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1  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-12-05 20:42:28
I asked a while back if I can include pictures I've taken in this thread, seems like I forgot! Here's a couple I've taken over the last few months. I have lots more but these are the only ones I have on my phone that are easily accessible.

First one was taken in some forest somewhere. Nothing too crazy, but I like the textures. I also did some editing by turning the photo B&W, then scrubbing the color of the concrete back in.

I like this one because of the difference between the materials used to construct the buildings. The light in the back is "haloing" a little bit unfortunately, the post-editing really brought it out too much.

This one, I haven't done much in post yet because I can't figure out what to do with it. I love the colors in it, but the shelf the trees are sitting on lines up with the edge of the photo weird and it drives me crazy. I wish I could retake this picture and spend more than 5 seconds lining it up!

Again, love the colors in this picture. The sky really stands out against the stairs, although I might have turned up the saturation to really play that effect out  Tongue

I was helping my cousin move when we may have gotten the UHaul stuck... new neighbor to the rescue! This wasn't actually taken on my DSLR, but I think the moment is too hilarious/wacky to not share.
2  Java Game APIs & Engines / Java Sound & OpenAL / Artist metadata from audio file on: 2016-12-05 18:14:52
Is there an existing solution to pull artist metadata from a Java File? I would like to strip the artist name, length of track, etc... from a file, an initial Google search didn't turn up too many good solutions and I figured some of you guys might have an idea. I've only seen Apache Tika, seems like it might work but I wanted to get other opinions first.
3  Java Game APIs & Engines / JInput / Re: Downloading the newest build on: 2016-11-21 21:22:23
Why not use Gradle and then include the dependency from maven?
4  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-14 14:58:43
Can we include pictures we took? I'm getting more into hobbyist photography and I would really like feedback on the pictures I take!
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-07 02:22:44
I've spent the week really excited because the Cubs are in the World Series.  It's a big deal here in Chicago (although probably nowhere else since so many of you don't live in the US and therefore probably do not give a sh*t about baseball).  @Opiop don't you live in Cleveland?  Is it as crazy as it is here?   Also I'm still waiting for your band to come to Chicago!  if you guys come i'll be there.
Missed this! Yeah, Cleveland was crazy! Should've seen the city when the Cavs won Smiley We might be going to Chicago to be on a radio show, we'll definitely play somewhere in the city if we do and I'll let you know! Also, working on recording 2 more songs which means we finally have half of our first EP recorded! Very excited.

On another note; does anyone know of a good book to learn algorithms/data structures? I'll be interviewing soon and I've never really had any lessons on them.
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GdxState is a state library for use in libgdx made by me. take a look on: 2016-11-01 20:31:29
I'd recommend making GdxScreen abstract and then implementing a couple of the less used Screen functions in GdxScreen. When a user extends GdxScreen, they obviously want the basic functions like create(), render(), etc... But resize() might be used less often.

Also, take a look at your use of the 'final' keyword. You seem to really like it! Not a bad thing per se, but it would be good to just revisit the concept!
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-06 16:04:24
I was accepted into the!

I've been primarily a Java developer and have only touched a little .NET at work. I'm excited because I've chosen to take the .NET course so I can be a master of two huge web languages! It's going to be 3 intense months of work, but I have a few coworkers who have been through it and they said I should be having employers lining up to trade my brain for money now that I have professional experience AND I'll have gone through the Guild.

I start in January if all goes well!
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-06 14:13:06
I have received an offer from Google for full-time employment starting next year! Hooray!!

Can't say I'm not jealous  Tongue

Congratulations, that's a huge accomplishment!
9  Discussions / Miscellaneous Topics / Re: HTML/CSS Is Gross on: 2016-08-21 13:35:40
Hydroque, why should I not be like that? Why should I not say that here? Be the change you want to see, recreate the web's standard markup and styling languages if you don't like them.

Templates are not overkill, they are a smart way to offload a lot of the crap you shouldn't have to deal with every time you want to go make a website. If you've ever spent more than 5 minutes as a web developer you would know that.

But by all means, you know more than the industry leaders right? What with their silly template engines and "libraries". Oh no, they have so much to learn so they should just remove all of it and rewrite their websites in pure HTML/CSS/JS. Brilliant solution.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-17 18:00:36
Found out that I get to move to our devs department for a trial run, and if I do good, they will hire me.  Hopefully I dont f**k it up!   I work in customer service for my company now, and I can't wait to get out of it.  You guys have no idea how dumb people can be.

