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1  Discussions / General Discussions / Re: Xbox One indie self publishing is a Go! on: 2013-07-25 01:14:27
Still needs more ketchup...   Sony literally only needed their sales pitch to be "we're not like Mircrosoft" so many times so far, I'm incredibly amused.
2  Discussions / Miscellaneous Topics / Re: if you are not a programmer, what would you be ? on: 2013-07-05 00:33:24
What I am right now.   Naval Nuclear Propulsion Operator...

3  Discussions / Miscellaneous Topics / Re: I'm a Duke! on: 2013-07-05 00:32:31
Oh I get it, duke!   Grin

:walks off before the slow jokes start:
4  Java Game APIs & Engines / Java Sound & OpenAL / Re: Need a really simple library for playing sounds and music? Try TinySound. on: 2013-06-30 19:13:20
<3 I got it working in 20 mins, from not knowing anything about sound.
5  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-28 21:50:09
After seeing all of your great Internet speeds, I feel like laying down on the floor in a fetal position crying in wish that someday I could have a non-rednecky Internet provider.  Cry

You should have saw my laugh the first time I saw download speeds on steam hit 2MB/s...   Should have been an evil scientist.
6  Discussions / Business and Project Management Discussions / Re: Artist Drop on: 2013-06-28 12:10:21
not my art...   Just an artist I watch.
7  Discussions / Business and Project Management Discussions / Re: Artist Drop on: 2013-06-27 22:58:17
Somewhat intentional probably.   Work has a tendency to get ripped by other websites that harvest advertising.

Just figured some people here would interested in an artist that is looking for you, instead of the other way around.
8  Game Development / Game Play & Game Design / Re: An evolution-esque Idea on: 2013-06-27 22:09:40
I was tempted to make a web browser game where a person makes a program that determines how their plant grows.   Grasslands online just another thing that will probably never happen.

The hardest part in most cases is finding interesting attributes for the player to mess with, stimulus that the players can easily understand, and strategies that are not utterly dominating.

If you want to get ideas look at how bacteria in the gut works, deep sea ecosystems(especially whale caucuses), and maybe some molds/mosses.

If you want something more game like maybe creeper world could provide some interesting ideas.   http://www.youtube.com/watch?v=AKndk7Msgc8

edit: missed a negative
9  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-27 21:27:36
Norfolk <3  so much better than back in Wisconsin.   Our cable company literally capped us at 100-ish-Kb/Second,  there were days I'd purposfully would pause downloads briefly so I could watch it get up to 200Kb/S then slowly drift down to 100 when their traffic shaper realized what was happening.

10  Discussions / Business and Project Management Discussions / Artist Drop on: 2013-05-31 17:37:13
Just dropping the name of an artist I watch on deviant art, and have enjoyed talking to(briefly).   Recently graduated college(animation degree) and is looking for freelance work to hold herself off.   So for anyone looking take one and thanks.

http://unodu.deviantart.com/journal/

http://elaineartblog.blogspot.ca/p/portfolio1.html

http://unodu.deviantart.com/art/LifeStream-shortfilm-367902904


11  Games Center / WIP games, tools & toy projects / Re: Game So far. on: 2013-05-09 03:20:02
Have basis for environment interaction down.   However currently lacking ability to have an action do more than one thing, which I already have a general idea for how I'm going to do.   Which is my next programming goal, which will allow for things like push boxes and environment animation(door/switch).

Making a zelda-alike.   With no combat, no inventory, with a heavier focus on story and obviously the environment being your tool(with no inventory).

Also  plans to redo the map in general and use google sketch up for working graphics.  Will take a bit of work to make the environment, and converting to 2D but probably worth it in the long run for displaying intention better(especially with some of the custom-i-ness I want).

Kinda annoyed that I went with polygon collision when I don't ever see myself using anything but squares in the future Cheesy

<a href="http://www.youtube.com/v/Wf1fVrZKJhA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Wf1fVrZKJhA?version=3&amp;hl=en_US&amp;start=</a>
12  Game Development / Game Mechanics / Re: Arrow Bow Physics - Help! on: 2013-05-06 04:09:34
The Squared/cubed/further and extra X functions for velocity/gravity and similar is used to represent time/total.

