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1  Games Center / Showcase / Re: Block-Warefare (new original concept showcase) on: 2015-08-02 14:33:38
I just want to say, don't limit yourself by saying you're 14. Be proud of what you made and realize that you know A LOT more about programming and game development than most people your age and that this skill you're learning is a great one. Seriously, keep programming no matter what. You'll look back in a couple years and feel very good about having the discipline to do something like this for awhile.
2  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 18:03:51
One thing that I enjoy is a good racing game. Try to make one in 2D or 3D and trust me, it's way more fun than it sounds.

RPGs, adventure games, etc.. need content and lots of work which is usually difficult for one person. That's why a physics simulator like a racing game would work because all you have to do is learn most of the math behind kinematics and then apply it. The bugs are funny to look at because, for example, your car will spin uncontrollably or something like that, it keeps you happy. Also, making a racing game doesn't give me that feeling of "oh crap i have a lot on my plate"
I feel the same way but with voxel engines. Have I ever managed to even getting close to completing one? Nope. But I'll eat my shoes if I ever catch myself saying that generating voxels from a noise map ain't fun. It's actually the reason I started programming in the first place, I always had the dream of creating a voxel engine.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-31 14:48:19
Well, Scala might be more fun, but Python might be more useful in a day job later...
That's what I was thinking. Scala looks like an awesome functional language and it could be a lot of fun to learn, but I don't have a lot of time or patience to learn a new language what with already programming at my job every day. Keeping that in mind, Python definitely would be the easier of the two to learn (IMO at least) and would definitely have a use down the road when I go looking for a new job.

Python + Django it is!

Edit: Might go with Ruby + Rails actually. Seems pretty relevant to the market right now.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-31 13:19:37
Stayed up all night last night to watch the sunrise with some friends and now work is going to be terrible.

Also trying to decide between learning Python + Django or Scala + Play for my first hobby web development language. I already know ASP.NET MVC/C# for work, but I want to learn something more functional. Anybody have any recommendations?
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-30 15:32:31
I got my school schedule today. I am taking 3 Ap classes, 2 engineering classes, a web design class, and one regular class  Cheesy. wish me luck!

That sounds exactly like one of my high school years. Smiley Good luck and say goodbye to all your friends  Wink
Your high school sounds like it was so much cooler than my high school was. Best year I had was AP comp sci and trig, every other year was boring!
6  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-29 19:41:37
well byte to string and vice versa is not a problem

but 9mb map files geez, unless you have assets IN your map file, which I will assume here...

and calling createTile 3 times per tile... which calls one of these methods, which we dont know how intensive they are

You didn't answer my question?
How do i change string to a byte
There's something called finding it out on your own...
7  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-29 18:05:53
You have no idea how to what?
8  Game Development / Newbie & Debugging Questions / Re: I want to work in 3D? on: 2015-07-29 15:54:16
Sure, there's a main source. Math. Really, take the time to learn math. I assume you are still in school (correct me if I'm wrong), what math class are you in?

Those channels also have plenty of information on raycasting and collision detection/response. I've skimmed their videos before and they each have many episodes on them.
9  Games Center / Cube World Projects / Re: [LibGDX] Project Tranquil on: 2015-07-29 15:51:48
Fixed here too now with the latest update.
10  Game Development / Newbie & Debugging Questions / Re: I want to work in 3D? on: 2015-07-29 15:47:49
Not trying to discredit you, but are you sure you didn't follow a tutorial to make what is shown in that screenshot? There's not shame in admitting it if you do need help advancing past a tutorial and turning it into your own project. I only say this because making a 3D game is hard, and those topics you are asking about are advanced topics.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-23 05:37:55
Working on my new game, with the help of the great people in IRC I've managed to spruce up my pixel art:
12  Game Development / Game Mechanics / Re: Getting AABB to Voxel Terrain collisionworking correctly on: 2015-07-21 19:55:48
SAT is used for non-axis aligned shapes. If your game is completely aligned on the axis then there's no point in using it.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libGDX with Gradle -> how to install? on: 2015-07-21 14:09:40
Well I just use the gradle wrapper that's included when you create a project. So go to your project dir and just do the old "gradlew idea" or "gradlew eclipse" depending on your GUI. That will generate the project files for you.

This is, in my opinion, a lot faster than using the gradle build in your IDE. Compile time is a lot slower when you do the gradle build, last I tested.

Ah, but the price of Gradle outweighs the marginally slower compile time (you should not be seeing any slower times at all, actually). The ability to transfer your project to anywhere and to be able to execute a script which sets up your entire project for you is immensely useful.
14  Game Development / Newbie & Debugging Questions / Re: LibGDX, Box2D Lighting. Turning off Box2DLights for certain sprites, not bodies on: 2015-07-16 15:57:21
Draw the stars after the rayHandler has been drawn? I don't believe there is a way to select some "textures" to not be affected by the light.
15  Game Development / Newbie & Debugging Questions / Re: LibGDX, Box2D Lighting. Turning off Box2DLights for certain sprites, not bodies on: 2015-07-16 15:34:34
I can't exactly set ambient lighting as I need the pitch black areas.

Yes you can, just set the RGB values to 0.0. It'll be pitch black.
16  Discussions / General Discussions / Re: Easy and Fast UDP Gaming Library - is there a need for it? on: 2015-07-16 14:57:37
For your last question; timestamps or a variable included in the packet to indicate which packet number it is.

