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Discussions / General Discussions / Re: Why don't many of you sell your games?
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on: 2013-02-25 13:31:24
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Polishing a game to commercial quality requires quite some additional work compared to where many hobby games are considered finished.
And these days you face the competition of thousand of game developers (and teams), many quite skilled. It's not so easy to come up with something that realy will sell.
These days I'm actually happy if I get some response to my projects, and they aren't ignored altogether. I doubt I could sell anything that attracts so little interest even if free.
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Game Development / Game Mechanics / Re: Weird Run Speeds on Different Computers
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on: 2013-02-13 23:12:52
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If gameSleep isn't much bigger than the actual time spent in your code, you start to notice the different run speeds. You should sleep for (time consumed - time between frames) instead of a fixed time, to get closer to a constant speed. If the difference becomes negative you have a performance problem.
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Game Development / Newbie & Debugging Questions / Re: Changing scenes in a game (ex; from map to battle)
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on: 2013-02-13 23:03:27
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I was wondering how other people have gone about changing scenes.
Sometimes I use delegates to implement the painting. Then I just set the right painter delegate to the display panel. Sometimes I've been using the CardLayout. Sometimes I've been just replacing JPanels (remove old + add new ) with different content. And I've been using flags like you ... all of them worked well in the right situation.
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Java Game APIs & Engines / Java 2D / Re: Procedural shooter concept study
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on: 2013-02-10 13:34:42
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Yup, collision works now and all bullets hit instead of having some pass through.
Good to know. I found another problem in the collision checks enemy vs. ship, but I must spend more time on investigations. The ship vs. tunnel check is very coarse, too, but I'm confident that I can improve that once I spend a bit more time on it (currently only tests ship bounding box vs. tunnel spikes). Screenshot featuring the "winged ship" design improvements:  @RobinB: It's intended that bullets can pass through walls, the enemies can do that too  I'm not quite decided if it's a good or bad feature, but I think it can stay for the moment. The enemy flight pattern will be improved, but it will need a bit of time to include splines and set up other grouping patterns than just lines. I'll investigate the explosions. On my system they start quite immediately when a enemey is destroyed. What is the exact problem, are explosions delayed after an enemy is destroyed, or is the animation going too slow? A little update: The current state of the project includes one one new feature: random mines, which block the tunnel. Well, also a slightly improved bullet vs. enemy check, not sure if it will make much of a difference though. Download (r8, 18kb): http://www.java-gaming.org/user-generated-content/members/132627/vks-shooter-study-r8.jarIts really interesting to make everything random.
Some day I want to try that with other genres too, particularly with adventure or role playing games. But those are quite complex, so I wanted to start my studies with something easy. But it helps to make games which one can play oneself as developer, and still be surprised now and then 
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Games Center / WIP games, tools & toy projects / Re: Galaxy demo
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on: 2013-02-09 13:23:35
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So I changed tack and re-used my terrain mesh building code to load a picture of a galaxy as a height-map. I used this one (can't remember which galaxy it is though):
The structure matches our own galaxy. The short central bar, and the branching arms match quite well. There sure are enough barred spiral galaxies which looks similar, but bets are that this is a visualization of our own galaxy.
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Java Game APIs & Engines / Java 2D / Re: Procedural shooter concept study
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on: 2013-02-08 21:44:55
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I manged to produce some presentable explosions effects.  Overall I'm quite pleased with the progress on this project. It's been easier than I thought, and the procedural content seems quite alright for the time spent on the routines. Actually it's quite fun to fly along and watch the enemy shapes and the explosion colors. Particlarly the dendril ships have a huge variety of shapes. Download (18k): http://www.java-gaming.org/user-generated-content/members/132627/vks-shooter-study-r5.jarNext will be to create procedural sounds. I've no experiences with that so far, but I hope that the combination of envelopes with waveforms of different frequencies will create something usable.