Which would mean that you can get away with far simpler math if you keep track of the totals yourself(Location, Velocity, and Acceleration).   In this case your real velocity because you're dealing with speed.

So to simulate an arrow going off You're going to add a large amount to X-Velocity and Y-Velocity.   Then each game tick you going to add X-Velocity and Y-Velocity to your arrow location  X-Location/Y-Location(assume that all values can and will be negative).

To draw your Arrows tail you're you're going to base your angle on the new location and your old location for drawing.  Going to take trig and maybe some linear math depending if you're not drawing a sphere.

The fun part now is simulating acceleration.   For this we're going to have the variable X-Acceleration and Y-Acceleration,  and we're going to add them to velocity each tick.   In the case of gravity we're going to have a Positive Y-Acceleration(assuming 0,0 is the top left corner).  

Now if we're going to add friction this also becomes pretty simple to simulation, each tick we're going take X-Velocity and Y-Velocity closer to 0(with simple addition/subtraction after we've found wither velocity is negative/Positive).  

Believe or not that logic above is the logic behind calculus since you're using derivatives there, Though I'm Sure It'll piss off someone who takes math seriously(and forgot that it only exists for communication).

______________

The next thing we need to consider is force/acceleration in a direction that isn't 90 degrees.

For a pet project I want to to graph 360 points, with Sin as the X values and Cos as the Y values(Make sure you multiply by 20 or 30 or you'll just get a useless point).

You should notice that You ended up drawing a Circle.   Now with a bit of logic you'll realize that A) All the points are the same distance from the center(the 20 or 30 you multiplied by)  B) that at the 0/90/180/270 angles that that you're going to have one value of X/Y be the 20 or 30 you multiplied by and the other value be 0(which is a restatement of A).  

Which means that with some code wrangling you logical way to create a force/acceleration value(for adding) in any direction/angle.

_____________

EDIT: of course to work with this you're going to want a fixed tick(delta) if you have anything that is multiplicative, and you can not lose ANY time in your game loop
13  Discussions / General Discussions / Re: Your favorite platform games of the last five (5) years? on: 2013-05-03 14:36:49
Mark of the Ninja  Grin

Prince of Persia games.

Mirrors edge <3

14  Discussions / General Discussions / Re: Kindle version of programming books compared to actual books on: 2013-04-05 01:25:48
They have been my only choice and essentially only reference while on naval underways.

If you grab the source code separately(or even print it out yourself) the worst part isn't so bad.   Code always ends up with small text, then it's all indented like 4 tabs on both sides(instead of something sane like 4 tabs on the left and 1 on the right), causing some silly annoying word wrap to happen.

You also don't have an easy way to just flip back and forth between an example and text on different pages.   We've all been there where there's this huge wall of code with 5 or 6 pages of explanation.   This is really hard to do on an E-Book, but it does have the benefit of forcing to to read over a compiler which you should be doing anyways.

You don't have access to your nifty muscle memory of where you "just know" that a piece of information you need is right there or very near by.   Random searches are harder would be more accurate.

Paying Half or less for a book is very nice

Control-F everywhere.

Seeing sections that people frequently highlight is very nice.

Taking up less space than my gameboy container+games is priceless.
15  Discussions / General Discussions / Re: Law question on: 2013-04-04 03:09:23
If you have to ask the question of if it infringes, you're probably better off going to the drawing board.
16  Discussions / General Discussions / Re: Registration Activation Quiz on: 2013-04-01 16:06:34
When I registered I only needed to write in java...
17  Discussions / General Discussions / Re: Registration Activation Quiz on: 2013-04-01 03:05:03
Once spammers solve it once, they can spam and spam until they get IP banned. Then they could go and tell their spammer friends the answer and to go do the same.

Good thing spammers don't have friends. Grin

They do have friends and lots of them.

