Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (406)
games submitted by our members
Games in WIP (293)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 177
1  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-13 18:55:56
Not possible with this rendering method (unless you want to do 90 degree rotations Smiley)

Cheers,

Kev
2  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-13 18:36:56
I'm using LIBGDX - but LWJGL and Android

It doesn't render anything off screen

Yes it's slow, but fast enough (runs at roughly 700 fps on my local PC)

Clearing entities is a intricate process for performance reasons (viewable and shadows). Reload the whole world every time would kill it.

Cheers,

Kev
3  Games Center / WIP games, tools & toy projects / Re: [WIP] Android RPG with no name on: 2013-05-13 11:19:57
There is something very comforting about the graphical style of this one Smiley

Cheers,

Kev
4  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-13 10:26:47
Oh, and first enemy thanks to my daughter's suggestion - the space snail:



Cheers,

Kev
5  Games Center / WIP games, tools & toy projects / Re: Dungeon Lord! - An RPG-ish game! on: 2013-05-13 09:33:05
That has to be one of my favorite zombie graphics ever, great work!

Cheers,

Kev
6  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-05-13 09:32:33
Updated web and android with story mode and harsher AI - iOS Updates for both this and legends of yore just as soon as possible!

Cheers,

Kev
7  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-13 08:31:18
Started work on random map generation for space stations / mining bases / cruisers (or whatever makes sense Wink)



Cheers,

Kev
8  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-07 22:09:51
Managed to get it running on Android at a reasonable rate:



Cheers,

Kev
9  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-05-05 21:01:38
I'm starting to implement story mode in Wizards now:



Set frames of the game with a background story.

Cheers,

Kev
10  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-05-03 17:26:51
Some of the new sprites and spell cards:




New stuff coming soon

Cheers,

Kev
11  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-05-03 11:12:10
Adding some more wizards to support story mode:



Also working on the next card additions.

Cheers,

Kev
12  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-02 10:05:37
Simplicity is an external view Wink

Thanks again!

Cheers,

Kev
13  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-02 09:17:56
This is just a toy at the moment, not sure where I'm going. Thanks for the positives guys! Smiley

Cheers,

Kev
14  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-02 00:38:58
Few more style updates tonight:



Cheers,

Kev
15  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-05-01 14:12:03
Moving more towards a sci-fi theme:



Cheers,

Kev
16  Game Development / Networking & Multiplayer / Re: Suggests for a 2d networked game on: 2013-04-24 11:23:46
I don't think I said you were trying to confuse people or that UDP was better than TCP - in fact I think I said (maybe I mistyped) that they both have their place.

Calling the quake3 protocol a rare case is a bit odd though - it's a pretty common case for the type of games people want to network here. I've got N entities running round a map and I want them to shoot at each other. Pretty common I'd have thought. Though as I said if your model isn't that then it doesn't fit.

The only bit I took issue to was the "regurgitated "i heard that you do it this way"".

Cheers,

Kev
17  Game Development / Networking & Multiplayer / Re: Suggests for a 2d networked game on: 2013-04-24 10:47:12
TCP is slower only because it ensures packet ordering - which means if you do get packet loss then you have no chance of getting a later packet since the TCP stack is going to wait for the earlier ones. Nagles sorts out the TCP window/buffering issues.

UDP works better for data where your game/app is capable of carrying on even if it loses some packets. i.e. movement data - if I send positions:

Time = 1 - Position = W
Time = 2 - Position = X
Time = 3 - Position = Y
Time = 4 - Position = Z

And I lose a couple of packets so I receive:

Time = 1 - Position = W
Time = 4 - Position = Z

I can ignore the packet loss since I can get the later packet at time 4 and update to that position. TCP would delay you getting the packet at Time = 4 until it had managed to successfully resend 2 and 3. So *if* this was your networking model UDP would certainly be more tolerant to packet loss and faster than TCP. It's a little more complicated when you want to do it in a real game because you'd like to be able to show smooth movement between point and you might now have the data - delta compression helps a bit here.

That said, knowing that your data channel is reliable lets you do some other optimisations on the client, so in certain cases TCP is way smarter way to go. For instance if you have no direct control over the actors in your game (think RTS with orders rather than shmup with direct control over your space ship) then you use TCP to great effect. Knowing the roughly consistent lag of a player and being able to reliably send an order to a server means you can loose-step things into place. (see HeadQuarter that one of the guys here wrote years ago). I wrote a blog on this ages ago - so long it's dead on my site, but the power of way back gives me:

http://web.archive.org/web/20101228192125/http://www.cokeandcode.com/rtsnetworking

FWIW, I'm not saying "i heard you do it that way" - I've implemented systems using UDP, TCP and a combination of both for games and applications. Live video codecs is a great example for instance where old data isn't very relevant once you've got a new key frame.