For your other questions, many game engines and major games use a UDP system with a TCP layer on top. It's definitely worth it in some cases.
17  Game Development / Newbie & Debugging Questions / Re: Digging tiles out on: 2015-07-16 14:13:50
Yes, and also make sure to call:
18  Game Development / Newbie & Debugging Questions / Re: Digging tiles out on: 2015-07-16 13:49:09
I have a full-time job as well and I strongly believe in writing solid code no matter what. Take your time and slow down if need be, I understand how challenging it can be to code and also has a job. Some days I don't get to write code, but on the days I do I write clean and concise code that I don't have to later spend hours refactoring because I was rushing. There's no use in having to do something twice when you can do it right the first time and be done with it.
19  Discussions / General Discussions / Re: Easy and Fast UDP Gaming Library - is there a need for it? on: 2015-07-16 13:45:29
There are many ways to build a thin layer on top of the UDP client that actually sorts and keeps requesting packets until they are received just like a TCP based client. As far as I know, Kryonet utilizes one.
20  Game Development / Newbie & Debugging Questions / Re: Digging tiles out on: 2015-07-16 13:11:18
You really need to clean your code up and stop using all those "magic" numbers. Make constants, it'll make your life so much easier. Don't lump together collision detection and response for a player into your main render method? All those input checks should be distributed across multiple classes to clean your code up. What you have there is a mess of code that at one little change could possibly break very fast and be very confusing to pin-point your problem. Why are you using toString on every object to figure out what kind of object it is? Use the instanceof operator, at the very least.
21  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-07-14 18:12:27
PS4 and XBONE are just way better imho at this moment. Maybe when hardware for desktop catches up I switch again.
Oh, you poor thing. May God have mercy on your soul.
22  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-07-14 14:49:39
Eh, I could care less which OS I use as long as it is stable. Quite honestly the only reason I use Windows is because that's where the vast majority of the software I use is. I wouldn't mind using a Linux distro, but there's no good image editor (I don't like GIMP), and only one of my Steam games is available for it.

I've used all three major OS's, and all of them were fairly equal. Windows is stable and has tons of software written for it, but it plays into the UI game too heavily. Most Linux distros are great for developing, but it's missing key software and games. OSX is very stable, but again is missing some software and games.
23  Game Development / Newbie & Debugging Questions / Re: How to find memory leaks? on: 2015-07-14 11:26:43
First thing would be to check if you create a lot of objects. Check for instances of the "new" keyword. Do you load or recreate textures every render call? I quite honestly have never used the profiler built into Eclipse, so I won't be of much help there, but you can use that to see exactly what is causing your program to hang up. Hopefully someone else can be of more help in that area.

24  Game Development / Newbie & Debugging Questions / Re: How to find memory leaks? on: 2015-07-14 11:15:51
It is a very simple 2D platformer.
It doesn't matter, there may be a lot going on under the hood you don't know about. It may also be possible that you are allocating and de-allocating lots of memory (i.e. creating lost of new objects) which would definitely impact performance on "slower" phones.

How can I check it in eclipse? Sorry if its a dumb question

I don't believe you can because the JVM handles memory allocation for you. If I'm wrong, someone tell me please!
25  Game Development / Game Mechanics / Re: Level stuff (just something I was wondering) on: 2015-07-12 19:44:29
I've seen you post a lot of these questions lately. Honestly, the answer is up to you. Have you tested out your theory? If so, what were the results? A lot of programming is trial and error, and then figuring out what to do next. You easily figure this one out yourself just by implementing your solution and seeing what is working and what isn't for you and your game.

Let me give you a hint, though. No, it won't make your game "lag". Just try it out and see what happens, all of us aren't going to be here every time you run into an issue so it's best to learn how to do it all on your own, or at least most of it Smiley
26  Game Development / Game Mechanics / Re: Effects? on: 2015-07-10 19:25:16
You can do that in pretty much any image editor I've ever used. What you're modifying is called the 'alpha channel', which basically represents the 'transparency' of a pixel (in very high level terms). You could think about it as the lack of anything at the pixel position. What you do in most programs is select the area and then hit the 'Delete' key, that should take care of it. I can't remember what graphics library you're using, but I believe most have alpha blending on by default, so you should just be able to load up your image and go!
27  Game Development / Networking & Multiplayer / Re: KryoNet or Netty on: 2015-07-10 19:21:13
I've never used Netty, but I can definitely vouch for Kryonet. The fact that I've never had to find a different networking library for my games because Kryonet works so well is a testament to the library in and of itself.
28  Games Center / Showcase / Re: Bananagans on: 2015-07-10 15:54:52
I really like that art!

Also, my highscore is 16250 Smiley
29  Game Development / Newbie & Debugging Questions / Re: Animation on: 2015-07-07 20:52:25
So your problem is solved then? I would find a good way to store those different animations, I use a map just because it's the easiest solution I know of.
30  Game Development / Newbie & Debugging Questions / Re: Where to start? on: 2015-07-07 20:50:49
As far as I know, there aren't any (up-to date) LibGDX books. I would instead look at the Github repo:

It's hard to give you a starting place because I got into LibGDX after a year of OpenGL/LWJGL, so I was already familiar with game development and graphics processing libraries. You could always go to YouTube and follow the tutorials this guy made:

Hopefully someone else can come around and give you a better starting place, good luck!
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List of Learning Resources
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2015-07-09 11:29:36

How Do I Expand My Game?
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2015-06-14 11:34:43

List of Learning Resources
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2015-05-31 05:37:30

Intersection Methods
by Roquen
2015-05-29 08:19:33

List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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