My favorite were those silly chain letters, they would eventually get out of the office network, and then after that they would eventually be routed through a network provided that the spammers knew.   Email addresses with "confirmed active users" sold for quite a bit of cash in bulk, then spammers would trade email address like pokemon cards.
18  Games Center / WIP games, tools & toy projects / Game So far. on: 2013-03-27 17:59:03
<a href="http://www.youtube.com/v/k020BRG1rxQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/k020BRG1rxQ?version=3&amp;hl=en_US&amp;start=</a>

Game using Java 2D, my own game loop, collision, and sprites(from around the net).   Bunches of work to just show off 12 seconds worth of content.

Collision is "backwards" in the sense that the player walks on polygons where they're allowed to be.   The polygon then controls which polygons the player can walk to and which sprites are shown.   Meaning that the game is not tile based and can be 2D/Isometric/whatever by just changing level design and art.   Bridges/shelves/tunnels are also fully supported by the design and as many as I want(well integer based flags).

Sprite layering is currently based on load order, and since the character is loaded last it'll currently be on top of every image.

Has a map editor...  Which is a hot country mess of speghetti and bad smells.  The map editor is more code than the actual game, and uses a lot of resources of the game.

If you're more curious I have a raw zip file of the project(eclipse 3.7.2):  http://www.filehosting.org/file/details/427250/viewerClient.zip  .  



EDIT:

Added proper layering to graphics/images, Background/Player ground/Foreground.   Much smaller change than I thought it would be.  
Doodled up some documentation.
Changed character collision to test at the forward position of the character(by feet), instead of just the top left.

EDIT 2:

Started with status effects to allow any sort of environment interaction.   Now have Keys, "one way" terrain, start of switches, and plans for push boxes.
19  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-03-24 17:07:02
Beat the church level.  When I got to the second part I was frustrated that nothing was dying, and eventually brought the terrain down(up?) on EVERYTHING, and then decided to explore to find the end of level thing.

Health packs didn't work though.


As for your test enviroment I put it on to the max setting and it was fun to romp around on.   Would make for some really interesting death matches if you make terrain kick you away when it's formed.  Nvidea GTX 560M
20  Game Development / Game Mechanics / Re: Weird Run Speeds on Different Computers on: 2013-02-15 19:27:57
Different Operating Systems also have different allowed sleep times.   For instance on Older windows you can get a min sleep time of 15MS or worse.   On any Operating System the amount of time your thread will sleep will randomly vary as well, sometimes the OS/JVM will just decide now is the time to sleep an extra 30 MS.

What I end up doing for my game loop is counting the time between each loop.   and then using a FOR statement that counts down the total time for each 15MS for update logic; so if the thread slept for 30 MS I run twice, if it slept for 5MS I don't run at that step.   However I always draw the screen even if it was too short of a step.
21  Java Game APIs & Engines / OpenGL Development / Re: OpenGL learning W/O internet access on: 2013-02-13 02:13:22
Thanks for the help.   Going to allow for a very nice start after I finish my current project.

______

Falling off is unlikely,  they keep my rates in the engine room.

I learned the hard way about getting JavaDocs the last underway(only 15 days),  Turns out that by default Eclipse uses an online reference for the Javadoc.
22  Java Game APIs & Engines / OpenGL Development / OpenGL learning W/O internet access on: 2013-02-10 21:38:52
I'm spending time on a naval vessel in the next few months(nice long underway of more than 6 months).   Essentially Internet access is worse than dial up, limited to certain times of the day, and a good amount of the Internet just doesn't exist(Even getting an unlucky ad rotation can block a website for 30mins to a couple hours).  To make things worse the computers used for the Internet are 'public' access and can't be connect to my personal computer in any reasonable way.

So I'm looking for resources that are easy to download, and/or Available on the Kindle.   But are essentially self contained references(as in multiple).   Don't really know enough to make some decent picks for myself, so just asking.
23  Java Game APIs & Engines / Java 2D / Re: Best 2D map collisions? on: 2012-12-07 16:06:55
There is Java.Awt.Polygon.   But it doesn't have some basic things like being able to get the angle of the slope you're on and similar.

There's also an improvement floating around on this forum of the Polygon class that has some nice speed improvements.

