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1  Games Center / WIP games, tools & toy projects / Re: Battle for the Solar System: Tactics on: 2014-01-07 04:17:18
Problems over here (win7 64bits)

23:20:36 [main] ERROR com.parallelrealities.tbftss.Main - Unhandled error occurred. Game exiting.
org.lwjgl.LWJGLException: Failed to create window
   at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:218) ~[TBFTSS.jar:na]
   at org.lwjgl.opengl.Display.createWindow(Display.java:303) ~[TBFTSS.jar:na]
   at org.lwjgl.opengl.Display.create(Display.java:845) ~[TBFTSS.jar:na]
   at org.lwjgl.opengl.Display.create(Display.java:754) ~[TBFTSS.jar:na]
   at org.lwjgl.opengl.Display.create(Display.java:736) ~[TBFTSS.jar:na]
   at com.parallelrealities.tbftss.GameWindow.<init>(Unknown Source) ~[TBFTSS.jar:na]
   at com.parallelrealities.tbftss.Main.<init>(Unknown Source) [TBFTSS.jar:na]
   at com.parallelrealities.tbftss.Main.main(Unknown Source) [TBFTSS.jar:na]
2  Games Center / Showcase / Re: [LD28] PotatOne on: 2013-12-18 20:49:55
A month or so ago I made my own skeletal animations library.

I haven't completely finished it yet, but I decided that I would use it for Ludum Dare.


Wow thats very cool! Nice work!
3  Games Center / Showcase / Re: [LD28] PotatOne on: 2013-12-16 02:56:16
Pretty interesting! Besides..."potato" is always a funny word   Tongue

Considering that is a type of "slow-game", a quiet background music could make the game a lot more enjoyable!  Smiley



And...you are using skeletal animations, thats very cool! Can I ask you how you did it or what you used for it?
4  Game Development / Game Play & Game Design / Re: RPG stats on: 2013-12-03 02:58:10

This reminds me of something that was puzzling me a long time. Why do bow skills usually depend on dexterity? I understand that skills like throwing depend on dexterity more than strength, but in case of bows it surprised me that games make them depend on dexterity, even add damage to the shots with higher dexterity.


lol its pretty hard to use a bow, actually. It really have sense if you think on it. If you are good using it, you can perform better shoots and do more damage.
5  Game Development / Game Play & Game Design / Re: RPG stats on: 2013-12-02 16:39:21
I suppose depends of the game. Neverwinter's games, for example, are pretty complex in all sense and have a lot of differents stats. But if you want to make a simple game, with a simple gameplay mechanic, with simple graphics, simple history, etc...then you should do simple stats too.

Dunno...thats what i think  persecutioncomplex
6  Game Development / Game Play & Game Design / Re: Libgdx 2D Lighting on Tiled Map on: 2013-12-02 16:29:19
Look at here:

http://www.java-gaming.org/index.php?topic=27012.0
7  Discussions / General Discussions / Glyph Advances and Glyph Positions on: 2013-11-26 18:14:56
Hello guys! I been curious about these concepts and I did a search on the web. I found this:



But still dont get it...I understand the "Glyph Advances" concept but still dont understand the "Glyph Positions".

Those chars had the same glyph position? is the baseline? If thats correct...then the glyph position its something like "y-axis coord"?

Im trying to understand better this method (I am using it to calculate text distances in differents fonts):

http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/BitmapFont.html#computeGlyphAdvancesAndPositions(java.lang.CharSequence, com.badlogic.gdx.utils.FloatArray, com.badlogic.gdx.utils.FloatArray)

Thanks Smiley
8  Discussions / General Discussions / [Talks] Tim Schafer, Zach Gage, Rom Carmel and more. on: 2013-10-31 20:35:33
Hello guys! In Technopolis (Argentina), a few days ago were some talks of game designers as Tim Schafer and the rest of the guys in the topic title. Nathan Vella (Sword & Sorcery) was there too but cant find the video yet.

They talked about indie games, how to promote them and about a lot of things that is pretty nice to hear from people who have had success on this industry.

Was very interesting. Especially Zach Gage and Nathan Vella talks. Of course, the talks are in english except for other designers like Andrés Bordeu (Ace team - Zeno Clash) or Tobias Rusjan (Doorways) who are from Chile and Argentina, respectively.

