Then I clicked Gradle->Refresh All and it removed all the red flags from the (1). Also it added my jars into the Gradle Dependencies section of the gradle-produced projects build pathes.

Now it all perfectly works for the Desktop gradle-produced backend.

However it doesn't work for the HTML backend. Still the same problems as described above.

Assuming I need source code of the jar to compile the GWT. (Not sure that is correct assumption)

I did the following:

1) I unpacked the first jar apache-commons-io.jar into the newly created eclipse project. Now I have the jar's source code.

2) I created ApacheCommonsIO.gwt.xml and placed it near the GdxDefinition.gwt.xml and GdxDefinitionSuperdev.gwt.xml files:
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<?xml version="1.0" encoding="UTF-8"?>
<module>
   <source path="/org/apache/commons/codec" />
</module>


3) Then I add the following line: <inherits name='%package_name%.ApacheCommonsIO' /> into the GdxDefinition.gwt.xml and GdxDefinitionSuperdev.gwt.xml
so it looks like
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<module rename-to="html">
   <inherits name='com.badlogic.gdx.backends.gdx_backends_gwt' />
   <inherits name='com.badlogic.gdx.physics.box2d.box2d-gwt' />
   <inherits name='com.jfixby.redtriplane.fokker.gradle.GdxDefinition' />
...
   <inherits name='com.jfixby.redtriplane.fokker.gradle.ApacheCommonsIO' />
...

</module>


4) Then I edited ApacheCommonsIO.gwt.xml and explicitly wrote the source folder location:
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<?xml version="1.0" encoding="UTF-8"?>
<module>
   <source path="D:/[DATA]/[DEV]/commons-io-2.4/src/org/apache/commons/io" />
</module>


I did the same steps for all other JARs. It passed successfully compiling all steps until reaching the same result "The import cannot be resolved".

I have no ideas what else I can do.

So... again: how to import external Eclipse projects/JARs into the GWT-HTML backend?
9  Games Center / WIP games, tools & toy projects / Re: I like smell of polygons in the morning on: 2015-01-10 02:02:17
Here is a demo of the Map Editor:

<a href="http://www.youtube.com/v/6Opf4gVd2dY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/6Opf4gVd2dY?version=3&amp;hl=en_US&amp;start=</a>
10  Games Center / WIP games, tools & toy projects / Re: I like smell of polygons in the morning on: 2014-11-14 14:51:29
Just attaching the first rasterization attempt: http://jfix.by/wp-content/uploads/2014/11/raster.jpg

11  Games Center / WIP games, tools & toy projects / Re: I like smell of polygons in the morning on: 2014-08-18 19:01:49
This was just a mistake in the rotation's matrix.
Here is the new update:

12  Games Center / WIP games, tools & toy projects / Re: I like smell of polygons in the morning on: 2014-08-16 23:15:42





a bit buggy, but you can see the concept
13  Games Center / WIP games, tools & toy projects / Re: I like smell of polygons in the morning on: 2014-08-12 18:33:58
Thanx for comments.

Yep right now I'm working on the step 6: to tilt the surface and to see it through isometric view.

If you look at the picture (one with captions), you can distinguish a 14Patch pattern (usual 9patch for concave sprites and 5 more for convex). Basically I'm revers-engineering the StarEdit (StarCraft Map Editor)

Here are the steps I'm trying to revert:

Step 1: Start StarEdit and draw random level.





Step 2: Turn-on grid to see sprites.



Step 3: Stretch everything 200% vertical.



Step 4: Rotate 45 degrees.



Step 5: Let’s see now




14  Games Center / WIP games, tools & toy projects / libGDX-based ISO on: 2014-08-12 10:48:47
Hi everyone!

Just want to share some funny stuff I do on libGDX.


Step 1:
 Draw one png-file



Step 2.
 Read it as RGB-function and print to console in ASCII format:
 

Step 3.
 Each color represents one type of terrain: grass, water, dirt or snow. Process the RGB function to extract material-joints (borders?)

water vs dirt
 

dirt vs grass
 

grass vs snow
 

Step 4.
 Compose results from the step 3:



Step 5. Render it!
 

