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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Mesh won`t render. on: 2014-04-17 15:22:30
Doesn't matter what your experience level is with OpenGL, we still need more code and explanations.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-17 15:18:33
I feel your pain... when I used LibGDX, Scene2D was the one part I always feared when creating games. Its just so bloated and unnecessary when creating a simple menu that consists of a few buttons. I ended up just writing my own GUI code which worked perfectly fine.
3  Game Development / Newbie & Debugging Questions / Re: [FIXED] Mouse Coords in a tiled world. on: 2014-04-16 23:30:21
Ah I see what you mean. That doesn't happen with Minecraft or Terraria, but no matter, I won't derail your thread anymore.

4  Game Development / Newbie & Debugging Questions / Re: [FIXED] Mouse Coords in a tiled world. on: 2014-04-16 23:23:04
Quote
it only shows a fixed amount
You mean it doesn't scale the objects in game, correct? I would highly advise against this. If someone plays in a different screen ratio, all your objects are going to look distorted. Minecraft and Terraria handle resizing the correct way by scaling, I have no idea why that would be a bad thing.
5  Game Development / Newbie & Debugging Questions / Re: Draw problem upon compile on: 2014-04-16 20:51:11
I could help more, but I would rather not download your entire project. Could you post the relevant code?
6  Game Development / Newbie & Debugging Questions / Re: Draw problem upon compile on: 2014-04-16 20:45:25
I know. That's why I said to print out what's happening so you can see if it works when exported.
7  Game Development / Newbie & Debugging Questions / Re: Draw problem upon compile on: 2014-04-16 20:40:21
Throw in some print lines when you load the maps in. Run it from the command line and see if everything works out ok.
8  Discussions / General Discussions / Re: What genre/artists do you listen to while coding? on: 2014-04-16 19:55:13
Quote
Recently: Sound of the keyboard.
You got a medal from Jev. Surprise.
Whoa now, no need to get angry.
9  Discussions / Miscellaneous Topics / Re: C++ models,textures loading on: 2014-04-16 05:36:03
"JAVA"gaming.org. Not "C++"gaming.org.

10  Game Development / Newbie & Debugging Questions / Re: Mouse Coords in a tiled world. on: 2014-04-16 05:30:48
Quote
Already fixed by the engine, no matter the screen size the end will always be 1920 or 1080 depending on the axis. The engine also tries to render it at this however the field of view is  not.

Just want to point out, that statement is completely wrong. You cannot have a window that is less than 1920x1080 pixels still take up 1920x1080 pixels. If a window is 800x600, how the hell could you still have 1920x1080 pixels within the window? Its physically impossible.
11  Game Development / Newbie & Debugging Questions / Re: New vector from known angle on: 2014-04-14 17:27:01
Much of game making actually is math...
12  Games Center / WIP games, tools & toy projects / Re: Poss-Engine - (Windows, Mac, Linux) on: 2014-04-14 04:26:09
Thats where vertex arrays come into play. Come on, do you really think that modern engines use immediate mode rendering styles because their vertices change constantly? Nope. They use modern rendering techniques because that's what the "new" OpenGL is based around. The fixed function pipeline is pretty much dead, I wouldn't suggest using it anymore for anything besides maybe quick testing.

Also, vertices, not vertexes.

Also, also.
Quote
But the actual blocks are VBOs.
VBOs (vertex buffer objects) are just containers for raw data that your graphics card can interpret. VBOs are not "blocks" or anything of the sort, they are simply containers of data. I see many people make that mistake.
13  Games Center / WIP games, tools & toy projects / Re: Poss-Engine - (Windows, Mac, Linux) on: 2014-04-14 04:22:31
That immediate mode rendering... yeah.
14  Discussions / General Discussions / Re: What genre/artists do you listen to while coding? on: 2014-04-13 14:18:33
Love my metal!

