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1  Discussions / General Discussions / Re: my art good no? on: 2014-11-18 19:26:02
For the most part nice job. The trees look decent.

However, the UI elements look severely out of place and squashed.
2  Game Development / Newbie & Debugging Questions / Re: Scale Text3D on: 2014-11-18 02:51:32
For the love of god provide more information.

What is a text3D object? Scale in what sense?
3  Discussions / General Discussions / Re: what's up ? on: 2014-11-17 22:35:48
... News != Real life. You haven't seen a gas station in the past few, well, years?
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Kryonet Fails about sending packet on: 2014-11-13 23:46:56
Can you show us the full code?

Also, wrap your code in [code ][/code ] tags (without the spaces) please!
5  Game Development / Newbie & Debugging Questions / Re: LibGDX 2D Sprite Animation on: 2014-11-12 00:58:22
Your variable
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ANIM_DELAY
is way too high of a number. I believe 1 = 1 second, so you are delaying each frame switch by 1000 seconds right now. Try changing it to be lower, that should solve your issue!
6  Game Development / Newbie & Debugging Questions / Re: Image Effects on: 2014-11-12 00:20:32
Everyone else learned by trial and error. I seriously doubt you would find a lot of information on these topics because we already have big software that does all these image effects for us (Photoshop).

GLSL would make everything easier though, I am telling you.
7  Game Development / Game Play & Game Design / Re: Close Combat system in top down 2d rpg style game. on: 2014-11-11 15:53:36
There's no such thing as over the top. If your system works and you're satisfied with it, then use it.
8  Games Center / WIP games, tools & toy projects / Re: KeepMeBusy Java2D Game!!! + Devlogs on: 2014-11-11 05:44:14
No, I just like being able to see the source code. You can always learn new things!
9  Games Center / WIP games, tools & toy projects / Re: KeepMeBusy Java2D Game!!! + Devlogs on: 2014-11-10 21:24:58
Can I see your code?
10  Game Development / Newbie & Debugging Questions / Re: Ways of keeping track of classes... on: 2014-11-08 14:33:21
Use descriptive names for your classes so you will be able to glance at them and see what they do. The same goes for methods.

Honestly? Memorization is a big component, at least for me. I just remember what everything does. Part of that comes from the fact that I re-use a lot of my code, so I memorize what methods do what.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-05 20:11:50
I don't understand much of what you said, theagentd, but it sounds technical and impressive, so have a medal! Good luck trying to find the right people to talk to, hope you aren't kidnapped and taken to a top secret graphics research center in the middle of nowhere and kept hostage until you spill your guts on your algorithm-do bob-thingy!

Smiley
12  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-05 02:28:13
YOU may prefer jars, but that's because you are a Java developer. The vast majority of people don't know what a Jar is or what it's used for. People aren't going to go the extra mile to install the JRE if they don't have to, like I said before. People are telling you why not Jars, I don't know what other information you want.
13  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-05 01:55:33
No, HTML is purely a markup language, which means it's just a set of commands that instructs the DOM how to organize the content of a webpage. JavaScript is the actual "programming" of a webpage (or at least one of the many languages; JS is just very popular). I doubt you can actually do what you are asking about, but I just wanted to clear that up.

Edit:
http://stackoverflow.com/questions/9273892/detect-java-not-installed-and-provide-a-link-from-javascript
14  Games Center / WIP games, tools & toy projects / Re: YAGE (Yet Another Game Engine) on: 2014-11-05 01:06:21
I'm not flaming him... I don't know why everyone thinks I am trolling or trying to cause fights, I am simply stating my opinion. Just because it's harsh doesn't mean it's flaming.
15  Games Center / WIP games, tools & toy projects / Re: YAGE (Yet Another Game Engine) on: 2014-11-05 00:46:18
First off, these aren't engines. These are libraries (thank you, OP, for noting the difference).

