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1  Game Development / Articles & tutorials / Re: Youtube OpenGL series on: 2014-09-21 01:20:11
The video no longer exists...
2  Games Center / WIP games, tools & toy projects / Re: LodeScape RPG on: 2014-08-13 02:54:25
Yeah thats what I am talking about I got caught up with another project which is quite fun learning a bunch and finally I am coding with grace, however I will keep this in the back of my mind as something I will do as other things wind down
3  Games Center / WIP games, tools & toy projects / Re: LodeScape RPG on: 2014-07-01 18:46:39
Would an update to the code be something that you guys would be interested in>?
4  Game Development / Game Mechanics / Re: Split an array into small sections on: 2014-06-27 00:56:48
Just wondering why exactly do you need this?
5  Games Center / WIP games, tools & toy projects / Re: LodeScape RPG on: 2014-06-27 00:42:38
Hello everyone! I have recently noticed on my github that the project has had 17 stars and 14 forks. I really am impressed that it managed to get that. But unfortunately the quality of the code in the project is definitely sub par so I was wondering if anyone would enjoy a remake of the code in a much higher quality fashion. Send me a message or let me know if interested!
6  Game Development / Newbie & Debugging Questions / Re: Rotating libgdx Camera based off of Azimuth, Pitch and Roll on: 2014-03-28 23:21:40
I just tried combining azimuth and pitch which has an interesting result. I know the pitch doesnt exactly work to begin with with this implementation as described above but the shaking bug thing does not occur when these are combined. When using pitch i rotate along the camera.direction axis which leads me to further believe that the cross product calculation in the roll example above is causing something to go wrong and the spinning effect once the phone is shaken...
7  Game Development / Newbie & Debugging Questions / Rotating libgdx Camera based off of Azimuth, Pitch and Roll on: 2014-03-28 23:01:12
Hey guys! I wanted to create a little app / game based off of the way the user is holding the phone (sort of like an augmented reality to help you understand what I am trying to do) and that from my research will depend largely on the compass (https://github.com/libgdx/libgdx/wiki/Compass) I also managed to find this page http://www.badlogicgames.com/wordpress/?p=1490 but the CompassTest is no longer in the libgdx project for some reason. I managed to find http://stackoverflow.com/questions/5274514/how-do-i-use-the-android-compass-orientation-to-aim-an-opengl-camera which shows sort of how to do what I am asking but a lot of it is left unexplained and I know the 3d part of libgdx has changed greatly since the time that the post was written. If this code is possibly helpful I would appreciate it if someone could explain it or point me in the direction to rotate a PerspectiveCamera based off the compass. Since it wasn't for me this is what I came up with:

From my research and testing I have come up with this but it only seems to work if I want to use one axis at a time.
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//azimuth example
float deltaAzimuth, lastAzimuth;

public void render(float delta){
    //the actual drawing stuff is here
   deltaAzimuth = (Gdx.input.getAzimuth() - lastAzimuth);
   camera.rotate(camera.up, -deltaAzimuth);
   camera.update();
   lastAzimuth = Gdx.input.getAzimuth();
}

//roll example
float deltaRoll, lastRoll;

public void render(float delta){
   deltaRoll = (Gdx.input.getRoll() - lastRoll);
   camera.rotate(new Vector3(camera.up).crs(camera.direction).nor(), deltaRoll); //creates right vector
   camera.update();
   lastRoll = Gdx.input.getRoll();
}


If I choose one to use it seems to work very well. But when I combine both azimuth and roll it does not work so well... That may be because I am missing the pitch in this. I attempted to implement pitch with the same deltaPitch and lastPitch aproach but the values appear to be in the range of [-90, 90] rather then the azimuth and roll which have the range of [-180,180]. If I combine both roll and azimuth and I shake my android phone things sort of seem to spin around which is hard to describe. All I know is that shaking my phone should not cause this effect. I figured it may be a problem with the cross product calculation but so far no luck with anything. If you see anything apparent or have suggestions please let me know. Thanks!

