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1  Game Development / Newbie & Debugging Questions / Re: set slick2d game icon? on: 2012-10-31 22:18:09
Isn't it just container.setIcon("data/icon.png");
2  Game Development / Game Play & Game Design / Re: Help with graphics/design on: 2012-10-30 08:13:45
If this is Slick2D I can give more specific suggestions; so please inform me and I will adjust my post as needed.

Here are some tools I use.
Fonts: http://www.urbanfonts.com/fonts.php?fontauthor=2761

Arts: http://opengameart.org/

Arts Program (Free): Paint.Net, link ->http://www.getpaint.net/

  • Add a logo to your game. (It will replace the LWJGL logo on the top left corner)
  • Have that red laser being emitted from the robot extend to the whole screen but fade with transparency.
  • Replace the wooden doors with slick sliding metal doors.
  • Do not just copy past the same tile over and over, have them differ.
  • Replace the wooden sign for a digital screen.
  • The color of the text on the bottom left is hard to read.
  • Perhaps replace the key with something more futuristic like an ID card that has to get swiped through doors.
  • Add a transparent layer of black that goes over the background but behind the player, tiles, and doors so that the background looks further away.

Nice work so far  Cheesy.

It is slick 2D, I'll try adding most of those, it's just I'm crap at art in real life, and almost as bad with computer graphics. I currently use paint.NET I'm just not that good... Thanks for all the different tips though!

pop into photoshop or something and at some decay to the bricks and textures to the walls. Then give them some age. Rust, moss if there is living things, and maybe darken the theme a little. To much bright gray. Try doing some dark, desaturated blues or greens.

Is there an easy way to add moss etc, or would I need to do it pixel by pixel using the pencil? I don't have photoshop, and the only way I'd get it would be a cracker free version:/

Thanks to both of you though!
3  Game Development / Game Play & Game Design / Help with graphics/design on: 2012-10-29 18:15:26
Hi I'm currently working on a small platform game mainly for a bit of fun, but I'm at the stage where I actually need to start thinking about graphics (</3). So I thought why not ask the community here for some help in improving my graphics, the game is going to be called 'Robo-Escape' and is set in a prison, I'm trying to go for a futuristic style theme with robots lasers etc.

My current background and block tiles:




In my opinion, the fully grey colour scheme is quite dull, but I'm in need of ideas of how to change either the background or blocks, or both to make the graphics more appealing. Any help is much appreciated.
4  Games Center / WIP games, tools & toy projects / Re: Tiny Dungeons - WIP on: 2012-10-28 13:52:13
Works very nicely on my laptop, I like the movement of the skeleton type things.
One thing I would say is that the movement of the map is a bit awkward for me, also, perhaps you could change it so the map can only be moved a certain distance from the player. You've probably already thought of that or something similar.

Nice smooth game so far!
5  Discussions / Miscellaneous Topics / Re: Giving replies on: 2012-10-28 13:12:15
In additional options you can click 'Return to this topic.' I think that should solve your problem. But I agree it should redirect to the topic you posted in.
6  Games Center / Featured Games / Re: Blue Saga on: 2012-10-23 22:55:59
This just keeps sounding better and better! Can't wait until it's released!
7  Games Center / Featured Games / Re: Blue Saga on: 2012-10-23 20:15:40
This keeps looking more and more awesome! So would points in different skills make the player do more damage/attack quicker or any other perks with that type of weapon? I love games in which you can specialise your character well, you could also add basic skills such as agility, endurance etc. which could aid the player in different ways? And as they progress they earn more points to spend on these attributes.

The game looks great though!
8  Games Center / Showcase / Re: Base Invasion on: 2012-10-22 09:13:13
Looks very "Breaking the Tower"-esque. I couldn't build the structure, so that made it unplayable. How is it supposed to work?



I got confused at first, there needs to be clearer instructions.

Select a unit by clicking them and press b to build something, use the numbers 1-4 to select which type of building.
Select your base and press s to recruit new workers
Select a worker and right click somewhere to move them there or interact with it(workers will only cut wood/mine if there is a miningpost/lumber post nearby)
With the soldiers, select them and right click on an attackable object to attack it.
Use arrow keys to move the map around

Very messy instructions there, but hope it helps;)
9  Game Development / Newbie & Debugging Questions / Re: Best way to store Item data on: 2012-10-21 22:03:55
You could have a database/file containing all the item information and load this in your game?

