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1  Games Center / Cube World Projects / Re: Technetium - A realistic voxel game on: 2015-03-02 15:08:23
Your team name really threw me off there for a second. Maybe you should consider a name change, the popular Minecraft mod pack (mod? can't remember) Technic is likely to confuse people and think that the people who made the Technic pack are now making a voxel game.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-27 21:29:43
Opiop, you ARE a real game developer.

On the subject of design documents, my worst work in my enterprise environment has always started with a fat design document, maybe even written by me. The more effort spent on the design document, the worse the end result.

My best work has been seat-of-pants stuff where I code in a frenzy of intuition, racing to finish the project before management notice and stops me.
Thank you!

I haven't had a programming job, so I wouldn't know how it all works but I know that I'm terrible at finishing projects without planning EVERYTHING first. In fact, my track record reflects that, I've finished 0 games (besides maybe Pong or small clones like that). Filling out this document sort of makes me realize what I need to do, and where to allocate my time and resources. I'm excited to get to work!
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-27 18:24:46
I was joking guys, see the winky face at the end? I don't literally mean I'm a real game developer now.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGdX - modifying Sprites and Animating them on: 2015-02-27 16:05:11
Folks over at LibGdx said that it is expected behavior as Sprite extends TextureRegion. So the correct way of drawing is sprite.draw();
Correct, from what I understand the SpriteBatch draw methods are only called when you want to draw just a texture. If you are working with the Sprite class, or any other class that has a draw method, you shouldn't handle the drawing yourself.
5  Discussions / General Discussions / Re: where can i get better at java? on: 2015-02-27 16:03:31
That was more directed at the beginning developers who are creating simple clones of PacMan or the such. Personally, I've learned a lot about Java from game development, but most of my early knowledge came from messing around with non-game programs.

But to each their own! Maybe you will learn more about Java from game development Smiley
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-27 15:58:29
Started planning out a new game today. I've made a commitment to myself that I will actually get this one done, and that I will do it right this time. So I Googled "game design document template", grabbed a nice looking one, and am currently filing it out. One hour later and I'm almost half way done! I've actually never took this much time to plan out a game before, and I'm excited that I'm finally trying it the right way to plan everything out beforehand.

So this is how it feels to be a real game developer, huh? Wink (That was sarcasm)

Clarified my sarcasm Tongue
7  Discussions / General Discussions / Re: where can i get better at java? on: 2015-02-27 15:54:09
Making games won't teach you much about Java besides the basics. If you actually want to learn Java, create some programs that requires other parts of the language. If you really are just starting out, I would say go make some basic programs. Make a simple command line chat program, make an advanced calculator with Swing. Make programs that you would find useful. Back in 10th grade, I was in honors statistics and we had a homework assignment that required the use of an equation. Now, me being the lazy person I am, I created a basic program in Java that would allow me to plug in some variables, and the computer would solve the equation for me. My hour long homework assignment suddenly only took 10 minutes!
8  Games Center / nK Game Competition - 2015 / Re: Java4K framework WIP on: 2015-02-26 15:07:05
Very cool, thanks for this. Might try my hand at a "4K" game soon!
9  Games Center / WIP games, tools & toy projects / Re: Horizon (Freeroam MMORPG) WIP on: 2015-02-25 19:26:54
I think what the other posters are saying is that you are focusing too much on the "optimization", and less time actually creating a game that would be enjoyable to play. Sure, it's just a hobby and a little side project, that's fine. But you posted it here, and people are just chiming in with their opinions.

Like what Heroes said, I think you are focusing too much on the details and you will eventually burn yourself out. Flesh out your mechanics, write a lot of code and then go back and see what doesn't work/what needs to be optimized. You're prematurely optimizing, which is a great way to make yourself go crazy. Throw some features in, release a demo and see what people like. No one is going to notice the 5 FPS difference resulting from the week long optimization run you did, but they will notice that cool new mechanic, or that professional looking art.

I'm not trying to discourage you from programming your game the way you want, I'm just trying to offer you some advice and hopefully help!
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-24 16:38:44
Played at a Battle of the Bands at The Agora in Cleveland. Technically it was two days ago, but oh well!
11  Discussions / General Discussions / Re: jgo on mobile on: 2015-02-24 04:35:54
Also have this problem on my phone (Nexus 5) running Chrome. I've sort of become accustomed to scrolling back and forth to read text, but a more mobile friendly version would be very welcome!
12  Games Center / WIP games, tools & toy projects / Re: The Island on: 2015-02-20 03:10:29
Someone is extremely proud they are from Russia... Looks cool but that "air" texture is strange looking. I would just use a one color texture, it would look a lot cleaner.
13  Discussions / General Discussions / Re: Paint.NET alternative for OSX on: 2015-02-18 03:48:14
Oh, I had forgotten about that program! Thanks for the recommendation, I'll try it out.
14  Game Development / Networking & Multiplayer / Re: Managing when the server should send which data on: 2015-02-18 02:59:14
1.) The client should request the map data when it needs it. The server is dumb, it only responds to requests from the clients. The client should have a file that should save the state of the world and tell the client whether or not it needs to request new data from the server.

