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1  Games Center / 4K Game Competition - 2011 / Re: Cave Rescue on: 2011-01-03 23:17:19
I can't pick up the last two guys on level 2 for some reason.  I run passed them, but they don't pick up like the others.
2  Game Development / Newbie & Debugging Questions / Re: How to program updating animation? on: 2010-12-31 16:49:56
You have to get used to working from the main game loop, especially with multiple entities doing animations.  You use states, as already posted, but those states are called from the main loop and only deliver the next frame of animation each loop, so you are updating all entities at once.  I keep them in a collection and then cycle through and update.  The update can use a main timer or just update each game loop, depending.  Threading just causes a lot of unnecessary complications in my  experience.  This way, you update all entities and then render and you know there isn't a large chunk of code getting executed each loop.  The game loop is the one and only loop needed.  That's an exaggeration, but I try to use it as much as possible.
3  Games Center / 4K Game Competition - 2011 / Re: Double Dragon 4K [Work In Progress] on: 2010-12-26 13:19:32
Interesting game.  I guess my only problem with it is the use of depth.  I think depth would be better if it were a little more limited, like say 3 different depth positions, that way you would pretty well know if you were lined up with a character.
4  Discussions / General Discussions / Re: Who feels sometimes like he (she) is using the wrong language? on: 2010-12-22 23:23:25
Quote
....flash is flash... you cant fight.... working every where

I think Java is better for a more in depth game than flash, but that may change.

That's the point, though.  The trend is away from c++ for productivity, especially concerning the web, and more and more apps are directed toward the web.  C++ has become no more than an underneath tool, so it's become more limited when actually making applications.  If you want to make low level tools, yeah, but the further you go downward, the fewer applications there are.  If you are into drivers, engines, etc, fine.  If you are into games and productivity apps, it's really not, anymore.

5  Discussions / General Discussions / Re: Who feels sometimes like he (she) is using the wrong language? on: 2010-12-22 18:58:26
Quote
The target is simply more important then the langauge or the platform. Regardless of if it does it well or badly, C++ hits all targets where as Java doesn't.

That kind of "one size fits all" doesn't really work in the real world, though.  Chances are you are going to find something specialized for the target platform or you would spend too much time.  There are usually specialized c++ apps for any target, so that's good, but there are also c#, as3, or java apps that cut even more development time off a project.  Java has smart phone and desktops, so that's a pretty big area.  But really, it boils down to developing a lot of apps so you become proficient at design.  If you've got something good going, you can hire a programmer for another target.  The trick is to have something good going and that needs experience with design, something c++ programmers don't have as much in my experience because of the nature of the language.  I talk to them on other sites and it's always these people that are doing some specialized graphics problem but they haven't written a game.  You get pigeon holed really fast.
6  Game Development / Shared Code / Re: Learning Class : Input Recorder on: 2010-12-22 18:37:06
Thanks for this post.  It's something I need to think about.  My games tend to end up a mess because of input.  I'm not sure I completely agree with saving every input, if that's what it's doing, but I need something more thought out that's available from the main loop.
7  Discussions / General Discussions / Re: Who feels sometimes like he (she) is using the wrong language? on: 2010-12-22 01:38:43
I don't think of c++ as being portable.  It's quite a bit of work to make it cross platform.  Sure, you can just drop the source, but most people don't like that, which means compiling for each platform.  Small indies usually just release a windows version. I don't think c++ is enough of an advantage in speed to make up for the inconvenience.  I can see possibly using c# and AS3 for a few projects, but not c++.  People I know that get involved in c++ usually get hung up on engine type things and never write games.  Not all, but a good share.
8  Game Development / Newbie & Debugging Questions / Re: Is Eclipse worth it? on: 2010-12-15 21:39:29
Netbeans seems more user friendly to me.  Nice tutorials, also.
9  Game Development / Game Play & Game Design / Re: Game type on: 2010-12-15 20:07:55
I think of multi-player as just passing packets of information back and forth.  It doesn't seem like it would be very interesting.  It doesn't even really seem like a game design problem, more like something underneath.
10  Game Development / Game Play & Game Design / Re: Game type on: 2010-12-15 17:01:19
Quote
IMO, multiplayer is always better than any AI. You can really out think your opponent, and that just isn't possible with AI.
I don't play much multiplayer, so I guess you have me there.   The games I have played, I ended up getting my butt kicked in about 10 seconds.   I was talking more about the programming aspect, though.  Programming becomes much more complex and interesting when these bots have to be good enough to provide some sort of game play.  I started programming puzzles, and it's completely different and more rewarding, especially because you can actually play your own game.  I am just scratching the surface, though, so who knows, maybe it will get old also.  I'm a laid back gamer and game writer, so I'll probably not do much beyond turn based gaming anyway.    I guess it's just something I've found to be more interesting in programming, personally.  I know multi-player can be very challenging, but also expensive to release a game that way except maybe p2p.
11  Game Development / Game Play & Game Design / Re: Game type on: 2010-12-15 00:18:32
Quote
Lately all my games are gravitating towards how I can make the most group fun. So, that means multiplayer.