Gojira (French band), Soilwork (I personally know the drummer AND they are Swedish, so extra cool) and Mastodon. Also some Knife Party occasionally Wink

I don't know, I've always listened to rock/metal, I can't imagine not having it in my life!
15  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Engine on: 2014-04-12 22:50:53
As my first act as head of Team Radirius, I will be renaming MERCury to Opiopury. Changes effective immediately! Oh and we are relocating our headquarters to Sweden. Just because I said so.

16  Discussions / Business and Project Discussions / Re: Programmer looking for a team or project on: 2014-04-12 01:32:18
Whoa man, no one ever said you were terrible. Its just what you're asking for is... stretching it. Go out and look for companies that are hiring programmers, they are literally everywhere!  
17  Game Development / Newbie & Debugging Questions / Re: OpenGL glColor3f interfering with textures? on: 2014-04-08 00:52:48
1 is actually full opaque and 0 is completely transparent IIRC.
18  Game Development / Networking & Multiplayer / Re: Game Networking Framework on: 2014-04-07 20:42:11
So... Why don't you send over the constructor's parameters?
19  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-06 16:36:28
I spent several years doing just that. Now I work 8-10h a day to earn approximately $10. Or occasionally the odd $100k.

Cas Smiley

Yes but the obvious difference here is that you were getting paid (and quite well too!). OP here wants us to devote a huge chunk of our day to a team that isn't going to make a profit. And yes, while money isn't everything, we all know that we need money to live. Programming 8 hours a day for your job is completely different than coding 8 hours a day for some random stranger who already has stated he isn't going to pay you a dime for all your hours you spend slaving over a game when you could be doing something else productive.
20  Java Game APIs & Engines / Java 2D / Re: Java topics needed to learn game dev on: 2014-04-06 15:45:46
Objects and inheritance have almost nothing in common, other than they are both grouped under Object Oriented Programming (OOP). I don't have a straight up definition for what an object is, but I do like to use this example:

Think about a box. A box can hold "stuff". Boxes can come in many shapes or sizes and can be used for many different tasks. The same applies to objects in programming. An object can hold "stuff" (variables), and they can be used for many many different tasks. You could also go as far as to say boxes can inherit other box's characteristics (size, color, shape etc...), which is how inheritance works in programming.

With inheritance you can create a hierarchy of classes. One being the "super class", and the other classes being the "child class or sub classes etc...". These child classes will take on the characteristics of it's super class, but can also have its own characteristics.

Inheritance is almost like having a child. The child will retain some of it's parents genes, but will also have it's own modifications (mutations actually). Child classes can have their own methods and variables independent of their super class, but will still "act and look" like their super class.

Hope I helped!
21  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-04 22:20:33
Ok you just crossed a line there. Sorry some of us cannot devote half of our day to a project we are going to get nothing out of. Some of us (including myself) have real life to take into consideration, and to be quite honest, programming comes last to me. Even though it is my favorite hobby, life (as in relationships with others) is more important than joining a team with someone who isn't mature enough to realize that other people cannot make the same time commitment you can make. I have a job, a band, school, friends and a family who likes to see me, have you ever thought about that? I can guarantee others on this forum also feel the same way.

Thank you for your offer, but I think you just lost a lot more respect (at least you lost a lot of respect from me).
22  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-04 20:48:53
And generally speaking someone with 4 years experience (for instance) knows more than you do (with 2 years experience if you aren't lying). Its just how it goes. Sure, no one knows it all, and sure the "more experienced" people can learn from the "less experienced" people, but in programming that is rare. Why? Because after you get the concept of programming down then you can learn anything you want.
23  Java Game APIs & Engines / Java 2D / Re: Java topics needed to learn game dev on: 2014-04-04 18:24:49
Grades mean nothing. I could fail a math test and still know what I'm doing, I just may not have decided to try on the test or misunderstood instructions, wasn't prepared etc...

Like other people have said, you need to know Java first and the basic concepts of OO. Its not very good that you just learned inheritance, that tells me you really haven't ventured far into the language yet.