Not sure how you'd do this though.
10  Java Game APIs & Engines / Java 2D / Re: Need help with good smooth animations on: 2012-10-21 21:06:19
Thanks for all the replies guys, I think I'm just going to learn how to do pixel art better. I don't need placeholders as I can make bad ones myself. I'll just keep trying different frames until it looks better.

It's just hard to make a good animation with an image that's 40x40..
11  Games Center / Showcase / Re: Base Invasion on: 2012-10-21 18:53:59
I actually had quite a lot of fun and got really into the game, good game so far! There were some bugs which I'm sure you know.

Selecting players was hard and you couldn't tell which was selected.
Maybe have a drag and select for multiple units of the same type.

Have different enemies/bases different colours.

Show how much each unit/building costs.

As said above, draw the units above buildings(especially the farm)

Other than that I can't think of any more bugs, fun game though! When it's polished it'll be great.
12  Java Game APIs & Engines / Java 2D / Need help with good smooth animations on: 2012-10-21 16:58:58
Hi, I'm making a small game and I need the character to have an animation for when they are walking, I know how to set up animations etc. I just need help in the actual animation side of things(the frames). I am bad at pixel art/graphics and so I was wondering if anyone could use an Image of my character and make some frames(I don't mind how many) of him walking. I have tried myself and it just looks very unnatural as my art skills are rubbish.

Image:


Feel free to change the original image slightly if it looks better.

P.S if this is in the wrong section, please move it as I was unsure where to post to ask for this sort of help.

Thanks.
13  Game Development / Newbie & Debugging Questions / Re: Tile-based game help! on: 2012-10-20 21:07:14
Unfortunately that doesn't work :/ I'm not really sure how to get this to work at all Clueless I may just stick to playing other peoples' games haha Tongue

Don't give up, if you're stuck what I sometimes do is create the game or just the methods/classes which arent working from scratch again. This usually makes what's going wrong or what you need to do clearer.
14  Game Development / Newbie & Debugging Questions / Re: Jar Splice on: 2012-10-20 21:04:49
If the images are just in the same place as the jar it should work, so if you zip the jar and the images together then it should find them.

You may have done this but if you open your jar with winter then go to where the images should be in your IDE, e.g 'data' and add the data file to where it should be inside the jar.

I've had this problem before and both of those worked for me.
15  Game Development / Newbie & Debugging Questions / Re: Tile-based game help! on: 2012-10-20 16:56:13
Ah, okay Tongue Still getting the same error. The problem line is this one:
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if (pressurePlate.contains(player)){


And the code for the Polygon is here:
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for (x = 0; x < mapWidth; x++) {
         for (y = 0; y < mapHeight; y++) {
            //The third variable in "map.getTiledId(x, y, 0)" is the layer, if you don't know what this is just put 0.
           if (level1.getTileId(x, y, 0) == PRESSURE_PLATE_ID) {
               Polygon pressurePlate = new Polygon(new float[] { 0, 0, tileWidth, 0, tileWidth, -tileHeight, 0, -tileHeight });
               pressurePlate.setX(x * tileWidth);
               pressurePlate.setY(y * tileHeight);
            }
         }
      }
      //Makes the player a 50x50 square
     player = new Polygon(new float[] { 0, 0, tileWidth, 0, tileWidth, -tileHeight, 0, -tileHeight });
      // Makes the player start at (50, 50)
     player.setX(playerX);
      player.setY(playerY);


Have I made an error there? Thanks again.

try
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if (pressurePlate.intersects(player){


Does that work?
16  Java Game APIs & Engines / OpenGL Development / Re: Rotation questions on: 2012-10-20 11:30:10
Back on topic, my current code doesn't follow the mouse, it moves when the mouse does, but seems to be moving the wrong way and it's not in line with the mouse movements...

Getting the angle:
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x1 = ship.x+50;
      y1 = ship.y+50;
      x2 = Mouse.getX();
      y2 = Mouse.getY();
     
      angle = Math.atan2(y1 - y2, x1 - x2) * 360/ (Math.PI*2);
     
      Math.toDegrees(angle);


Rotating/translating:
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glTranslatef(x, y, 0);
                  glRotatef(angle, 0, 0, 1);
                  glTranslatef(-width/2, -height/2, 0);
17  Java Game APIs & Engines / OpenGL Development / Re: Rotation questions on: 2012-10-20 11:19:32
That's flo rida's rubbish version,
They were singing this:

http://www.youtube.com/watch?v=PGNiXGX2nLU

(Putting it in [youtube]..[/youtube] bbcodes doesn't seem to work...
18  Java Game APIs & Engines / OpenGL Development / Re: Rotation questions on: 2012-10-20 01:31:29
Thankyou, the sprite now spins on it's center, still has a few little glitches but I'm sure I can sort them myself.