Check out these polygons!
 

Hope you like it!  Wink


Have a nice day
J
15  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-23 10:11:28
Here are the rewarding postcards as was promised.



Have a nice day!
16  Discussions / General Discussions / [libGDX] How many cameras can I create? on: 2014-05-22 18:14:32
Is it ok to create multiple OrthographicCamera objects in libGDX?

Assume I'm trying to create a parallax screen with multiple layers. Each layer has it's own happy story:
- Far distant layer is showing us a sunset (5 sprites),
- mid-layer contains a group of dancing gnomes at a party (50 sprites and animations)
- and on front we have our Mario jumping on platforms (our game in action)

Is it a good idea to use one separated camera for each layer so I can imitate the parallax effect?
Isn't it too heavy java object? Are there better solutions?


17  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-21 20:23:58
OK next theme is
http://picfight.org/2014/05/21/10-unusual-types-of-transport/
“Unusual Types of Transport”

Instructions:
1) Draw your transport and send it to pf10@picfight.org Don’t forget to attach your artwork and your profile link.
2) Try to do it by the end of the 26th of May (Monday). Or at least drop me an e-mail that you are drawing and you just need some more time.
3) Wait for the publishing day and claim your reward.

Have fun!
18  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-20 15:55:20
Here are the results.
Behold!

http://picfight.org/2014/05/20/9-results-show-us-your-monsters/

Plum Tree
Click to Play


Ksen



[Tieller]



Tamri Nizharadze



Solid Air



Annelley:



Little Sherbul’s



J Fixby

19  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-11 15:37:03
Last week some folks told me to make proper community website for the picfights. So I spent all days deploying this: http://picfight.org
Currently it is in beta mode. You are welcome to try it. Have a nice day!

20  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-05 18:25:16
Well if you can make something that would make you REALLY proud of yourself, that would be enough.   Smiley
21  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-05 11:31:03
22  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-03 14:06:01

Right now I’d like to announce the next theme and anybody here is welcome to join.



PicFight #9: “Show your monsters!”
The task is to think out, to reveal your deep fears and to draw a monster. Otherwise you can draw any other monster fitting to a computer game or to a horror movie. Preliminary deadline is the 19th of May.

Here are the clear instructions:
1) Draw as many monsters as you want/can and send them to jgo-picfight @ jfixby.com Don’t forget to attach your artwork and your profile link.
2) Try to do it by the end of the 19th of May. Or at least drop me an e-mail that you are drawing and you just need some more time.
3) Wait for the publishing day. Deadlines are flexible: we prefer to wait a bit more but to get more fun in the end. So postponing deadlines is quite a regular practice in PicFights.

Everything we do is for the sake of fun!

Also the master of the game has a personal obligation to send to each participants a rewarding postcard.

Have fun!
23  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-05-02 18:11:58
So how about next fight? Any volunteers?  Smiley
24  Games Center / WIP games, tools & toy projects / Re: Game Language Expressiveness through Landscape on: 2014-05-02 12:34:21
ok, have fun
25  Games Center / WIP games, tools & toy projects / Game Language Expressiveness through Landscape on: 2014-05-01 15:42:55

Let’s consider a square maze structure.



Square maze consists of two types of bricks: beams (walls) and joints. Both brick types have it’s length and width, and even being related, they still can be represented using 4 linearly independent variables. So in total we have 16 optional maze structures == (2 options: long/short)^(4 variables)

Let’s see how game language expressiveness is changing with the variables:
- large rooms connected with tiny Alien-style air shafts,
- anthill – small corridors, tiny walls,
- classic platformer with wide walls and tiny platforms,
- “aztec temples” – huge vertical rooms and tiny secret tunnels in between
- etc…

Also it is important to mention that tunnel sizes affect player’s impression of the game dynamics. For example, combining tiny corridors with big rooms will suggest frequent stops to rest, “aztec temples” bring some discomfort, no rooms at all provoke claustrophobia.