I think multi-player would necessitate ai because someone could easily quit in the middle of a game and the ai would need to take over.  Maybe not, I don't play many multi-player games.   Your ai is light years ahead of anything I've done which so far is very simple fsm.  I think it could go too far.  In the end, it's still the game that matters and how fun it is.  Predictable behavior can increase strategy, like in chess.
Quote
I'm stuck to FPS because I like blood, action, killing cops and burning banks

Yes, but ai is very important there also. If they are just dumb cops that always do the same thing, the game will become boring.
12  Game Development / Game Play & Game Design / Game type on: 2010-12-14 23:15:00
I don't know if this is just me, but I've found I'm slowly moving toward writing games with more AI because it ends up being the most interesting thing to program.  Is that happening to anyone else?  At first it was all about story and I wrote adventure games.  Then the puzzles got more complex and had mini-games, and then I got sick of adventure games.  Now I'm on this kind of rpg thing that I shelved a while back and decided to pick up again.  It's not really that I like rpg's that much, it's just that there's more AI behavior and I know I'm just scratching the surface.

I think something like this article would be fascinating:
http://www.gamasutra.com/view/feature/1535/designing_ai_algorithms_for_.php
13  Discussions / Miscellaneous Topics / Re: Motivation? on: 2010-12-13 12:44:41
This is just Maslow's hierarchy of needs.  Also, we're all different so one thing doesn't necessarily work for everyone exactly the same way.  The tests were kind of ambiguous.  Some of us want to play guitar, some draw, some write programs, some do all, so even knowing this, it's still hard to get people functioning in a certain way that benefits a company.  I say company because that's where the financial rewards come into play, but companies that understand this and tap into it are going to do better.  Even unskilled factory workers can be given more autonomy and creativity and they will work better and be happier.   Although there was this implied socialistic behavior,  I think the company starters are generally people who need autonomy and creativity, so it's really why capitalism works better as a system.  Socialism claims to reward by need, but generally leads to stagnation because it's even a higher top down management system with more rules and regulations.  I think the really depressing thing about this is that it's well known, but hardly used by management because at the end of the day, people like iron fisted control.  They forgot to do a test on what motivates management and it's usually the desire to control others.
14  Games Center / WIP games, tools & toy projects / Re: WIP: Mummys Tomb on: 2010-12-08 21:52:46
I died too much, but I'm not very good at those games. 
15  Game Development / Newbie & Debugging Questions / Re: Taking turns? on: 2010-12-06 23:08:22
I'm working on a little turn based game and I keep the players in an array.  Then I can just do players[playerNum].doTurn();
If you are working on a two player game, it wouldn't be very important, but with more players, and different types, it becomes more useful.  You might want to set up a finite state machine if the player has choices and does different things for the ai part.  Actually, it would be completely unnecessary for a two player because the computer has to have ai and the human has to do input.  The human probably ended his/her turn on some input and then it's the ai turn.
16  Game Development / Game Play & Game Design / Re: Alphabetically arrange user objects on: 2010-12-05 06:08:12
What about a TreeMap with the usernames for keys?
17  Game Development / Newbie & Debugging Questions / Re: New to game programming on: 2010-12-04 18:55:31
Quote
but the biggest problem for me is that I cant figure out how I would know when I needed to use all of these things.

That's why I really don't agree with trying to start on the internal libraries.  I think it's better to pick a useful library and learn it well.  I know I don't understand a lot, but I don't really care.  I just want to write games.  The nice thing about java is that it's class based and I can add functionality by extending classes.  That's a lot better than trying to do things with scripts in my book.
18  Discussions / General Discussions / Re: Bottom of the barrel buck basic beginner needs advice on: 2010-12-01 04:45:28
Blender takes a while.  Try Blender 3d noob to pro.  There are also a lot of good youtube videos on using Blender.  A 3d engine is kind of the same deal.  Start with importing a model and move slowly.
19  Discussions / General Discussions / Re: Video Game Art ... By Programmers on: 2010-11-29 19:02:49
Quote
Your a programmer, so concentrate your time on getting the game built. I've seen plenty of artists and graphic designers who want to be involved in making some games but don't have the programming skill. If you have something to show then that makes you more attractive to get a designer working with you.