HTH

Cheers,

Kev
 
18  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-04-23 11:55:06
Wtf!?

It came up and said free version in the title screen? Shit!

I'll get an update up tonight.

Cheers,

Kev
19  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-04-23 09:42:48
The game got approved onto the app store:

https://itunes.apple.com/us/app/wizards-of-yore-free/id635658993?mt=8

It's tick over nicely on the Google Play store now.

Also got the board game prototype in the post:



Cheers,

Kev
20  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-04-17 17:49:18
Not really sure yet, I've got to finish off the different cards first and then add a set of new wizards.

I've also got the board game version arriving today Smiley

Cheers,

Kev
21  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-04-15 18:05:40
I found this one good:

http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass_tile.php

And this short one surprisingly insightful:

http://www.photonstorm.com/archives/2291/16x16-pixel-art-tutorial

Mostly I learnt by looking at other people's art including the mighty Oryx:

http://oryxdesignlab.com/sprites/

The things I learnt are:

1) Colours - Lots of colours on a single sprite is bad - multiple shades of a small set of colours is better.
2) Proportions - Real life has nothing to do with it - the bits you want to emphasise should be bigger (i.e. the head). If you're doing a set of characters then consistent proportions helps.
3) Angle of View - 90 degree angles (i.e. flat on, side on) are harder to give character.
4) Animation - even subtle simple animation adds far more adorability factor.
5) Variants - varying a character by adding/removing features works. Just changing the colour doesn't.

Cheers,

Kev
22  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-04-15 11:41:26
Packet loss, packet loss and packet loss Smiley

For this project at least it's a matter of syncing character positions - so I'll probably implement some sort of delta compression type thing. Assuming I carry on the game as a player controls a single hero in the world I guess.

Cheers,

Kev
23  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-04-15 10:56:54
Still working on this one - map generation is getting better and I'm revisiting the network layer atm.

Cheers,

Kev
24  Games Center / WIP games, tools & toy projects / Re: Wizards of Yore (second try) on: 2013-04-15 10:54:42
Just pushed the game up onto google play:

https://play.google.com/store/apps/details?id=org.newdawn.wizards

Still in development but at least this way I can use player input to shape the game. The AI has been improved and a few of the glitches taken out.

It's also been submitted to the App Store so should be appearing on iOS real soon now.

Cheers,

Kev
25  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-04-11 14:52:23
I tried real 3D maps but the view point makes them very hard to navigate.

Stairs etc definitely coming just as I get moving on it.

Cheers,

Kev
26  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-04-10 23:30:49
Just starting to look at map generation:



Cheers,

Kev
27  Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL) on: 2013-04-10 21:05:48
Love what you're doing here. I've got a basic voxel editor that might make it a bit easier to draw your character if you're interested. It'd need some tweaking since I 16x16 it.

Cheers,

Kev
28  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-04-08 22:37:58
They're designed by hand at the moment but I'm thinking I'm going to write (another) dungeon generator tonight. This will be the first I've written that needed the third dimension so quite looking forward to it Smiley

Cheers,

Kev
29  Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements on: 2013-04-08 22:28:25
By request, I blogged up why this isn't really a proper voxel renderer:

http://cokeandcode.tumblr.com/post/47475327019/pseudo-voxel-effect

Cheers,

Kev
30  Games Center / Featured Games / Re: Heroes of Loot on: 2013-04-08 19:16:33
Any game that uses "Starteth" is a winner in my book Smiley

Kev
Pages: [1] 2 3 ... 177
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Get high quality music tracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (77 views)
2013-05-17 21:29:12

alaslipknot (89 views)
2013-05-16 21:24:48

gouessej (120 views)
2013-05-16 00:53:38

gouessej (113 views)
2013-05-16 00:17:58

theagentd (126 views)
2013-05-15 15:01:13

theagentd (113 views)
2013-05-15 15:00:54

StreetDoggy (156 views)
2013-05-14 15:56:26

kutucuk (179 views)
2013-05-12 17:10:36

kutucuk (179 views)
2013-05-12 15:36:09

UnluckyDevil (186 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!
Page created in 0.238 seconds with 20 queries.