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1  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine tech demo on: 2014-09-30 02:21:50
... Why would you run the JVM? The Jar will start the JVM for you.
2  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine tech demo on: 2014-09-30 01:09:08
That is not at all what is happening there. If the Java path could not be found then it would say something along the lines of "Java is not recognized as an internal or external command".
3  Games Center / WIP games, tools & toy projects / Re: Oppugno (Alpha 261a released!) on: 2014-09-29 21:01:36
What's happening with that lighting? Looks interesting though! If I could offer a suggestion, try to put some sort of distance limiter or use mipmaps so you don't get the "checkerboard" effect when you are far away from the tiles in the distance.
4  Discussions / General Discussions / Re: Why are people jerks? on: 2014-09-29 16:50:55
I'm... Not arguing with you just because I disagree with your statement.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-29 16:43:16
SHC - That's awesome, I'm really feeling the whole C++ IDE coded in Java Wink
6  Discussions / General Discussions / Re: Why are people jerks? on: 2014-09-29 16:38:29
It's easy to be angry at someone who is aggressive.
It's possible to be angry at someone who ignores you.
It's hard to be angry at someone who is being kind to you.

I agree but,
Thats what a normal person thinks.

Heres what a troll thinks :

TROLL!


They dont care, they just troll.No matter what.


"Trolls" are normal people just like everyone else. They don't constantly think about annoying people, they love and feel the same emotions "normal" people do. I don't understand why you think that just because people sometimes "troll" they are automatically abnormal and think differently than "normal" people do.
7  Game Development / Newbie & Debugging Questions / Re: LibGDX - Screen states issue on: 2014-09-29 16:27:06
What Grunnt said, you would benefit from writing more before posting.

Do you initialize the spritebatch before you use it on the second menu? This sounds like a simple issue which could be taken care of easily if you used the stack trace.
8  Game Development / Newbie & Debugging Questions / Re: Image flickering when moved (slick2d) on: 2014-09-29 16:19:05
Have you tried rendering an image that's a power of two? There could possibly be something in your rendering pipeline that hates non power of two images.
Slick doesn't support non PoT textures, so that's not an issue.

OP post some screenshots of what you mean! It may be texture bleeding if you are using sprite sheets but more will be needed to start debugging your issue.
9  Game Development / Newbie & Debugging Questions / Re: LibGDX - Coordinate Issue with Gdx.input.istouched on: 2014-09-29 16:14:37
Did you set up the viewport to maintain the same aspect ratio across multiple devices? Your phone will have a different aspect ratio than your monitor, so the coordinate system will be different unless you explicitly set up the camera to handle the differences.
10  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine (unfinished, feedback please) on: 2014-09-26 02:27:22
I'm trying to tell you there are standards and terminology for the stuff you are doing.

I know this is a personal project, but if you ask for advice and throw your library out there, then you have to use the correct terminology so everyone knows what you are talking about. Creating a camera from a Sprite base class makes absolutely no sense in the game development world.

You say you don't to name it GameObject because you are going to sound like you are copying Unity, I say that's a silly thing to worry about. Don't worry about what other libraries or engines name their classes or else you will never have names for anything.

Do research on the correct terminology before doing anything else, and restructure your library so that the camera is not a child object of Sprite. I mean, come on you draw the player with the Sprite class. How does that even make sense? Player and Camera extending from the same base class? They share almost none of the same functionalities.
11  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine (unfinished, feedback please) on: 2014-09-26 02:03:11
The camera sprite idea is honestly a terrible design choice. A sprite, by definition:
"a computer graphic that may be moved on-screen and otherwise manipulated as a single entity."

The camera is NOT  sprite, and should not be allowed to behave like a sprite. The camera is a special component; its not an entity or a sprite. Its not rendered, and in fact it doesn't do any of the rendering. The camera is simply a way to determine what is, and what isn't inside the frustum and projecting vertices onto the screen using matrix math. Cameras do not move, there is no such thing as a camera. The geometry moves within the window.