p.s. Once I finish this I plan on documenting everything and releasing a public source code git repo since everything has been rather difficult for me to find and I would rather other people not to go through this
8  Discussions / General Discussions / Re: Forum Questions on: 2014-02-15 23:13:22
http://www.java-gaming.org/index.php?action=profile;u=268324;sa=showTopics
9  Discussions / General Discussions / Re: Replicating a stock market in game on: 2014-02-13 16:42:00
If you mean a stock market simulator, that is not what this is. It's a real time strategy focused on over powering other countries with weaponry and defense systems
10  Discussions / General Discussions / Replicating a stock market in game on: 2014-02-13 16:34:44
Hello everyone! I come today to ask about stock markets in a real time strategy game. Me and my friends are working on a modern and more advanced version of the board game risk and we need some opinions about this: If we are to implement stocks into our game would things like equity, assets, and liabilities be too complex for a video game? Would only the price per share and the companies value be sufficient? I don't want to make this too complex so any input is appreciated! The game will be soon on JGO if you are interested

Sneak peak screenshot:
http://i.imgur.com/B0sLArX.png[/img]]http://i.imgur.com/B0sLArX.png
11  Game Development / Newbie & Debugging Questions / Re: Scene2D UI - make grid on: 2014-02-07 21:06:24
If you don't mind share the code, I am sure someone in the future who looks at the post would appreciate it
12  Game Development / Newbie & Debugging Questions / Re: How Do I Get My OpenGL Context In NetworkListener Class? on: 2014-02-05 21:11:39
I don't remember much about slick2d from the time I once used it... but if I learned anything from game dev it is that things that are drawn are called in a loop. They are drawn every frame. Since there is no render loop, it gets drawn for one frame then it goes bye bye. Also consider moving on from slick2d to libgdx.

[EDIT] i am not saying to implement a loop in the listener class but you need to do something here
13  Game Development / Newbie & Debugging Questions / Re: Scene2D UI - make grid on: 2014-02-05 12:28:11
I really don't like the look of all those static methods.... I too once went down that path as i began game dev over a year ago I have come so much since then. Don't let this happen to yourself
14  Game Development / Newbie & Debugging Questions / Re: Scene2D UI - make grid on: 2014-02-05 12:08:12
I am not aware of anything like that... I think you would be best off creating your own method that takes in your desired parameters and handles mass creation of some actor.
15  Game Development / Newbie & Debugging Questions / Re: 3D tutorial Problem on: 2014-02-04 02:19:18
next time try and put some effort into solving the problem before immediately posting this... i have never used those tutorials before and managed to solve it in 5 seconds
16  Game Development / Newbie & Debugging Questions / Re: 3D tutorial Problem on: 2014-02-04 02:08:39
You probably forget to add it... http://www.java-gaming.org/index.php?action=pastebin&hex=fc210262173
17  Game Development / Newbie & Debugging Questions / Re: 3D tutorial Problem on: 2014-02-04 02:03:50
What exactly is your question?
18  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-02 01:59:29
In your topic it says "no Delta Timing" Why is that? Have you tried using delta for this?

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@Override
public void render(float delta)
{
--   if(Gdx.input.isKeyPressed(Keys.DPAD_LEFT))    currentX -= moveSpeed;
++  if(Gdx.input.isKeyPressed(Keys.DPAD_LEFT))    currentX -= (moveSpeed * delta);
   if(Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) currentX += moveSpeed;
   if(Gdx.input.isKeyPressed(Keys.DPAD_UP))) currentY += moveSpeed;
   if(Gdx.input.isKeyPressed(Keys.DPAD_DOWN)) currentY -= moveSpeed;

   Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1);
   Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

   camera.position.set(currentX, currentY, 0.0F);
   camera.update();
   
   renderer.setView(camera);
   renderer.render();

   fpslogger.log();
}


[EDIT]
Looks like Jimmt beat me to this one. Also if you multiply by delta you will have to increase the move speed values since delta is such a small number.
19  Game Development / Newbie & Debugging Questions / Re: Libgdx - Layout Issue With Table(Window) on: 2014-01-30 00:18:00
Those make sense for the original calculation but why after each click to healthTradeSlot ?
20  Game Development / Newbie & Debugging Questions / Re: Libgdx - Layout Issue With Table(Window) on: 2014-01-29 21:31:08
What exactly is the purpose of the resize() method? there are a lot of wacky numbers in it
21  Game Development / Newbie & Debugging Questions / Re: LibGDX quest log display? on: 2014-01-28 22:04:20
If you are using libgdx why not use scene2d? https://github.com/libgdx/libgdx/wiki/Scene2d then look at https://github.com/libgdx/libgdx/wiki/Scene2d.ui specifically the window and dialog section on that screen. browse the libgdx source for a scene2d example on these two things if you have not used them before.
22  Discussions / Business and Project Management Discussions / Re: JGO Translators on: 2014-01-24 21:47:05
I can translate English to Italian for the most part...
23  Game Development / Newbie & Debugging Questions / Re: Unsure On How To Change Slick States w/ Kryonet on: 2014-01-16 22:30:14
Create your kryonet client in your slick main class for the game. Connect it there and add the listeners. For each of the screen classes pass this original client object in as a parameter so you can share this object without having to reconnect every time. In your received method just add

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public void received(Connection con, Object obj) {

      if (obj instanceof Packet.Packet1LoginAnswer) {
         boolean answer = ((Packet.Packet1LoginAnswer) obj).isAccepted();
         
                if (answer)
+                sbg.enterState(state to enter);
               
}

24  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-06 01:56:21
If there is not an error printing out there most likely is not an error occurring, otherwise something would be printed out. One of the harder things in programming (sometimes easiest thing) is to accept that you have done something wrong and it is not a bug in the software you are using, but rather in the code you wrote.
25  Game Development / Newbie & Debugging Questions / Re: [LibGdx] - Exported to Jar, and Gamescreen wont show, but other Screens will? on: 2014-01-05 17:08:42
To do something easier then @Andre's example you could just run it from console and see the error that way without modifying any code.
26  Game Development / Newbie & Debugging Questions / Re: [Kryonet] Receiving Tcp message issue on: 2014-01-03 01:22:24
didn't you want to use tcp ?  Huh
27  Game Development / Newbie & Debugging Questions / Re: [Kryonet] Receiving Tcp message issue on: 2014-01-03 00:26:31
I would recommend to try working out the problem with a less complicated CLI program using only println statements so you only have to worry about the kryonet code rather than everything else on top of it
28  Games Center / WIP games, tools & toy projects / Re: Kartex on: 2013-12-30 03:11:16
All of those screenshots show the position as "2th" lol try and fix that bug
29  Game Development / Newbie & Debugging Questions / Re: Delete this topic. on: 2013-11-30 16:18:00
I did not see the original post but don't delete it, once you find your answer post it in a reply so people who have a similar problem can search for it and find an answer. But of course try google before posting
30  Discussions / General Discussions / Beginning 3D: using libGDX or LWJGL? on: 2013-11-01 01:07:35
Don't take this question the wrong way I know these two are very different, and I am not asking for which is better. In your 3D programming experience did you start off with a higher level engine? Or did you do all the dirty work yourself? If you did one did you wish you had started with the other? I hear some people say that it is best to learn the concepts first and then use a library after you have done your fair share of projects yourself. Furthermore, other people say to use an engine like libGDX when you are a beginner, but I hope this won't lead to future problems when trying to use openGL with LWJGL. I want to hear your opinions about this I know that there is no definitive answer for this by any means. I have been recently doing some arcsynthesis tutorials for openGL and they are quite interesting and enjoyable. Then when I think about making a game in openGL i realize I want to poop my pants thinking about how complex it would be and time consuming (Although I don't think I would mind a lengthy project, nothing easy is worth doing right?) . But this may just be because of my lack of knowledge for the time being. Well, post your opinions below anything is appreciated!
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Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
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
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