+1
19  Java Game APIs & Engines / OpenGL Development / Re: Rotation questions on: 2012-10-19 21:41:25
1)
glTranslatef(shipCenterX, shipCenterY, 0);
glRotatef(...);
//Then draw the ship centered at (0, 0).

2)
Assuming you're using OpenGL you need to convert that to degrees. Math.toDegrees(radianAngle);

EDIT: Your current code does not convert it to degrees. 360 degrees = 2 pi radians, not 1 pi. The *-1 also makes no sense.
Thanks, I think the second answer has worked, but if I do glTranslatef(x, y, 0) it moves the sprite to the edge of the screen, but the sprite should already be at x y....so I'm, not sure what I'm doing wrong:/
rotation code:
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float angle = (float) Game.angle;
            glTranslatef(x, y, 0);
            glRotatef(angle, 0, 0 , 1);


Sprite class which the sprite inherits:
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public void draw(int x, int y) {
      /
      glPushMatrix();

     
      texture.bind();

     
      glTranslatef(x, y, 0);
     
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     
     
     
     
      glBegin(GL_QUADS);
      {
         glTexCoord2f(0, 0);
         glVertex2f(0, 0);

         glTexCoord2f(0, texture.getHeight());
         glVertex2f(0, height);

         glTexCoord2f(texture.getWidth(), texture.getHeight());
         glVertex2f(width, height);

         glTexCoord2f(texture.getWidth(), 0);
         glVertex2f(width, 0);
         
         
      }
      glEnd();

     
      glPopMatrix();
   }
20  Java Game APIs & Engines / OpenGL Development / Rotation questions on: 2012-10-19 21:23:48
Hi, I'm currently learning to use opengl and I am trying to get my sprite to rotate around it's center, at the moment it seems to be rotating around the top left corner doing a huge circle in(and out) of the screen.
Question1: How can I get the sprite to rotate around it's center?

Also, I'm trying to get the sprite to rotate to face where the mouse is positioned. I did a bit of searching and found a solution to get the angle of 2 points, but It doesnt seem to be working very well...
Question2: How can I get a sprite to follow(by rotating) the mouse position?

Current code to get the angle between mouse and sprite:
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x1 = ship.x+50;
      y1 = ship.y+50;
      x2 = Mouse.getX();
      y2 = Mouse.getY();
     
      angle = Math.atan2(y1 - y2, x1 - x2) * 360/ Math.PI*-1;
21  Java Game APIs & Engines / OpenGL Development / Re: JOGL vs LWJGL and the best way to start learning on: 2012-10-16 17:18:21
There are probably some good 2D-specific tutorials out there for it.

Generally speaking you will need to learn:

1. How to set up the display for 2D (relevant commands: glMatrixMode, glLoadIdentity, glOrtho)
2. How to do a "main loop" (read input, do logic, clear screen, render things, sync and update) and close the app when someone closes it (classes: Display, Keyboard, Mouse; API glClear)
3. How to load a graphic and get it into OpenGL (glTexture2D, glBindTexture)
4. How to draw a sprite (glEnable, GL_TEXTURE_2D, glBegin/glEnd, GL_QUADS, glVertex2f, glTexCoord2f)
5. How to draw sprites transparently (glBlendFunc, GL_BLEND, GL_ONE, GL_SRC_ALPHA)
6. How to draw sprites additively

Come back when you get stuck. Work out those things one at a time.

Cas Smiley

Okay, I'll start searching when I have some time to sit down and properly start learning some stuff. I'm busy with lots of school stuff at the moment though, so I have hardly any spare time  Sad Thanks for all the help Cas!

EDIT: So far I've learnt a bit on both 1 and 2, hopefully should be able to start writing my own basic game using lwjgl soon!
22  Java Game APIs & Engines / OpenGL Development / Re: JOGL vs LWJGL and the best way to start learning on: 2012-10-16 16:44:50
Actually using OpenGL for 2D is rather easy - I'd actually say it was easier than using Java2D.

Cas Smiley

Ooh okay, would I follow different tutorials specifically for 2D or just normal ones and ignore the 3d parts?
23  Java Game APIs & Engines / OpenGL Development / Re: JOGL vs LWJGL and the best way to start learning on: 2012-10-16 08:12:05
It's very possible for you to turn the OpenGL to Java code yourself.
However, since those tutorials get complicated very quickly, it's best to not waste your time with doing it yourself.
Here are the Java ports of those tutorials.