I agree with saucymeatman when he says having a static world is a bad decision. There's no issue with having the user create a world object. A static implementation just confuses everything and makes stuff way more complicated then it should be.

Honestly? I think your library needs a lot of work to make it more user friendly, and you need to research design templates. There's a reason programmers use the same code templates, they work well and do their job.

I also have an issue with getting components using a string. There's just something very wrong about that, use getters.

Keep it up though! Don't expect a lot of feedback from such an early version of your library though. People already have the libraries they need, breaking into the game engine/library market is hard unless you are very good at your job.
12  Game Development / Newbie & Debugging Questions / Re: How do I create a good play button in libGDX? on: 2014-09-25 01:30:36
It's simple really.

What you need to learn about are button states. Basically, when you have clicked the mouse button down on the button, the button should move down 4 pixels. Then, when the mouse is released, move the button back and perform the screen swap, or any other actions.

So in order:
-Check if mouse button is PRESSED.
-If pressed and collides with button, move the button
-Every update cycle, check to see if the mouse button has just been RELEASED. You can do this by creating a boolean, and setting it to true when the mouse button is pressed. Then, check every update to see if that boolen is true and if the button is released. Set the boolean to false, and perform your button action.
13  Game Development / Performance Tuning / Re: Fps drop when viewing chunks from different positions on: 2014-09-25 00:14:41
I'm the creator of the tutorials you are watching (pancakesimone on YouTube), and I have to say that my tutorials are very outdated and shouldn't be followed. I used horrible coding practices, and old deprecated functions of OpenGL.

Sorry about that.
14  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > KICKSTARTER, GREENLIGHT AND NEW BUILD LAUNCHED < on: 2014-09-23 01:39:15
You got my vote on Greenlight, congratulations on the amazing game and I hope to see you greenlit/kickstarted Smiley Best of luck!
15  Game Development / Newbie & Debugging Questions / Re: libgdx saving map on: 2014-09-18 02:32:00
I don't think anyone is going to add you on Skype when we have a perfectly good forum for issues like this.

Please post the stacktrace of your latest issue!
16  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-09-18 02:26:44
I really hope you don't plan on keeping all those sounds...

Also, you need variation in your terrain. The caves are cool, but it needs hills or some type of non-subterranean features.
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Slick2D not drawing Images? on: 2014-08-23 04:13:52
Well what errors are you getting? Is the program compiling, but no textures show up? More details please.
18  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-22 17:26:52
To add onto that, Swing isn't exactly the most used... Library? In the Java games field. I am part of a team and I have never seen Swing used in an actual game. Why? Its very high level, so it takes a way a lot of the abilities that other libraries have (shaders for one), and its nor designed for games. Its designed for programs centered around UIs.

I'm not trying to tell you what you know is useless, but you would be better off telling us what you know about LibGDX or LWJGL + OpenGL. Those are the libraries generally used in Java game development.
19  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-18 23:42:19
During summer, I generally spend my mornings coding which means ~9-12. Then I do real life related things (hanging out with friends/GF, band stuff). Then I am back home usually by 10 and I code for another couple hours until maybe 2 in the morning. There are some days when I do nothing but code and game, but those are rare and make me feel lazy so I like to keep those days few and far between.

During school I barely get any time. Usually I program at night after I hang out with friends, so maybe 3 or 4 hours. Weekends, I revert back to my summer schedule.

I would go insane if I didn't have a life besides coding, though. I need a balance between social interaction and coding or else I will end up eating someone or smashing my face into my desk.
20  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-14 04:49:17
Wait, you never saved that file in 2 weeks?

I'm sorry, but that's just silly!
21  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 19:04:44
@thedanisaur

Lift is generated from the wings, they are also stabilizers. But think about it, why would we have wings in the shape they are if it had no purpose? Your father is obviously correct, I was also saying exactly what he said. Lift is generated from the wings, thrust is generated from the engines. Drag comes from air friction and gravity pulls down on the plane. Those are the four biggest forces acting up an aircraft.