You can see all the videos here:
http://www.personal.com.ar/espaciopersonaljuegos/conferencias/


Cheers
9  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Tiled map problem... on: 2013-10-13 23:52:42
Mmh...I use ints just for the camera and works well. The rest of the calculus uses floats.
After all, the screen is in pixels. And you cant draw something on the pixel "150.34544f". Its just 150 (I guess).

Maybe you have another problem here, but I repeat, i had a similar issue and fixed it when starting using ints. Just a comment. If it doesn't work then must be something else.
10  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Tiled map problem... on: 2013-10-13 23:13:43
Try using int positions for the camera instead of float...maybe is that. I had similar issues few time ago.
11  Games Center / Showcase / Re: Drone Invaders (new .jar file available) on: 2013-10-13 22:34:00
Very very nice! Worked perfectly! You should definitely put this on google play, dude.
Very nice work.

Btw, on desktop you probably should set to false the resize option. I changed accidentally a few times the window size with the mouse lol
12  Games Center / Showcase / Re: Star Dust (boss levels, .jar file available) on: 2013-10-10 19:46:20
Very nice! I like the style.

But the boss never came! After a few waves nothing more happened.
13  Game Development / Newbie & Debugging Questions / Re: 2D lighting without shaders in libgdx on: 2013-10-02 17:13:44
I been triying this a lot and finaly did something that works.

What I do is:
1- Render to a FrameBufferObject (FBO) the entire scene of the game. With any blend you want (without any "light" or "shadow" here).

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//******** PRE-RENDER OF THE SCENE ***********//
fbo.begin();
batch.begin();
     
//Render scene...use any blendfunc you want.
...
...
batch.end();
fbo.end();
//******** END PRE-RENDER ***********//


2- Render what I call an "environtment shadow". Just a black rectangle with some transparency.

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batch.begin();
     
//Normal alpha blending for the environtment shadow...
batch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
batch.setColor(1, 1, 1, shadowIntensity);
batch.draw(shadow, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.setColor(1, 1, 1, 1);


3- Render to the alpha mask the lights.

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Gdx.gl.glColorMask(false, false, false, true);
batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
for(int i= 0; i < lights.size(); i++) lights.get(i).render(batch);
batch.flush();


4- Render the scene again (its already on the FBO, so you only need to render the FBO). This time, you render considering the values of transparency of the alpha mask.

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//Now we render the scene pre-rendered considering the alpha mask...
Gdx.gl.glColorMask(true, true, true, true);  
batch.setBlendFunction(GL10.GL_DST_ALPHA, GL10.GL_DST_ALPHA);
batch.draw(fboRegion, 0, 0);


5- And finally, if you want lights with color, you need to do one more render on top of all this mess to add colors.

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batch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
for(int i= 0; i < lights.size(); i++) lights.get(i).renderLightColor(batch);


Hope it helps.
If you need the Light class just ask for it, but its quite simple.

With this technique I been able to do something like this (the lantern light also change size over time):


PD: sorry for bad english xD
14  Game Development / Newbie & Debugging Questions / Re: Fake pooling? on: 2013-10-01 23:23:20
Well the garbage collector in most Java implementations that I know of (that includes Android) are pretty damn descent nowadays. As they said in the comments of the thread you linked, object pooling should be implemented if and when you find the gc is stalling your game.

The possible exception to this is if you're using OpenGL and need lots of Buffers. Reusing them is a must and pooling is a pretty descent way of doing this.

Unless You talk about several millions of objects, then this is a non-issue Smiley
I believe there was a there was a thread here somewhere where more concrete numbers were mentioned.
Anyway, at least on the desktop, You should more or less never worry about gc.

Thank you guys. You are right. I'll not worry about GC right now. If this gets bigger and I encounter problems, I'll try to fix them then.
15  Game Development / Newbie & Debugging Questions / Re: Fake pooling? on: 2013-10-01 22:46:57
Java stores objects by reference (you could also call them pointers). So all the variables are just references to the objects. When you assign a new object to a variable you are changing the value of that reference so that it points to the position in memory of the new object.

Whilst you are reusing the memory of the reference, that is only 4 / 8 bytes. If you want to reuse memory, you must use mutable classes and have a stack of final (const) instances of the class which you populate with the appropriate data when you need it.

mmh...I see. So...Im not reusing the memory of the previus object. Too bad. I will try something more then. Just one sec.
Edit: nop, another bad idea that doesn't work (tried to make an ilegal cast xD).

