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1  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
2  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.
3  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="http://www.youtube.com/v/TH2UU5BLyzU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/TH2UU5BLyzU?version=3&amp;hl=en_US&amp;start=</a>
4  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*:
http://www.policyalmanac.org/games/aStarTutorial.htm
5  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
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 21:37:13
Quote
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.
7  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: http://online.b1.org/online
8  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!
9  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...

10  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.
11  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!
12  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.
13  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.
14  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 05:21:23
I'm not trying to criticize you, so please don't take this as I am saying your game is bad or anything!

First off, no I have no other friend to test this with. Why? Well no offense but this obviously isn't a very well known game. If I want to play games with my friends, I'll just play something that we already play. Why would I want to play a very early version of a game they have never heard about?

I understand you have servers up and people to play with. I was just saying that I wanted to play, and I can't because I was spawned in a room with no doors simply because no one else was playing. I don't understand your reasoning here; I can't test your game unless I find other people to test it with me? I was just trying to test your game for a few minutes, and I didn't want to have to ask other people to play with me.

The fact that it is a PvP online game has nothing to do with what I am saying and is completely irrelevant. I am saying I cannot test your game because I do not want to find someone else to play with right now. If you had allowed me to spawn in a room without doors so I could explore the world and test it out, then I would be giving you feedback on my experience with your game. Instead, I am here telling you about how I couldn't play.

I simply don't understand your logic here, I'm sorry. Your end user shouldn't have to go through the hassle of setting up a server simply to try out the basics of your game. If I was allowed to mess around in the world without another person playing with me then I would be able to give you some feedback. But, as it currently stands, I cannot.
15  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 04:41:36
@opiop65 its a WIP... and I for one am happy to see a refreshing new game!

Great stuff Soul Foam
I understand it's a WIP. But if you are going to put out a version of your game, then at least wait until it is playable for everyone. I would have liked to test out his game, but I don't want to have to convince someone to play with me. I don't think it would be very hard to change where the player is started at...
16  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 03:55:02
Honestly, I don't understand why you would release this (even as an "alpha") before you had some sort of singleplayer mode. Not everyone has a friend that will be willing to test a not-well known game.
17  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 02:54:55
I understand why re-sizing is an issue, but you definitely need to allow it. Not everyone has a resolution that will allow them to run this game!

And you should also change the place where the person is spawned if there is only one person playing, I don't know how I'm supposed to have fun if I can't even play the game!
18  Game Development / Networking & Multiplayer / Re: More Kryonet issues Buffer overflow on: 2015-01-08 02:52:45
If you would Google these errors, you would actually find out much quicker what you are doing wrong. No offense, of course.

Check out the source code for the client class:
https://github.com/EsotericSoftware/kryonet/blob/master/src/com/esotericsoftware/kryonet/Client.java

The constructor can optionally take in a buffer size. I would play around with it to see the size of the buffer you would need.
19  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 out now!) on: 2015-01-08 02:19:55
Couple of issues:
- You should allow the window to be re-sizable. On my laptop, the bottom of the window is cut off.
- I spawned in a room with no doors...
 
Besides that, nice job. Needs a lot of polish, and obviously needs more features, but nice job for the first version!
20  Game Development / Networking & Multiplayer / Re: More Kryonet issues Buffer overflow on: 2015-01-08 02:05:51
Can you post some code? Most likely you need to increase the buffer size in the constructor of the client.

Also, how did you misspell "tried" and "using"? Not trying to be offensive, just trying to point out your spelling mistakes since you said you have trouble with spelling!
21  Games Center / WIP games, tools & toy projects / Re: Ghostr - 2D Ghost Hunting Arcade Game on: 2015-01-07 17:43:35
I love the new ghost pixel art you came up with! Makes me jealous, I can't draw like that Sad
22  Game Development / Articles & tutorials / Re: GLSL basics on: 2015-01-05 18:00:13
Actually, starting with OpenGL version 3.3 the GLSL version numbers match the OpenGL version.

http://en.m.wikipedia.org/wiki/OpenGL_Shading_Language
23  Games Center / WIP games, tools & toy projects / Re: Horizon (Freerome MMORPG) WIP on: 2015-01-05 17:57:34
Just ask for PMs on here. I don't know about anyone else, but I haven't had Skype installed on my computer for more than a year now. Its so much easier to just shoot you a message on here!
24  Games Center / WIP games, tools & toy projects / Re: Horizon (Freerome MMORPG) WIP on: 2015-01-04 17:19:56
You don't understand, no one is ever going to walk that far, no matter how "dynamic" the terrain is. The only thing your huge boundaries will do is limit the amount of resources you have to work with because it will put more strain on the player's computer. A smarter idea would be to refine your terrain, and create a more solid game, and then use those extra resources you gained from NOT having a ridiculously, and unnecessary, huge map to do other intensive tasks.

No one will ever want to walk that far in any game. No one. So why not entice your players with more features instead of things they will never see ("dynamic" terrain)?
25  Games Center / Android Showcase / Re: Sily Wars- Advanced Wars clone on: 2015-01-04 17:11:15
I used to play this game all the time as a kid on the way to school! Wow, thanks for developing this, and inadvertently reminding me of one of my favorite games when I was a kid Smiley

 +1
26  Discussions / Miscellaneous Topics / Re: The Escapist! on: 2015-01-04 00:39:07
Just... Slowly hit the back button. Possibly throw your hard drive in some liquid nitrogen.
27  Games Center / WIP games, tools & toy projects / Re: Horizon (Freerome MMORPG) WIP on: 2015-01-03 21:07:41
I would rather play a game with a well constructed map than an "infinite" (there is no such thing as infinite when it comes to generating maps like this) map that isn't as feature rich.

Also, *boundaries and *entities. I don't know if your native language is english, but I just wanted to help you out with the some spelling there Smiley
28  Games Center / WIP games, tools & toy projects / Re: RuneSpire - A 2D Online RPG inspired by Runescape. on: 2015-01-01 21:34:41
I so am not working on a similar project :L
A lot of people make games like this. Its a popular genre right now.
29  Game Development / Networking & Multiplayer / Re: Wanting to know the best way to send data TCP UDP on: 2014-12-31 00:36:24
I wouldn't send over the position every update cycle. What I would do is every time the client moves the player, send a position update packet that contains a byte to represent in which direction the player moved. Then, every couple of frames, send over a position update packet that also includes the exact position of that player. You may need to interpolate the position of the player on the other client's screens if a update position packet is dropped, but that should be fairly easy.
30  Game Development / Networking & Multiplayer / Re: Wanting to know the best way to send data TCP UDP on: 2014-12-31 00:30:18
Well, what does your movement info consist of? How do you move your objects in game? I would say use two booleans to represent the four cardinal directions. Maybe a byte? It's up to you to test and debug it. If you are having performance issues, then figure out another way. Right now there is not much I can tell you because I don't know how your program is set up.
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