Second, if your library isn't mature or have a lot of POLISHED features, then please don't post them here. Plenty of us use our own little libraries when developing, but we don't share them because most of the time they have specific case uses. No offense, but your library will probably never take over LibGDX or any of the major libraries simply because LibGDX is mature and has been in development for years by some very dedicated and knowledgeable people. There is absolutely no need to throw up your library on this forum after you have been programming it for a few days.

Keep it to yourself unless your library does something amazing, or fixes a problem that exists.
16  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-05 00:40:38
Quote
- people don't know what a jar file is
They don't need to know... All you need to say is they need Java (plus a link to the download)...

Most people won't bother downloading programs to play your game unless it's popular. Take Minecraft for example, I can guarantee you a lot of people had no idea what Java even was before Minecraft came out. A lot of them probably didn't have it installed, either, but as soon as the Minecraft craze came about, it was suddenly worth it to install the JRE. No offense, but unless your game is popular or very interesting no one will go the extra mile to install the programs needed just to make your game work. People are inherently lazy and will put out the minimum amount of effort required to get the most enjoyment out of their life. If your game won't run, then it's not a loss to them because there are plenty of other games that are just as entertaining and fun, or even more so, then your's.
17  Games Center / WIP games, tools & toy projects / Re: SJGL (Now on GitHub!) on: 2014-11-05 00:34:10
Yeah, that's not good collision detection (sorry for being blunt). It only works at 3 x values in the entire display.

CopyableCougar4

Find The Cake exists mainly to show off the library, so it's not a serious game.
This just sounds like laziness. Your game is supposed to be showing off your library, which means it should actually work. Your "collision detection" is merely seeing if the player's position equals the cake's position, which is (no offense) terrible way to do any sort of collision detection. Use hit boxes, and look up AABBs. The concept is super simple. I've also made a video on detecting AABB rectangle based collisions if you need some help: <a href="http://www.youtube.com/v/wlYkneC3iFA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/wlYkneC3iFA?version=3&amp;hl=en_US&amp;start=</a>

Remember that this game will be showing off the library's features, so it should be polished and full of gameplay. Generally a demo should not be something you can whip up in less than an hour, it should be far more polished and feature rich.
18  Games Center / WIP games, tools & toy projects / Re: SJGL (Simple Java Game Library) on: 2014-11-04 05:09:14
Jesus this thread is full of so much cringe. All of you need to take a step back and let the OP figure it out, we have given him the advice. There are no sides, this is a thread about a small library that for some reason spiraled into insulting each other and useless comments. Don't take over threads with your silly bantering, this is a place to discuss the library. Maturity is a nice quality to have sometimes.
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] MeshBuilder "Too many vertices used" on: 2014-11-03 23:33:29
Thank you all. I was just looking for an explanation as to why the LibGDX team capped the vertex buffer at such a *low* value. I'm sure there's some technical detail I am overlooking, so I'm just curious.
20  Games Center / WIP games, tools & toy projects / Re: Hunting/Fishing game in opengl on: 2014-11-03 18:30:23
Running a project is compiling the files. I would provide a better description for your project, or at least embed some images.
21  Games Center / WIP games, tools & toy projects / Re: Hunting/Fishing game in opengl on: 2014-11-03 18:00:29
Err... Great? Maybe a description of some sort? What scout a Jar? Nobody wants to download your project files and compile them.
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] MeshBuilder "Too many vertices used" on: 2014-11-03 17:57:34
Right, no unsigned variables in Java, forgot about that. My problem still remains, I simply can't store all the vertices I need, and I don't understand why.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX ShapeRenderer circles on: 2014-11-03 15:21:45
Look at the documentation:
http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/ShapeRenderer.html
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] MeshBuilder "Too many vertices used" on: 2014-11-03 06:15:36
Sorry, but can you provide an example of what you are talking about? Maybe psuedo code? Thanks!
25  Java Game APIs & Engines / Engines, Libraries and Tools / [LibGDX] MeshBuilder "Too many vertices used" on: 2014-11-03 03:39:25
I'm attempting to create some sort a voxel engine, and I am using LibGDX to help me. I want to create 16^3 chunks, so 24 vertices per cube at 4096 is 98,304 vertices to be used. However, when I try to build a single chunk mesh with the MeshPartBuilder class I get the error "Too many vertices used". I took a look at the code, and it seems like you can only add Short.MAX_VALUE vertices, which I don't understand because a short can't hold THAT many values. Is there anyway to increase the number of vertices I can put into a mesh? Or am I doing something wrong?