2.) Similar to what Edgu said, use a queue based system for your packet handler that processes packets in a first in, last out approach. You can find out what kind of packet each one is in the queue by using the instanceof operator, and then acting upon the result.

Think about networking as if it's dumb. Everything is a response to something else. Player breaks object, client sends packet to server to notify the other clients. Server sends packet to other clients. Clients receive packets and process them. Rinse and repeat. Networking is complicated, but just break it down into simple response based problems, and you will be good!

Quick edit because you just posted:
If you are trying to make a game, I wouldn't try to roll your own networking library! Use something like Kryonet or net (never used it, but I'm starting to see it used more) because they are optimized, feature rich libraries that are made by people that have been working on them for years. If you are just messing around and not trying to make a game, then go for it, but I would strongly advise against trying to make one yourself if you are actually setting out to make a game.
15  Discussions / General Discussions / Re: Paint.NET alternative for OSX on: 2015-02-18 02:49:02
I've used GIMP before, it's a good powerful program, but I was looking for something simpler with an easier UI like PDN. If that's the only good free alternative then I will have to take a look at it again, but I was hoping I could find something else.

Thanks for the fast reply though!
16  Discussions / General Discussions / Paint.NET alternative for OSX on: 2015-02-18 02:46:30
Last week I bought a new (used) Macbook and discovered there is a lack of a basic image editor. I use Paint.NET for Windows because it is free and fairly simple to use, I generally use it for low resolution pixel art. Is there a free alternative for Mac? I've tried Paint 2, but you need to pay to get the full features of the program and I was wondering what everyone else uses!
17  Discussions / General Discussions / Re: What's your day job? on: 2015-02-17 06:14:17
I work at Zeppe's (a local pizzeria chain) and am going to college for my associate's degree right now, and then transferring to some other college for my bachelor's in CS. Unfortunately do not get paid to code like a lot of you do Sad
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-13 15:55:48
I made this technically last night since I fell asleep at my keyboard (don't have much time to code, so I have to take advantage of every second!), but I would still like to share it!

It's my new "version control" system (for a lack of a better term) that interfaces with Dropbox to update my change log with a single click! The "Additions/Bug Fixes" box is for any new changes/bug fixes I made, and the "Subtractions" box is for any features I removed since the last version released. The "Version" box is the version number I am releasing this change log and update as. The "View" button actually takes the text from the three text boxes, and converts it to HTML so I can have a quick look at what it will look like when it is pushed to my game's launcher:

The "Publish" button is where all the meat is really at: it downloads my "update.html" file (which is displayed in my game's launcher), appends the new changes to the file, then pushes it back to Dropbox and updates the old "update.html" file.

Later on I plan to include the ability to upload new versions of my game files, and to pull down old change logs and edit them just in case I make a mistake. What I've done can basically be described as a deployment system, I think. Whatever it is, I'm actually very happy I no longer have to manually pull files, edit them, and then push them back to my Dropbox account! +1 for being a lazy developer Smiley
19  Game Development / Networking & Multiplayer / Re: Multiplayer and Game-Server. Where to start? on: 2015-01-12 04:38:44
Multithreading is a MUST when it comes to networking. The server must handle a bunch of connections, so thread blocking is a large concern when working with them. If you've been programming for years, then you really should know how threading works, it's one of the basic things you just need to know. Multiple threads would solve your problem, there is really no other way to get around it.

I would use a networking library, though, such as Kryonet. Rolling your own networking library is not something you should really attempt unless the couple out there don't fit your needs.
20  Game Development / Newbie & Debugging Questions / Re: Sprite Sheet Instruction Needed on: 2015-01-12 03:31:22
First off, 'a' seems to be your render method, which is called a TON of times per second. You are loading your texture every time that method is called, which is insanely inefficient. You should create a single instance of that texture, and re-use it every time that method is called. Loading a texture every render call will quickly kill your performance.

Second, as for your problem, I actually have made a video explaining how a spritesheet works, and how to use a specified portion of that sheet. Sorry if this seems like self promotion, I really am just trying to help you!
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
21  Game Development / Artificial Intelligence / Re: Tutorial or example on a* pathfinding without Slick on: 2015-01-12 02:16:28
Yeah im struggling to understand that (never used interfaces) could i see a example where you have used it for reference?
How have you managed to code Horizon (or whatever its called) without knowing about interfaces? Do you use the abstract modifier for your methods a lot and then extend that base class?