EDIT:  unless you've worked in customer service...
Don't stress! If they give you a project, look through it and learn as much as you can before you start making modifications. Don't be afraid to ask questions, but make sure you put in effort researching your question before going and asking another developer. Take your time and write clean, readable code and don't be afraid to question why something is like it is! Too many times I've found myself thinking that a solution is good solely because a developer with more experience wrote it but it really turns out that it was not a great solution at all. Time and experience in this field *do* make you better, but it doesn't mean a "lowly" entry-level developer can't also have great ideas that rival those of a senior Smiley

Good luck, I'm sure you'll do fine! I've never had any formal education on CS and looking at some of the code from CS degree holders sometimes makes me (and my co-workers) want to bash our heads into a wall Tongue Just goes to show that some people in this field don't know what they're doing and you're probably better at writing code than a lot of people who hold CS jobs right now!
11  Discussions / Miscellaneous Topics / Re: HTML/CSS Is Gross on: 2016-08-17 04:43:33
I was going to post a helpful reply until I noticed who the OP is. Quit your whining and learn the damn markup syntax, millions of people make do with it. If you don't like it then create something better to replace it. I challenge you to do it.
12  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-12 13:16:03
He'll be fine, calm down. He's not selling the game.
13  Games Center / WIP games, tools & toy projects / Re: Tramantula Rising on: 2016-08-01 19:55:19
[ img ][ / img ]

Obviously remove the spaces. But that'll work. You have to link directly to the image.
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-07-18 12:44:15
Hydroque can you do something other than turning every thread into something about you/derailing? Thanks.

@Ecumene, clever idea! Would be very handy.
15  Discussions / General Discussions / Re: Pokemon GO 'augmented reality' game on: 2016-07-12 10:41:54
AR is "augmented reality", just FYI Hydroque.

Pokemon Go is great, I can only hope they decide to actually expand upon what they have now to keep everyone interested.
16  Game Development / Newbie & Debugging Questions / Re: [LibGdx] Best way to store/get textures for rendering ? on: 2016-07-08 13:22:44
Because you didn't actually answer his question initially. You literally just told him how to load a texture, and then how to reference it. That's not what the OP asked. I think it's pretty clear he knows *how* to load a texture, he's asking what to do with it *after* he's loaded it. Your second post was a little more helpful because you actually said
Storing the texture by its most basic form in the entity that uses it is a good idea.
You still didn't provide any proof beyond that's what you think is best though.
17  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Rendering TiledMap wrong on: 2016-07-06 16:44:31
That tile renderer is apart of LibGDX's code, not OP's.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-01 13:30:47
Bought my dream car, the Subaru WRX! She's a 2017 WRX in the base trim with a manual transmission in Lapis Pearl Blue. I really have to thank some of the members here for putting up with me in the beginning, if I had been turned off of programming I would have never been hired as a software developer and I wouldn't be the proud owner of my favorite car. I truly have to accredit the beginning of my career to this site. So thank you everyone!

Have a picture taken with a potato!

19  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Rendering TiledMap wrong on: 2016-06-30 13:09:03
Then we'll need to see 'GameRenderer' class to solve that first issue. Your second "issue" is a completely different topic that you should do some research on, it's not as simple as just a couple lines of code.
20  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-25 00:27:26
One of the easiest ways to pull down someone's project is through source control. I wouldn't expect you to understand that though, which is why we are trying to tell you that. You need to grow up and learn to listen to people who know more than you who are just trying to help. I'm not saying that person is me, but some very smart knowledgeable people have tried to give you good advice. You can be headstrong and excited and ignore everything we say, but at least have the decency to read our replies instead of blowing all of us off. We don't need that in our community.
21  Game Development / Newbie & Debugging Questions / Re: LibGDX ninja rabbit project on: 2016-06-24 18:06:11
What version of Gradle do you have installed?
22  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-24 18:02:15
Reinventing the wheel is nice when you're learning, but reinventing the wheel when there's already a well known existing solution and you're trying to get people to use your solution instead... well that's most likely a waste of time.

I'm not trying to make you feel bad. But I've seen a lot of "engines"/frameworks started here, and months later they are no longer in development. If you're making it for yourself, great! But don't expect other people to take up your solution when there's already *hugely* popular frameworks out there that have been solving problems for years. If your goal here is to get people to use your framework then I would advise you to get a team together and really hammer out a lot of solid features. Otherwise I wouldn't bother.

Efficiency is king when it comes to development, why would anyone decide to learn an entirely new framework that may not support all the features they used in their old framework? I think most game developers would rather stick with their tools that they already know work, that way they can just focus on making their games. I think part of what you don't understand is that a lot of us have tried to create their own game frameworks. Some of us were successful, a lot of us weren't. But I think in the end most of us learned that they're just for personal use, not to try to get others to use. We *do* have the experience, and a lot of us are trying to help you so you don't stumble before you can take off running (making games). I think everyone here would love to see you make a popular framework or game which is why we are trying to guide you. Every head strong "newbie" that has come through here (you're definitely not the first) always goes down the same route you're going. A couple of them have gone on to work on some really cool projects after they realize they're wasting their time with the whole "try my framework" thing. The ones who didn't realize that might be working on cool projects now too, but it took them longer to get to that goal. If you would seriously just sit down and listen to what some of us have to say you would learn a lot, and it might set you up for success earlier.

