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1  Discussions / General Discussions / Re: Recent bout of spam on: 2009-12-03 19:20:37
How about a grid of checkboxes, and you have to check them to make the letter J? There could be a picture next to it showing how to do it even, and that could kill off tons of bots, and be easy enough for anyone to do.
2  Discussions / General Discussions / Re: Revenge of the Titans progress on: 2009-11-04 16:46:50
Ah, it's great to see this coming along! Looks great with the color scheme update.
3  Games Center / WIP games, tools & toy projects / Re: Quadtris on: 2009-10-19 19:53:05
Quite a nice game, though I swear I've played a tetris game called quadtris before... I think it was on DOS though a LONG time ago on my 386.
4  Games Center / WIP games, tools & toy projects / Re: Stickmen Wars on: 2009-08-18 22:17:53
Pretty fun game! With more modes and less of a proto-type feel to it, it could be pretty awesome. It kind of reminds me of games I played on my calculator in high school, but much higher quality of course Cheesy
5  Games Center / WIP games, tools & toy projects / Re: LWJGL water shader demo. on: 2009-08-09 01:34:58
Wow, 2200 fps steady on 1.8 ghz single core AMD 3000+ and 8800GTS 320 mb
6  Games Center / WIP games, tools & toy projects / Re: Quick 'n Dirty Verlet Fluids v0.1 on: 2009-08-09 01:30:54
8-15fps on 3000+ 1.8 ghz single core with 8800GTS 320 MB.
7  Games Center / WIP games, tools & toy projects / Re: Working on a new engine on: 2009-08-08 17:34:44
Basically, I have 3 integer arrays, one for storing each color brightness, and then, as lights are added, they add to those masks. It's a little more complex than that but that's the general premise.
8  Games Center / WIP games, tools & toy projects / Working on a new engine on: 2009-08-07 19:35:48
So, lately I haven't had the most ideas relating to games that I have also had the desire to work on, so I started making a super basic engine in Java/lwjgl/slick. So far, I've added some basic tile lighting effects, because I might make some sort of a roguelike or a shooter or something with it, and I want the retro feel. Anyways, here's the tech demo for any interested in seeing how it's coming along:

9  Games Center / JGO Comp 2009 / Re: Cat On A Wire on: 2009-08-03 17:13:59
Pretty fun, and even multiple levels! Though after playing that for a few minutes, those sound effects becomes extremely annoying, haha. Great art though for such a short time Cheesy
10  Games Center / JGO Comp 2009 / Re: Steel Mill Duke on: 2009-08-03 17:04:27
Yeah I agree. There should maybe be a button to press to speed it along or something. Also, it would be cool if you couldn't fold the bar into itself without losing or something, since it looks rather glitchy if you just tap left and right repeatedly. Cheesy
11  Java Game APIs & Engines / Tools Discussion / Re: Need IDE with native font rendering on: 2009-07-20 15:32:11
I tried that command as well as another one I found on google, but it doesn't appear to do anything.

EDIT: If I turn off font smoothing in Vista all together, it appears to fix it, but then the rest of the OS looks really ugly compared to with ClearType on. For some reason, it seems like Netbeans notices I have font smoothing enabled in the OS and then applies its own ugly version of font smoothing, but it won't if I don't have it enabled in the OS. Is it possible to enable font smoothing only for certain programs in Vista?

EDIT2: Adding " -J-Dawt.useSystemAAFontSettings=false " to the default options in the netbeans.conf file fixed the issue. I still would like native font smoothing, but now it's completely bearable.
12  Java Game APIs & Engines / Tools Discussion / Re: Need IDE with native font rendering on: 2009-07-20 09:18:37
I found a bug listing for exactly my problem with the font rendering here: I guess I just have to wait for it to be resolved. Supposedly it has to do with using more up to date versions of the JDK. Sadly the update has been around since February, and hasn't gotten any attention, so I don't know if they ever plan on fixing it, which is a shame, since it's a good IDE otherwise.
13  Java Game APIs & Engines / Tools Discussion / Need IDE with native font rendering on: 2009-07-20 08:44:19
Well, I have wanted to take my development mobile, and onto my laptop. The problem is that Netbeans, my IDE of choice, renders fonts horribly ugly compared to other applications on my laptop. Here's a screenshot to show the comparison between netbeans and wordpad of the same font and the same size and color. The top one is netbeans and the bottom one is wordpad:

Now, I really need a solution to this, as I CANNOT develop with that font as I am prone to migraines, and it hurts my head a lot after a few hours. Any suggestions of an IDE that doesn't have this issue or a fix for netbeans 6.7 would be greatly appreciated.
14  Games Center / Archived Projects / Starting a new card game on: 2009-07-15 06:37:36
So, I began work on a new card game to test my skills, since it seemed like a good step up from what I've been doing (having lots of phases and requiring a slight bit of creativity Wink ) Anyways, it's coming along pretty well, and anyone who's interested can read about it here:

Here's a small screenshot of what it looks like at the current moment:
15  Game Development / Game Play & Game Design / Re: New member: can I ask for some guidance? on: 2009-06-19 07:43:58
I started learning Java about a year ago, and the way I found to be the best route, is once you're through with the basic java tutorials, to start remaking games in raw Java2D, as is said here. First I made a pong clone, then a simple shooter, and etc. If you want to learn Java fast I would recommend to just remake games that way you can focus on learning how to mimic game interactions and such without worrying about designing at this point, but that's just me.
16  Games Center / Featured Games / Re: Minecraft on: 2009-06-15 06:35:08
Haha, while playing online, a lot of people like to destroy things you make, so I made a tower with a total of 6 staircases. 4 twisting around the externals of the tower and a double helix staircase in the middle. After the tower got ravaged by griefers, 3 of the staircases were still functional Tongue Guess my planning succeeded! Cheesy
17  Discussions / Miscellaneous Topics / Re: Happy Birthday, Markus_Persson! on: 2009-06-10 06:44:19
This is what happens when someone mentions coincidence on a programming forum Cheesy
18  Discussions / Miscellaneous Topics / Re: Happy Birthday, Markus_Persson! on: 2009-06-08 22:01:24
My birthday is June 1st as well! Some kind of sinister coincidence?  persecutioncomplex
19  Game Development / Performance Tuning / Re: How can I get a decent speed out of something like this? on: 2009-06-07 23:28:11
I got some help from kappa and others on lwjgl's irc, and also I added a multi-pass update function to speed things up a bit.

Now it runs rather nicely (150-300 fps) on a 400x300 grid with 2x2 pixels to fill 800x600. I still am going to improve the rendering so that whenever the grid becomes full of sand, it won't lag as much by combining clumps of pixels into single rectangles or something.
20  Game Development / Performance Tuning / Re: Math.random() on: 2009-06-04 01:59:08
I like the Mersenne Twister. Just saying its name makes me happy. I pretty much use it in all my projects that require any kind of randomness, just because I found a really nice source code for it that lets me pull booleans and bytes, etc, easily, and get the randomness I desire.
21  Game Development / Performance Tuning / Re: How can I get a decent speed out of something like this? on: 2009-06-03 16:55:21
Well, the drawing is taking up 95% of the CPU at the moment, so would that still be the case? Also, I rigged an equivalent boolean grid to hold which values need to be re-rendered, and that slows down the initial frames from 15 to 8, but once all the pixels have fallen to the bottom, I get the full 60 fps I have set as a limit at the moment.

Okay, I tried making a buffered image and using setRGB to set the pixels, but it appears slick can't render a buffered image. I tried casting to an image, but it can't be cast to a slick image, and slick can't draw awt.image data =/

EDIT: Found a BufferedImageUtil in the javadocs for slick, but it returns a texture and I'm not sure how to render that. Also, even before rendering it, just setting the texture data is slower than drawing all those rectangles and setting the ints.

EDIT2: I got it working at an okay speed for now by rendering 4x4 rectangles instead of 1x1. Here's the current source code now:
22  Discussions / General Discussions / Re: What does the average user have, as in graphical power? on: 2009-06-03 16:13:15
I think the x3100 Intel integrated card is about the average performance of most desktops these days, since many new ones only come with integrated graphics.
23  Game Development / Performance Tuning / Re: How can I get a decent speed out of something like this? on: 2009-06-03 15:59:28
Thanks everyone for these great suggestions. I'm going to implement them and see how it works. I was thinking of trying to use a VolatileImage, but I'm not sure slick supports them.

EDIT: Incorporated them all, and the framerate is still the same, but when I turn off rendering the rectangles, I get about 15-20 more fps with these new changes, and I get about 75 instead of 55-60 fps average (55-60 being the frame rate without any rectangles before the changes.) I guess that means I do need to find a better way to render all those pixels!

EDIT2: I profiled the program, and the draw method is using 95% of the CPU time during the whole run of the program. Anyone know how I can write these pixels to some kind of hardware buffered texture easily? I have about 198,432 rectangles to draw per frame at the moment Smiley
24  Game Development / Performance Tuning / How can I get a decent speed out of something like this? on: 2009-06-03 05:04:54
Basically, if you have seen burning sand or the like, I want to make a simple clone of that, but am having trouble with the fact that it's very laggy to iterate over the entire grid every frame.

Here is the current script I have, and I'm sure that there is a better way to do this:
25  Discussions / Business and Project Management Discussions / Re: Can independent Java game developers make a buck (or two)? on: 2009-06-01 19:05:43
Sounds pretty awesome, if pulled off well. You could find gear to equip, which would be parts, like a computer for AI control when not using the droid and such.
26  Game Development / Shared Code / Re: Volume/plane intersection on: 2009-06-01 05:51:31
You left out number 5, which is also quite entertaining to watch.
27  Discussions / Business and Project Management Discussions / Re: Can independent Java game developers make a buck (or two)? on: 2009-06-01 05:32:00
Cas, I played Droid Assault, and I have to say that game is awesome! I might be a sucker for clean menus, and graphics, but it was pretty damn sweet. Great job on it! Cheesy
28  Games Center / Featured Games / Re: Minecraft on: 2009-05-30 22:40:06
I think the plant is the weakest graphic of all, just since it's not as box-like as the rest of the graphics. Kind of ruins the box...ness? This game is too addictive Tongue I made a house in it... of some sorts ^_^

EDIT: I found a small... maybe a bug? Since the build height is so close to the cloud height, you can jump outside of the clouds and it looks kind of glitchy.
29  Games Center / Featured Games / Re: Minecraft on: 2009-05-28 03:43:09
Wow, I love the new sky, plus the trees. I also like the fog instead of just clipping out the far away tiles. This seems like it would be super fun on network, just to build stuff, and what not Cheesy
30  Games Center / Featured Games / Re: Minecraft on: 2009-05-22 01:56:10
Hehe, I love the simplistic pixel-art style blocks. Pretty damn fun, my major suggestion would be to be able to build off of ledges instead of just from the the ground up, so you can make bridges easier Evil

Also about there being "no gameplay" I have to say, there is! haha, it's quite fun to just build in it Tongue

Whenever I hit 6... a weird... bush appears? :O
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