Are You sure You need object pooling ? Or are You doing this as a learning task ?

The problem is that the game will create this objects during gameplay. Over the time, they will be a lot. Thats why Im trying this.
16  Game Development / Newbie & Debugging Questions / Fake pooling? on: 2013-10-01 21:56:15
Hello guys, I have a doubt about what really does one piece of code.

I have pooling implemented this way (not entirely, just the simple way): http://www.java-gaming.org/topics/object-pooling/27133/view.html

But, I made some little changes.

The "newObject" method of the factory always returns null. Why is that? Because I want to reuse an abstract class which has a lot of sub-classes which implement the abstract methods. Something like this:

abstract BaseClass ____ ConcreteClass1
                         |____ ConcreteClass2
                         |____ etc...

Every ConcreteClassN has his own vars and stuff. And I dont want to do a pool for every one of them. I want to make a pool for the abstract class and reuse that "memory space" for a ConcreteClass (any).

So...I "get" an object this way:

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BaseClass base= basePool.get();

 
Remember, the newMethod returns always null. So, if no objects are on the stack, get() will return null (I dont mind).
But lets see when the get() returns something. That something is a ConcreteClass object (don't know exactly which one of them) that has been recycled somewhere. It uses memory and then what I do, for example, is:

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base= new ConcreteClass2(data);


Is this code reusing the memory used by the "base" object which is actually a recycled ConcreteClassN object? Im not very sure lol

(btw, this works as expected)

Thank you guys for the help!
17  Discussions / General Discussions / Re: Off-Topic: Java and Framework Alternatives - 'Friendly' Discussion. on: 2013-09-30 03:55:10
Someone tried cocos2D?
18  Game Development / Newbie & Debugging Questions / Re: [libGDX] [Box2D] Character Controller on: 2013-09-18 19:43:05

Damn I knew it! The javadoc description is "Set this body to have fixed rotation. This causes the mass to be reset." WTF

Thanks for the reply, it works!.

Also found this (one min ago): http://www.badlogicgames.com/wordpress/?p=2017

Will be very usefull.
19  Game Development / Newbie & Debugging Questions / Re: [libGDX] [Box2D] Character Controller on: 2013-09-18 19:32:43
Guys I have the same problem. First of all...how do you prevent rotating? The player fixture its a rectangle and his angle must remaing intact (zero ¿?). Tried with:

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body.setAngularDamping(0f);


But it doesn't work. The only way that I found was setting the density of the fixture to 0. ¿That's the right way?
20  Game Development / Shared Code / Re: Box2DMapObjectParser: edit Box2D with your map editor on: 2013-09-17 22:22:27
Amazing! This should be part of gdx!
21  Games Center / Showcase / Re: Endosin (Tetra Master Re-make) on: 2013-09-09 16:33:41
ShuKen, I appreciate the feedback and after much consideration I have decided to change the images.  I had previously done research and thought it would be okay but as they always say...better safe than sorry.  Let me know what you think of the new images!

Well, they are cool. Its a nice way to create too many cards in a short time. Of course, the card images on a card game are pretty important. Imagine Magic the gattering without the amazing pictures on the cards. The problem with this types of games are the needs of a lot of art. I'm pretty bad on it and that's why decided to not make a card game lol
But I like the cards you made. They fit in the game pretty well. But, let's don't miss something: on the end, they are just "japanese letters". I don't speak/read japanese so I don't know if the cards means something or if they are just cool lines and figures.

On this types of games its kinda normal to add some descriptions or something on each card. To do that you need characters and stories behind them, and at least a picture for everyone. But, there are a lot of card games or similar that just use symbols and they are fun and cool. This one, I believe, is one of them. But be carefull, you planned this game with the characters of FF on every card. When you mix cards, for example, you suppose to mix FF characteres. Now, you are mixing japanise letters. It like: whattt? + whatt?? = double whaaattt?

lol

But looks nice! Good work  and now its legal! Yey! (I guess) Wink
22  Games Center / Showcase / Re: Endosin (Tetra Master Re-make) on: 2013-09-08 16:54:56
Interesting...I wanted to do the TripleTriad, the card game of FFVIII, but then I moved to other projects.