There's also no set amount of knowledge you need to know to make games. Just know Java, that's it. After that point its up to you to utilize what you have learned. You don't need to know everything, but knowing the basics is really recommended. Just study more Java first and then come back to game dev.
24  Game Development / Newbie & Debugging Questions / Re: Why a NaN variable is not equal to Double.NaN? on: 2014-04-02 12:55:02
I mean if you really think about it, how can two "numbers" that aren't even numbers be equal to each other? If they aren't numbers in the first place... Its kind of hard to be equal to another not number.
25  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Engine on: 2014-04-02 03:49:53
Well I haven't posted in this thread for a while!

Today I'm proud to present to you the new and improved Spritesheet class! Well what does it do, you may ask? Its simple really! First, you obtain or create a spritesheet, then you create a special text file that is parsed by MERCury in a specific and secret way. The information in that file is then used to split up the spritesheet into renderable sub-textures so that you (the MERCury user!) can use spritesheets with style and efficiency. But what's the best part about the new Spritesheet class? Well, read on to find out more!

First lets talk about Spritesheets. Basically, you need two files. A image file (your spritesheet), and a specially designed text file. Lets take a look at the code:
1  
sheet = Spritesheet.loadSheet(Loader.loadFromClasspath("com/radirius/merc/test/tiles.txt"), Loader.streamFromClasspath("com/radirius/merc/test/tiles.png"));

This line of code simply loads a spritesheet. The two parameters are the "special text file", and the spritesheet image file, respectively. After you have done this, you can render a sub-texture from that spritesheet like so:
1  
g.drawTexture(sheet.getTexture("Grass"), 10, 10, 128, 128);


Incredibly easy! Now lets look at the special text file:
1  
2  
3  
HEADER 16
Void 0 0
Grass 1 0


Lets break this down.

HEADER 16 basically means that on one side of the spritesheet, we have 16 sub-textures. Its VERY important you have a "square" spritesheet with the same width and height or else the entire Spritesheet class will fail Sad

Void 0 0

"Void" is the name of the tile. 0 0 specifies that the sub-texture resides at position 0, 0 in the spritesheet. Positions are counted in increments of 1. Take a look at this example spritesheet:


The Grass tile is at (according to our special text file) position 1, 0. On the actual spritesheet you can see that the grass tile (the green square) is 1 tile over from the origin (in the top left hand corner). So, logically, the stone tile (the grey square) would be at position 2, 0.

I will develop a GUI based tool that will speed up the process of creating these special text files, but for now they have to be created by hand! I am also aiming to support non-square sub-textures, but that will be down the road.

On another note, I have also added the basics of IO with text files! More on that later though when it is actually complete.

-Team Radirius (we have a new team name!)
26  Discussions / General Discussions / Re: Coming back... on: 2014-04-01 18:06:44
Again Yuri. Just make games. You shouldn't be worried about what other people think when coding your games because then you will let other people take over your hobby and ruin the fun.

At this point I think you're just desperate for attention, but this isn't the way to get what you want. If you want people to notice your engine and your games and respect you, then you need to show us something complete.
27  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 16:51:44
Jev, I wonder if that wasn't his real name then in the error message?

Damn Riven, you're a tricky fellow!
28  Discussions / General Discussions / Re: Coming back... on: 2014-04-01 16:48:44
Exactly. Yuri we all know who you are, we know your game, just make it or don't. But enough with the honestly sob story posts.
29  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 03:29:54
WE KNOW HIS REAL NAME! AND SO THE GREAT TAKE OVER BEGINS!

I'm a little confused, according to this:

Quote
As common courtesy dictates, it's only fair to say that pledgers that fail to pay within two weeks after the plegde will have their privileges revoked and will have their access restricted to the misc board until the donation is received. Those who not make a pledge within the upcoming two days will be treated likewise.

People who do not pledge money will be restricted to the misc board? That seems a little... wrong.
30  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 03:06:21
In jevs words:
"ON TOPIC!!"

I'll definitely donate!
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List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:05:20
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