I already hate the current coding style we do. You have a main function then hundreds of sets of functions that are called once or twice. So called, "helper functions." I don't really think that is digressing, but you see my point.

What do you even mean by this? Condensing code isn't always the answer, sometimes sprawling code bases are necessary to keep code efficient and re-usable. Trying to force everything into huge functions is exactly what leads to what you're complaining about; unnecessary labyrinths. Not to mention, functions are self documenting when used correctly. Reasonably splitting up code into smaller functions that are properly named and have just the right scope makes code infinitely more readable. Sometimes it's necessary to have a function that is maybe only called once or twice, and I think knowing when to do that is part of moving forward as a programmer. Design is just as important as the actual code you write otherwise you're going to end up writing some pretty god awful spaghetti code.


For the love of god, don't pick apart my response to try to prove me wrong. Read some of the posts your peers here have taken the time to write out to you and really consider them instead of just tossing them aside because they might hurt your feelings a little bit. There are some brilliant people here you could learn a lot from, and not just about game design but about development as a whole. I haven't worked on a game project in years now, but I learned a lot about development and now I'm a professional software developer. I can attribute part of my "success" to some of the users here. Open your mind and seriously consider what people have to say, that's all I'm really asking you to do.
23  Game Development / Newbie & Debugging Questions / Re: LibGDX ninja rabbit project on: 2016-06-23 18:01:49
What is Gradle outputting? (need the stacktrace)
24  Game Development / Newbie & Debugging Questions / Re: [Libgdx]Tilemap rendering issue on: 2016-06-22 15:17:06
Hydro, how is that batching? At the very core you're really just throwing some objects into a list without any rendering order. Doesn't seem like that really solves the batching issue.
25  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-21 13:08:44
Even less people would use your libraries if you don't have them hosted on some kind of dependency hosting site. SourceForge is not the answer. Git might seem like it's a pain in the ass until something happens and you have all your source code hosted online. It takes maybe a couple hours to learn. Or even just use the Github for Windows/OSX/Linux program that will do almost everything for you. No real excuses *not* to use Git at this point.
26  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-18 15:33:47
Er... no. It's good for you and that's pretty much it. If you want anyone to use your "engine" then you need to put as much work and time into it as the LibGDX team does, for example. And you need to innovate instead of redoing what everyone else does. Why would anyone switch from a more mature framework like LibGDX for someone else's? Unless you innovate and provide solutions to problems (multi-platform one time compile like LibGDX), no one is going to bother.
27  Game Development / Newbie & Debugging Questions / Re: [Libgdx]GWT 'not emitting code for accessing method' on: 2016-06-17 14:45:05
SHC, seems that file doesn't exist anymore, returning a 404
28  Game Development / Newbie & Debugging Questions / Re: Java2D Render Tiled Map on: 2016-06-16 19:47:10
Be wary of ints vs byte if you are using each byte as an ID to reference a type of tile! Eventually you may run out of IDs to be passed out. Don't optimize until you know you need it Smiley
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-14 21:11:27
My "WIDT" contribution isn't that impressive, but I want to keep this thread going!

I've decided to write a small scripting language (just in Java, no fanciness going on yet) and today I wrote my simple tokenizer.

A test file:
def testFunc() {
   int i = 0;
   string s = "";
   string st = s;
   int j = i * 1 - 2;
   ret 1 + 1;

This is stripped of whitespace,

And then tokenized to produce this:
VAR_INT : int
VAR_STRING : string

VAR_STRING : string
VAR_INT : int
RETURN : ret

Very basic for now, but I haven't read anything about tokenization and I didn't go to college (so no compiler course). There's still some issues to work out, both design wise and code wise, but I'm happy with the progress I made today. Next steps are huge and I haven't researched anything, so this might take a while.

I can't wait to start writing functions in my own scripting language Wink
30  Games Center / WIP games, tools & toy projects / Re: Orbus: A team-based multiplayer. Collect orbs and sabotage the enemy to win! on: 2016-06-12 01:07:47
I seriously doubt Ray is trying to say you don't know what you're doing. It's just far more useful to learn how to do something yourself than have someone else do a lot of it for you. It's good to have people around to ask questions (what this forum is supposed to be used for), but you'll learn a lot if you just attack it on your own.

Also, you should really contemplate if you want to mess around with the underlying technology or just make games. OP, if Slick provides you with everything you need to render your game, then stick with it until you figure out it's limitations. Moving to LibGDX might very well be beneficial, but why take the time to learn an entire new library when you already know one that functions perfectly fine?

If you're more interested in "pushing" technology to it's limits, consider learning raw OpenGL. Just know that you probably won't be making a game with any framework you create for a long time because OpenGL is a decently difficult technology to actually get good with.

But if you're more interested in just making games, stick with Slick until you are stopped by the library's limitations (if you ever find any).
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
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