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Java Game APIs & Engines / Java 2D / Procedural shooter concept study
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on: 2013-02-07 16:27:45
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Since the vectorball idea died so quickly, I was pondering what I could do with the codebase. So I picked up another idea of mine, to make a sidescrolling shooter with all content procedurally generated. All images and sounds in the game will be created by the program itself, from random numbers and some graphics shuffling. And bits and bytes and magic. Or so   At the moment I have a starfield sort of background, an untextured tunnel shape, and one way to create enemy ships. No collision detection yet, no scoring and no game ... I'll work on that someday soon. Also I want to more variance in enemy ship designs, and a tunnel rock texture, and decorations. For a brief moment I thought it might be something for the Java4k contest, but the jar file is 17k if I strip the debug info, and have it compressed, that seems to be way too big to try and shrink it into 4k. So I'll let that be, although I think that a shooter with procedural content generation might be a project candidate for the Java4k contest. Download (22k): http://www.java-gaming.org/user-generated-content/members/132627/vks-shooter-study-r1.jarYou can move the ship, shoot (but not hit anything), explore the tunnel and watch random enemy designs. More to come ... Edit: use the cursor keys to move, ctrl to shoot. And yes it goes leftwards, there are enough rightwards scrolling shooters 
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Discussions / General Discussions / Re: Why java over other languages?
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on: 2013-02-06 16:54:48
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Reading this, in my head develops the impression that Java 8 will not be a Java anymore as we know it, but a critter of new and old functionality with a confusing mix of options. Just like C++ is a beast, offering so many ways to do things, and requiring so much knowledge to use it well. I like(d) Java because it was pretty straightforward from the offered concepts. There were primitive types, and objects. Now they add a third category, Lambdas. It seems this will have deep impact, because APIs that were built on the old two concepts now don't look well anymore, and there is a force to change them. So not only the core language changes, but there is force to change all the libraries too. I'm very careful with changes. This case looks like a change which has almost unpredictable impact on the future development of Java. Stability is also virtue for a language. Call me old-school, late adopter, and living in someones basement. My opinion at this point of the discussion is that lambdas have the capability to change Java very thoroughly, and I feel sad about losing a simple and still mighty object oriented language this way 
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Discussions / General Discussions / Re: Why java over other languages?
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on: 2013-02-06 11:21:51
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There aren't really any performance issues with inner classes - they're just classes after all, like everything else in Java - but the lambda stuff is supposedly going to make certain bits of really complex code that deals with multithreading for performance be much easier to write (and get right).
Lately I've been experiemneting a lot with multithreading, and at the moment I think that functional code is much better suited for concurrency than object oriented code. So I assume that features from functional languages will indeed help there.
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Discussions / Miscellaneous Topics / Umlaüts in gäme names?
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on: 2013-02-06 11:16:26
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In the recent years I see more and more games with umlauts used in their names. My experience is that few english speakers can pronounce them, so I feel puzzled why they are used in games names. Is it just the funny shape of the characters, or is there another reason?
And how to pronounce "Brütal Legend", "Ünembra" or "Isotröma (Tesseract 2)"? (the latter two are from the WIP forum)
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Discussions / General Discussions / Re: Why java over other languages?
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on: 2013-02-06 10:59:53
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Lambdas aren't inner classes, and because they're not specified or implemented that way, there is potential for significant performance improvement.
I have been thinking about this for a while, but I couldn't make up my mind, so I'll ask: Which use cases are there in which anonymous inner classes are actually a performance problem? I'm using them for listeners and such, and it never was a bottleneck or even a minor problem for my programs. Maybe you can show me some examples where anonymous inner classes are a performance problem and how lambdas will help there.
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Game Development / Game Play & Game Design / Re: Favorite Window Size
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on: 2013-02-05 23:50:52
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I wonder why so many games don't do that. It requires one line of code for LWJGL and -1 lines of code for Java2D.
I don't think the coding is the problem. Some pixel artwork doesn't scale well, and some games become easier if you can see more of the map (assuming the images don't get enlarged, so that more fit into the window). But I agree, there are many programs (not only games) which needlessly use fixed window sizes. My question was more or less to see what will fit conveniently onto someones screen. Some of my programs remember the last window size when you closed them, some don't. For those which don't I wanted to have some sensible default.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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