You could also roll your own.   If you draw any polygon and draw a line through it, it will cross an odd number of the polygon's edges if it's inside it (one of the endpoints of the line) or an even number if it's outside of it.
24  Discussions / General Discussions / Re: After Java on: 2010-05-15 20:25:55
I'm thinking the canvas element with some other interesting tools that are trying to make their way into HTML 5.
25  Game Development / Newbie & Debugging Questions / Re: Sidescroller Game Physics on: 2009-11-19 00:48:14
I agree that I'm making it too simple.  There are even some major flaws in that pseudo code depending on what else you're dealing with.

But my goal was to make the OP realize that a lot of the equations in physics are like that because you're not able to calculate stuff "fraction of a second" by "fraction of a second".   Which means you're going to have to figure out other things to use the equations.

___

Though after quite a bit of tweaking I've gotten those physics to work nicely.   However I want to do a recode because it's a "true mess" since it was the first time I messed with real physics in a little over 2 years.

Not using anything like an array to fake jumping physics or similar.   And it's pretty darn consistent considering some of the "other" mistakes I made in the design(at least on my computer).    I will say though that it's pretty darn hard to get the right numbers down(gravity, jump strength, acceleration) the third time around(this recode) will be the charm since I'm much more aware of the WTF-i-ness.
26  Game Development / Newbie & Debugging Questions / Re: Sidescroller Game Physics on: 2009-11-18 04:56:21
You're making it a bit harder than it has to be.

when using acceleration/gravity  you just adding how for you should have gone in a set amount of time.   assuming you have a fixed frame rate,  if you have an unfixed time rate you an see some weird variation depending on other factors.

example below using Screen notation for graphing(top left starts at 0,0 then increases towards the right/bottom). is measured in pixels.    And is in the game loop to some extent or another.

Also takes advantage that on average you're calculating changes that are very small.

_______________



if not down collision
  CurrentYVector -= GRAVITY_FACTOR(5 * frame rate)
else if currentYvector < 0
  CurrentYVector = 0
end if

If shouldJump
  CurrentYVector = -50
end if

CurrentXVector += X_ACCELERATION(0 * frame rate)

if allowRight AND currentXVector > 0
   CurrectXLocation += XVector  (maybe times frame time)
else if allowLeft AND currentXVector < 0
   CurrentXLocation += XVector   (maybe times frame time)
else
   CurrentXLocation -= XVector     (maybe times frame time)
   XVector = 0
end if

CurrentYLocation += CurrentYVector

___________

Depending on everything you're going to have to change this since there are bunches of edge cases shoved in there that aren't covered.

Basically the reason why you're multiplying or squaring things in physics is to account for time and the fact that you're not doing everything Fraction of a second by fraction of a second like in programming.
27  Game Development / Newbie & Debugging Questions / Re: Keytool / inofficial cert on: 2009-10-18 04:27:33
Tried with root directory and got the same thing.
28  Game Development / Newbie & Debugging Questions / Keytool / inofficial cert on: 2009-10-17 22:08:31
I've followed this tutorial: http://www.captain.at/programming/java/    before and have gotten everything to work completely flawlessly.   

However right now when I walk through the steps again I get this:

C:\Documents and Settings\scott hoeppner>keytool -genkey -keyalg rsa -alias lith
os
Enter keystore password:
keytool error: java.io.IOException: Keystore was tampered with, or password was
incorrect
___

I've tried it with alias's that I know I've never used,  I've tried a handful of other ways and I still get the same error.
29  Game Development / Shared Code / Re: how many lines? on: 2009-08-15 04:56:11
A little under 2300 lines of code.   Granted The code is insanely "spaced" so that reading can be browsed faster(3 lines of empty space between methods is very easy to find, one line between "thoughts" is fast, having the '{' on a line is just plain easy to spot).   

This is for an unfinished platformer: physics, resource manager, simple rendering, and a few other minor things.
30  Java Game APIs & Engines / Java 2D / Drawing image flipped on: 2009-07-22 21:43:21
Is it proper to draw an image with a negative width/height in order to flip it.

I'm asking because it's working on my machine and anyother windows machine I've tried it on.  But it's not really a part of any documentation that I've seen or even a tutorial(that I remember).   Which means that I'm curious if it's something that will work the same on every system, or just some strange OS/Hardware behavior semi-unique to the 3 computers I've tried it on.
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