This is (IMO) still the best way to learn the basics of A*:
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 21:44:24
I'm actually interested in this, can you post a link to wherever you started learning about reverse engineering? Smiley
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 21:37:13
Still reverse engineering the Battlefield 4 engine.
You do what?

Even though given that you might be able to do that, which is quite remarkable, you do know that you are very likely legally forbidden to do that by US law?

See section (f) Reverse Engineering.—

Also the European Computer Programs Directive has something to say about decompilation, which may or may not refer to what you are doing exactly, and whether Battlefield 4 is actually protected by US law instead of European law (which I guess it is):

See Article 6 - Decompilation

Sorry, I didn't want to be a grinch here, just wanted to let you know, before you decide to spread the news more. Wink
As long as he doesn't ever upload or try to use the reversed engineered engine then I'm sure he'll be alright because there is no proof he has done it.
24  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-09 21:30:36
Can you also offer it in zip? My school's computer do not allow users to install programs, so I could not install WinRAR to extract the files.
There are lots of online extractors, this is the first result on Google:
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 21:27:49
Still reverse engineering the Battlefield 4 engine. Got a basic SDK going for my DLL injection. Yeah, C++...
This sounds incredibly interesting... And hard. Good luck to you!
26  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-09 06:52:48
Although, when Minecraft came out, I don't think graphics where as good as they are today...
Errr... when exactly do you think Minecraft came out? 2009 isn't exactly too long ago, especially not in terms of graphics advancement. It's not like Notch chose to use the textures he did because of some computational limitation, he chose those textures because he thought they fit well with the rest of the game.

That, and he probably isn't the best at art like most programmers...

27  Game Development / Newbie & Debugging Questions / Re: Random tile generation - 2D - LibGDX on: 2015-01-08 17:23:28
Well first thing to note: there is no such thing as "random pipe generation", so trying to research that specific topic will most likely get you nowhere!

I wouldn't use perlin noise for this, it's not suitable for your problem. Your problem can be solved using some simple math, actually! Think about it, what do you need to figure out? You need to figure out where to place a pipe so the player can fairly avoid it, but there is still a challenge. In the case of Flappy Bird, pipes are spawned at (IIRC) regular intervals with enough space to allow the player to just miss the pipe, but not enough to make it easy to miss. So, find a good interval at which to spawn pipes. You can determine this just by playing with values. Just start adding pipes and seeing how far apart you need to spawn them.
28  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 17:12:01
Thank you for actually considering my feedback! I can't say I agree with your reasons for not letting me walk around the world, but it is your game and I respect that. Honestly because you were nice in your reply I will keep an eye on your game, and I may play it someday. I was becoming frustrated mostly because I did not understand your reasons, and because KudoDEV seemed to try to fight me after every single post I made.

I am sorry for all these posts, but I am happy that you actually read my feedback. Good luck with the game!
29  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 16:59:56
@opiop65 You make it seem like his progress is not worth sharing. It's one of the best games on JGO at the moment.
I... I never said that.
Honestly, I don't understand why you would release this (even as an "alpha") before you had some sort of singleplayer mode.
Ok, I apologize for my hypocrisy. However, my intention was never to suggest you not release your game, but simply to change the place where a person in "singleplayer mode" spawned so I could play your game without finding anyone else. And I don't think changing the spawn area would be a very difficult task, so I was more implying you should change that one small thing, and then release your game.
30  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 16:47:15
@opiop65 You make it seem like his progress is not worth sharing. It's one of the best games on JGO at the moment.
I... I never said that. If you would stop fanboying over Soul Foam's game then you would realize I am simply saying I cannot test it. Literally no where did I say that he should not share his progress, just simply that he should allow a person who does not want to play with other people to spawn somewhere else so they can explore the world.

Your strange defensiveness over this project is starting to get weird, I don't know why you needed to include the fact that it is "on of the best games on JGO at the moment." Are you trying to shame me into finding someone else to play it so I can give him good feedback? If you're so invested in this project, wouldn't you want me to give OP some honest feedback? That's what I'm doing here, but you seem to try to shoot my valid opinions down every second of the way and try to start fights. I am not trying to fight here, I am simply trying to play OP's game because I am interested. It's very immature of you to try to come in and try to make me feel bad for wanting to play his game.

Again, Soul Foam, I am not trying to insult you or your project. I want to play your game, but as it currently stands I cannot because I do not wish to find someone else to play with me. I just don't understand why I have to find someone just to walk around in your game and give you some feedback. No where did I say your game is bad. In fact, I said you were making good progress. Please don't take my posts as me insulting you or your game.
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