Wow thankyou, this will save me tonnes of time!

+1

EDIT: decided to not learn opengl right now, it seems a bit too advanced for my Java level. I'm going to keep developing in 2D so I can increase my abilities in java and be more adept for when I choose to move onto 3D/opengl. Thanks all for the help though, I hope others may have somehow found this useful too.
24  Java Game APIs & Engines / OpenGL Development / Re: JOGL vs LWJGL and the best way to start learning on: 2012-10-15 21:43:55
Thanks, so if I learn opengl in C++, then I can easily transfer into java. I'm going to start here: http://www.arcsynthesis.org/gltut/

EDIT: is there an easy way to change C++ code to java, or is it just done manually, changing the line of code here and there?
25  Java Game APIs & Engines / OpenGL Development / JOGL vs LWJGL and the best way to start learning on: 2012-10-15 21:16:03
Hi, I'm still relatively new to java and game programming, but I've noticed a lot of people using openGL for their games, so I thought I would try and learn how to use it. Searching around a bit, I found that the two main java opengl libraries(if that's the correct term) are JOGL and LWJGL. Most posts I've seen on which is best to use says it's on personal preference, so which do you much more experienced game developers and programmers think is better/most user friendly for someone like me who isn't very experienced in programming?
Also, where would be the best place to start learning how to use openGL in java, as I couldn't seem to find many up to date tutorials out there, most were for C/C++.

Also a final question, is there anything other than OpenGL that you would recommend I learn/try due to my programming knowledge/ability?
26  Java Game APIs & Engines / JOGL Development / Please delete on: 2012-10-15 19:42:18
Sorry, could someone please remove this thread, thanks.
27  Games Center / WIP games, tools & toy projects / Re: Targets on: 2012-10-14 23:11:12
Sure I will try for fun but I cannot guaranty anything great.

Tips: for the menu have one background and then draw stuff on top of it instead of having the background build in to all the different screens. Limit the fps. I love getting 2100fps but my cpu cries.

I'm sure anything will be better than the stuff I have at the moment though.

And ahh okay, but surely that would require more images? which uses more data than 1 single image?
28  Games Center / WIP games, tools & toy projects / Re: Targets on: 2012-10-14 22:12:39
Here is a center one

http://postimage.org/image/xv68tstmf/

15 frames and the little black blob in the center is actually the dust like in the other but the gif builder I used sucks and can't do transparency.

Since you can detect where the shot is I can make one for shoulder, side and bottom to make it a little more real. Also, what style is this exactly? Shoot out looks like it is in a modern trying facility but shop looks western. I could try making some themed stuff for you to play with. Say, different targets, backgrounds, menus.....I kinda want to try my hand at making some art stuff.

Link
http://www.mediafire.com/?rk489bz6ky8cjz4

Wow, thats great! I wouldn't need one for the shoulder/sides etc as the hit only counts if it's withing the red circles/ellipses. In all honesty, I haven't really thought much about the style, I was hoping to eventually have different backgrounds and perhaps even different targets such as different enemies and maybe even civilians which you lose a life if you shoot. If you would be willing to do artwork for me, that would be awesome. I'm not good with art/graphics so if you would be able to make menus, different backgrounds etc that would be great!
29  Games Center / WIP games, tools & toy projects / Re: Targets on: 2012-10-14 11:35:12
yup.

http://www.mediafire.com/?pn291uwapu7tyi2

8 frames all .png format.

I could do a few different versions for some variety. Want me to do one for the center? I don't think I will have it shatter from center as you may not always hit there but instead have it sort of explode with no main center point as it will look more realistic.

Doing one for the center would be great, and yeah, not having a center point would look better.

EDIT: I'm rushing out now, I'll upload the game with your animation later and you can see how it looks:)
30  Games Center / WIP games, tools & toy projects / Re: Targets on: 2012-10-14 10:04:28
Well based off of your current target this is what I got for a head shot.

http://gifninja.com/animated-gifs/339967/target

Don't know how to post a gif so....  I am use to doing most things with particles so this was different. I could add some sparks but I do not know exactly what the targets are made of. Wood would splinter more. Also, I do not know how many frames you want. Less means less memory/dl size but loss in quality.

That looks really nice!Thanks so much! I'd guess the targets could be made from a clay type material so it shatters like a plate would, but what you've done looks really good!

Edit: I downloaded the gif and extracted the different frames, do you have a better quality version/set of frames on your pc? If not I can always recolor the targets slightly.
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