Just one thing, you are selling this. Dude, you can't do that because you are using an IP from Square without permission. Actually, you can't even make a free game with an IP that is not yours.
23  Games Center / WIP games, tools & toy projects / Re: G581g on: 2013-09-05 04:13:03
I like the project! But the download link is broken! Actually...a lot of links in your web: http://kemoy.net/index.php are broken Sad
24  Discussions / General Discussions / Re: LibGDX and HTML5. What should I put into the server? on: 2013-09-01 00:09:15
Thank you very much! Worked!

I had to include the testGame.GwtDefinition, btw.
25  Discussions / General Discussions / LibGDX and HTML5. What should I put into the server? on: 2013-08-31 22:07:23
Hi guys!

I made a "test game" in libGDX and it works on html5 (tested using GWT developer plugin for chrome). Now I wonder...¿what should I upload to the host? I have the 3 projects folder:

testGame
testGame-desktop
testGame-android           <-- just becouse the "assets" folder
testGame-html5

This has to be compiled so, I supose that I cant upload these folders. ¿I need a fat jar or what? Im kinda missed here. Also don't know what page should I create/use to execute the game. In the "war" folder there is a index.html. Is that the page that starts the game on the browser?

Thanks guys for the supply, really dont know what to do with this.
26  Games Center / Showcase / Re: The Lonely Sentry LD27 on: 2013-08-28 23:30:47
lol nice game!
27  Games Center / WIP games, tools & toy projects / Re: Izalys World - 2d side scroller (run and jump game) on: 2013-07-29 19:30:08
Its been a while since the last comment but...what a hell, I had a lot of fun with this game! haha the sounds and art style are very cool and the level design is also very clever. Playing this game I remembered old times (like sonic times).

Thank you for share this with us!

Great job
28  Game Development / Newbie & Debugging Questions / Re: TextureAtlas and rotated images on: 2013-07-25 23:03:30
Nevermind. I found the option "allow rotation" in the TexturePacker. If it's unchecked the packer just put the images without any rotation.
29  Game Development / Newbie & Debugging Questions / TextureAtlas and rotated images on: 2013-07-25 22:49:56
Hi guys! I have a little big question about TextureAtlas and the soft TexturePacker.

First of all, I created 4 simple images, all same size. Put them into the TexturePacker and configured it to work with libGDX. The first thing is that one of the 4 images show up rotated into the atlas (to gain space?) Anyway, I keep going with this tutorial: http://bitiotic.com/blog/2012/05/10/tutorial-for-texturepacker-and-libgdx/

So...I publish de atlas, get the 2 files and then inside libGdx:

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atlas= new TextureAtlas(Gdx.files.internal("assets/atlas_test/pack1.txt")); 

fig1= atlas.findRegion("fig1");
fig2= atlas.findRegion("fig2");
fig3= atlas.findRegion("fig3");
fig4= atlas.findRegion("fig4");


And the render method:

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batch.begin();
     
batch.draw(fig1, 0, 200);
batch.draw(fig2, 0, 400);
batch.draw(fig3, 200, 400);
batch.draw(fig4, 200, 200);
     
batch.end();


The output:

Not so cool, uh? i can understand that the packer rotates images to gain space but...when I load them I wanted without rotation!

This is the .txt generated by the TexturePacker:

pack2.png
format: RGBA8888
filter: Linear,Linear
repeat: none
fig1
  rotate: true
  xy: 2, 145
  size: 151, 141
  orig: 151, 141
  offset: 0, 0
  index: -1
fig2
  rotate: false
  xy: 308, 2
  size: 151, 141
  orig: 151, 141
  offset: 0, 0
  index: -1
fig3
  rotate: false
  xy: 155, 2
  size: 151, 141
  orig: 151, 141
  offset: 0, 0
  index: -1
fig4
  rotate: false
  xy: 2, 2
  size: 151, 141
  orig: 151, 141
  offset: 0, 0
  index: -1


Seems to be fine but the "findRegion" method just check the name and returns the region. It doesn't care about rotation. I don't know...Im doing something wrong?
30  Games Center / WIP games, tools & toy projects / Re: Bitieval Archas [2D Roguelike] on: 2013-07-25 17:53:27
I like the simplicity of the gui Smiley

Nice work and let's wait to see more  Wink
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