Here you are welcome to see all the 16 options, find the interesting ones among them, and try to describe your deep reactions. The player’s character is pink, btw.

Finally, the most amazing part is that we have these strong effects even with no game graphics at all. Now imagine what is going to happen when we have some.































26  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-04-09 19:42:10
thanx,
authors really appreciate a lot of comments  Grin
27  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-04-08 07:57:36
OK, people. Today I'm publishing the results.

Click, watch, be amused:  Grin

J Fixby:





Ksen:



Sherbul:







Maike Sommer:

http://jfix.by/wp-content/uploads/2014/04/gesamtvorschau_end1.jpg



Nodakemi:

Mirror shows players level of madness:





Don’t miss the gif file!
http://jfix.by/wp-content/uploads/2014/04/pony.gif
 
Click to Play




28  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-04-04 08:54:23
Anyway, about the game.

It is called PicFight and rules are simple:
1) Master of the game (usually it is me) publish one drawing subject and a deadline.
2) Each participant draw at least one artwork for the subject, hide it from other participants and secretly send his finished/unfinished works to the master of the game.
3) Then after the deadline the master publish all works.

Here I have a few examples from the previous fights I was running:

PicFight: "Robots-Killers, PixelArt (32x32 pixels limit)"

"I'm sorry Dave"
                    

Click to Play


Then there was another one about postal stamps:

    
Click to Play
      

The fight is not really centralized somewhere or attached to a specific social network/forum. Mostly I run it by e-mail. Right now I have at least three participants and current subject is "Game Concepts: Imagine yourself being a game-designer and produce as much game concepts as you can."   Looks like quite rich subject.

So I was wondering if anybody here want's to participate in the fight?

Here are the instructions for you:
1) Draw as much game concepts as you want/can and send them to jgo-picfight @ jfixby.com Don't forget to attach your artwork and your profile link.
2) Try to do it by the end of the 6th April. Or at least drop me an e-mail that you are drawing and you just need some more time.
3) Wait for the publishing day.

Deadlines are flexible: we prefer to wait a bit more but to get more fun in the end. So postponing deadlines is quite a regular practice for PicFights.  Everything we do is for the sake of fun!

Are you good to go?


29  Discussions / General Discussions / Re: Are there any artists on this forum? on: 2014-04-04 08:17:09
mmm
this one reminds me of the StarCraft I:



30  Discussions / General Discussions / Re: What do you do to cut development time? on: 2014-04-02 18:41:49
Creating any new product is usually about iterations. You can effectively cut your development time by reducing time spent on one build cycle and increasing the number of cycles -this will help you to recognize problems and fix them earlier and cheaper.

Here is a trick I use for game programming:
1) Create a Java interface which represents some perfect game engine that has all possible features of all possible game engines, and that is an absolute perfection of all game engines ever. This step is quite cheap because you don't really write any code except method definitions.
2) Write your game using this so-called-game-engine. Here you should write some good code because it is going to be reused a lot in the future. Any line of the code you write here should bring you closer to the release. It is all about finishing, right?
3) Then you write some real-crappy-mock-but-still-working code implementing the promised functionality of the so-called-game-engine. BUT you don't really implement everything, you just implement what the game actually requires and nothing else. Cheap and fast code.

Summarizing what you have in the end:
A)"Fail fast" -  You just wrote some working code giving you the prototype/build-version of your game. (Now you can test it and trash it realizing how wrong was the original game concept  Grin)
B)"Design by contract" - The resulting code architecture is good for maintenance: whatever crap you wrote for the "perfect-game-engine"  it is not affecting your game. The crap is hidden behind "the perfect interface". Now you are free to fix it, you are allowed to spend years in philosophical meditations about perfect code solutions, or you can just ignore it for any reason you have in your mind.
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