This is my code (be aware I just started to look into the 3D API, so I don't exactly know what I'm doing.):
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ModelBuilder builder = new ModelBuilder();
      builder.begin();
      MeshPartBuilder mpb = builder.part("cubes", GL20.GL_TRIANGLES, (Usage.Position | Usage.Normal), new Material(ColorAttribute.createDiffuse(Color.WHITE)));
      for(int x = 0; x < noise.length; x++) {
         for(int y = 0; y < noise[0].length; y++) {
            float z = (int) (noise[x][y] * 16);
            mpb.box(x, z, y, 1, 1, 1);
         }
      }
     
      Model model = builder.end();
     
      instance = new ModelInstance(model);
26  Games Center / WIP games, tools & toy projects / Re: SJGL (Simple Java Game Library) on: 2014-11-01 20:04:25
Don't look at it as negative feedback. Look at it as a list of things to do. No offense, you're still quite new at this stuff and a lot of us have more experience than you. We know more about designing these things, what is successfull/what's not, the features that are needed to make or break a good game library etc... If this feedback puts you off then you need to develop a thicker skin for yourself because none of us are being rude or mean, we are trying to help because your library has some bizzare designs and WILL be slow. Taking our advice would only result in a faster, better library.
27  Java Game APIs & Engines / OpenGL Development / Re: Making 2D RPG game on: 2014-11-01 17:03:44
Good so far!

What is tickTime though and why is it 220?
28  Games Center / WIP games, tools & toy projects / Re: SJGL (Simple Java Game Library) on: 2014-11-01 16:24:15
A couple of criticisms

1. Is your library based off Java2D or OpenGL? It seems to me you are using Java2D, but for some reason you are using the "gl-" prefix for a lot of your functions, which is confusing.

2. You are initializing WAY too many objects in your `paint` method. You should not be loading that image over and over before you draw it.

3. Drawing shouldn't be handled by the individual graphics classes (Image for example). This is what I'm talking about:
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img.glDrawImage(gl, 250, 140, 64, 64);

You are passing in the graphics object. Why is that silly? Because you will only ever have one graphics object, so what is the point in passing it in every time? You should put all these draw methods into the graphics class so you have something like this:
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gl.glDrawImage(250, 140, 64, 64);


3. How do you specify what image to draw? It seems like your idea is to load an image and then immediately draw it. That's a terrible design, quite honestly. Loading an image from file is expensive, you need a way to store the image and then be able to draw it whenever you want, not immediately after you load it.

4.
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ColorValue
is a bad name for a color class, no offense. Rename it to
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Color
, that's what most people would expect it to be named.

5. Is this all your library can do? Draw images and text? What about input? Or drawing primitives? Or asset handling?

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GL gl = new GL();
      gl.glInit(g);

These two lines make me cringe. They are in your `paint` method, which means you are doing it EVERY frame.

I would suggest researching how other libraries are built, and their design patterns.
29  Games Center / WIP games, tools & toy projects / Re: SJGL (Simple Java Game Library) on: 2014-11-01 16:12:40
Show example code, don't make people download files. Most people will not download your demo, they just want to see how easy it is to code with it and what you can do with it.
30  Game Development / Newbie & Debugging Questions / Re: LibGDX - Collision & Rendering Issues on: 2014-10-31 12:27:01
I made a video about detecting simple AABB collisions:
Game Development Math - Collision Detection (AABB): http://youtu.be/wlYkneC3iFA
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