I mean, I did say I am getting my pilots license, I do know what I am talking about no offense to you Tongue
22  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 14:35:00
Essentially yes. Because the wing cannot generate any lift. The thrust obviously will not help, it will only propel the plane to the ground faster. Thrust is only there to help the plane break the force friction, if you didn't have thrust then you would not be able to fly very far. The same thing goes for lift. If you don't have it, the plane isn't going to go very far.
23  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 13:30:06
I'm getting my private pilot license Wink

If the plane is stalled and flying nose down to the ground, then essenentially no lift will be generated. The wing is curved on top and flat on the bottom so that when air rushes across the wing, it actually takes more time for air to travel across the top, thus creating a pressure difference between the top and bottom of the wing, which must be corrected (its how pressure works), which will then generate life. If the wing is vertical (nose down) then there may be tiny amounts of lift, but nothing serious.

Think about it this way. Essentially there are 4 forces acting upon an aircraft. Gravity, obviously in the downwards direction, thrust (generally thrust pushes the aircraft forward), friction (from the air, pushes back on the aircraft as it travels through the air) and lift (pushing up from under the aircraft). When lift and thrust are "greater" than gravity and friction, the aircraft is in flight. Hell, if thrust or lift is "greater" than the other 3, you will be flying for at least a little bit, that's why we can throw things and they actually go somewhere. The issue comes when gravity and friction are greater than thrust and lift. That's when the plane will fall out of the sky.

Your 2 arrows in your diagrams aren't enough to accurately represent plane physics, and it will only help if you draw all 4 so you can figure out what's really happening.

But to answer your question, yes, the plane will be moving a little horizontally while stalled. It has flat surfaces that air can hit against, so it will move the plane. Movies almost never accurately represent plane physics at all.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [kryonet] Disconnecting? on: 2014-08-06 17:11:47
You know we really can't help unless you post code. We can't magically diagnose a problem if we have no code to work off of. Your two sentence OP provides no technical details about what happened or how your program is set up.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 17:10:28
So you haven't tested your engine then...? If you have, just take a picture of what you have tested! I can tell you a picture is way better than a wall of text. Hook the reader in with interesting pictures and then get them to test your engine out.
26  Games Center / WIP games, tools & toy projects / Re: Procedra - Procedural Multiplayer Co-Op Platformer on: 2014-08-06 05:57:34
No, your game is awesome looking! The art is distinct but "friendly" looking (cute maybe?), the game play looks fast and exciting and its networked, who doesn't love sharing games with friends?

Definitely keep developing this, it could be very fun Smiley

Good luck!
27  Games Center / WIP games, tools & toy projects / Re: Procedra - Procedural Multiplayer Co-Op Platformer on: 2014-08-06 05:12:01
Wow, looks absolutely amazing! Love the art Smiley Is the gameplay really that fast or are the gifs just sped up?
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-05 18:56:12
Started working on implementing the social aspects of my latest game:

The game connects to the user database and pulls down your information, including your profile picture and your high scores. Then there is a high score table that is populated with the (highest) high scores for that specific game. The API to do all this was developed by a team member who is apart of JumpButton Studios.

Of course, this is all programmer art right now Tongue

Edit:
Yes burntpizza, I know the images are big sorry. I didn't realize.
29  Game Development / Newbie & Debugging Questions / Re: Libgdx Death animation on: 2014-08-04 16:57:57
1  
2  
3  
while(animation){
       frames++;
   }

Don't do this. Think about what you are doing here.
30  Discussions / Miscellaneous Topics / Re: Java Keyword Tutorials on: 2014-08-04 16:54:23
You shouldn't be telling people what to use and what not to use anyway. Let the viewer decide whats best because there are times when abstraction is better than an interface and vice versa, but if you tell everyone "x" is a bad way to do something, then they won't do "x" even if its the best way. Simply teach them the facts and let people figure out when to use what, don't put opinion into your teaching.
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Pippogeek (35 views)
2014-09-24 16:13:29

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2014-09-24 16:12:22

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2014-09-23 14:38:19

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2014-09-21 02:42:18

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2014-09-21 00:26:15

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2014-09-20 20:14:06

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2014-09-19 03:14:18
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2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
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