I think he's mainly talking about doing some very basic graphics.  I do disagree with the learn to draw method also, but a basic understanding of graphics will help your own presentation when showing your work, and many games can work with simple graphics, and there are a lot of tools out there to make simple graphics look better.
20  Discussions / General Discussions / Re: Video Game Art ... By Programmers on: 2010-11-28 18:51:23
One good free vector art program is called Inkscape.  It's not made for animation.  You do need to go through tutorials to get  a grip with it.  The thing about vector art is you are making individual pieces of characters and then combining, or grouping them.  An eye is an elongated circle with another elongated circle for the pupil, etc.  Then you group them, so they can be manipulated together.  You can move them around, copy paste, rotate, and edit.  It's actually more time consuming than doing a drawing, but the results will look better if you aren't an artist.  To overlap, you move an object forward or back.  Also, always make a very large character and then shrink it when you are finished.  If you can find something close to what you want on the internet, import it and trace  over parts of it.  That's one way of dealing with animation also.  Trace over the character frames and then make changes.  Simple animations can be as few as 2 frames.  A four frame walk animation will pass in a semi-professional game.  I use inkscape and gimp all the time and I recommend both.  Gimp is for painting, but can also be used for changing to different formats.  I usually import my finished Inkscape drawing into Gimp and save it as a png.  Inkscape is actually a more sophisticated art program than Flash, but doesn't have bone animation.
21  Discussions / General Discussions / Re: Video Game Art ... By Programmers on: 2010-11-27 02:41:56
Unfortunately, it's something that mostly takes practice.  One thing that should help is a vector art program.  It makes lined cartoon like art somewhat easier and smoother looking.  Animation is a subject onto itself, but usually you want a program that has bone animation.  Anime Studio would be one.  Flash also has it, if you already have it, but it's too expensive to buy for that purpose.  Do a search for animation software because there's quite a bit around and some of it is free.  Practice a lot and you'll get there.
22  Game Development / Shared Code / Re: Awesome collision detection algorithem on: 2010-11-24 22:38:27
Quote
boolean rectangleIntersects(float rect1x, float rect1y, float rect1w, float rect1h, float rect1x, float rect1y, float rect1w, float rect1h)

I copied and saved it because it's so simple and elegant, but it looks like some typo's up there.  There's no rect2.
23  Games Center / WIP games, tools & toy projects / Re: LWJGL Graphics Benchmark Test (WIP) on: 2010-11-17 04:02:15
How did you do the unsigned applet with hardware acceleration?
24  Discussions / General Discussions / Re: What it looks like when you don't have java installed on: 2009-05-10 20:12:38
Thanks.
25  Games Center / Archived Projects / Re: Emerald J -- Prototype build 1 (demo) on: 2009-05-10 20:05:33
It's a pretty good start.  I think it could use a little more structure of some kind.  Maybe different types of enemies with different behaviors and a little more of a goal rather just just blasting everything.
26  Games Center / Archived Projects / Re: Dot n Munch on: 2009-05-10 19:53:18
Interesting game. 
27  Discussions / General Discussions / What it looks like when you don't have java installed on: 2009-05-09 18:06:37
I had to go way back on a back up because of computer problems and went to  my site after I got firefox downloaded again but before I downloaded java.  It looks like a missing spot, more or less, the window doesn't show and firefox doesn't say you are missing a plug-in.  That's with Vista.
28  Games Center / WIP games, tools & toy projects / Re: Dark Past on: 2009-05-06 07:44:27
I should have taken care of that error before posting.  I just forgot about it.   Hopefully by next update I'll have something a little more playable.
29  Games Center / Showcase / Re: Bunny Press - A game made in 48 hours on: 2009-05-06 07:32:49
I ended up not dieing in one level, but not getting a key and just stood around.  That's amazing you could do that in 48 hours.  I can hardly do anything in that amount of time.  The instructions came a little fast, maybe letting someone click after they read them on each level would have been better. 

Once I get things figured out a little more in java, I want to cut my development time way down.  Not enough for Ludum Dare because of the rules about not reusing code, but maybe a game every couple months. 
30  Games Center / WIP games, tools & toy projects / Re: Dark Past on: 2009-05-05 15:55:32
Quote
I couldn't get them to do anything.  The attack button seem to be locked.   How is it supposed to work?

I guess the best thing for now is to immediately choose the move button and bring the characters up by the center of the screen somewhere.  After a move, the turn changes.  The icon above tells which character has a turn.  When you're up by the center somewhere, the attack button should work.  Then you choose an attack and highlight one of the enemies.  It should light up when the mouse has gone over it and an attack is chosen.  If you click when it's highlighted, the attack will occur.

Quote
As I said before, the 3d graphics are really nice, if a tad amateurish looking.. but I guess that's hard to avoid.

I'm using very low poly models, almost to the extreme.  I'd rather have the game load reasonably fast and have a larger selection with more animations.  I'll probably work on other scene graphics to add a little more interest, though.  Other types of trees, maybe a few stumps or something and possibly some hills that just get plunked down in different places.  Most of my stuff just has an amateur look so I get that quite a bit.  I don't focus on graphic details very well.  These characters aren't even textured.  I used vertex coloring.  I think it's becoming my trademark.  I figure online games is a natural for me because the expectations are lower.
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