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1  Games Center / WIP games, tools & toy projects / Re: ZomGame Puzzel Game Update [13] on: 2014-07-17 19:58:11
Already looking much better.
I didn't want to seem harsh in my last thread, the game itself really does look good.  Fast, smooth with good animations.  I look forward to seeing how it turns out.

btw, have you considered loading the level data from binary files as opposed to having each level as a seperate java class?  It would take a little more time initially, but would ultimately prove to be easier to manage later on.
2  Games Center / WIP games, tools & toy projects / Re: ZomGame Puzzel Game Update [12] on: 2014-07-17 13:15:29
The video of the game looks pretty good and it seems like you are making good progress.

My only suggestion / criticism is to change the leading image on the thread.  (Perhaps unfortunately) presentation is everything when building your prospective player base. 
The graphics in the video don't look bad at all, but that opening image looks like something knocked up in 10 minutes in MS paint.
3  Games Center / Featured Games / Re: [Slick2d] Retro Castle Survival - Top Down Survival Mayhem! on: 2014-05-09 11:07:07
The projects looks really cool!

Out of interest, could you explain a little more about how the path finding works?  I have never implemented A* before, so I don't know, but would performing A* path finding on 5k entities usually perform poorly?

I ask because I will need to eventually implement some kind of path-finding in my current project and am just now looking into the different options.  Are you somehow pre-determining and storing known paths (you mentioned getting rid of extra un-needed data) ..

Also, I'm not sure if you have already implemented these features yet, but it would be good to see some screenshots of how the resources look, are gathered  and how they are transported?  This game looks like I would enjoy just making stockpiles of items for my village geenration Smiley

4  Discussions / General Discussions / Project Setup and Maintaining Different Builds on: 2014-05-08 07:30:00
Hi All,

I'm working on a new game using Java and LWJGL, using the Eclipse IDE.  The game will feature both single player and multi-player modes, and free-to-play single player subset of the game.  

What I would like to do is offer the subset of the game's  single player mode as a free download from my website (like Minecreaft's creative mode), and give the player the opportunity, if they enjoy it, t0 purchase the game which would then include the full content and the multi-player features.


My question is about how I could achieve this from within a single workspace?

A few constraints I have are:

  * I do not want to maintain independent code for each game version.  All code where possible, should be shared.
  * The creative mode subset should not contain any code from the full multi-player version of the game.  i.e. if you download the free single player version, you shouldn't get any code from the network implementation or any assets exclusive to the full version.
  * If it isn't necessary to change, I would like to maintain my current workspace structure.  This is because I already have a client, server and combined client-server versions of the game set up and they all share common classes.  Structuring this was a pain and I'd rather not revisit it.

  
I can think of two way to approach this, but I'd like to hear if anyone has a better way *or* some tips they can offer.

The first way would be to store all the game code in two separate libraries; the free-code and the not-free-code and create two projects which include these libraries.  The full version of the game would include both libraries.

The other idea I lack experience to know if it'd work, but I think this maybe possible to do using some build scripts and this would possibly be easier to maintain.  Each build script would compile only the .java files from a specific list based on the client type I am trying to build.  They would also only include the relevant assets.  I'm not sure how this would be set up, or if is indeed possible.  Anybody know?

Has anyone done this before, and how would you do it if you had to?

Thanks,
-LintfordP
5  Games Center / Featured Games / Re: Cargo Carry on: 2013-11-19 22:02:06
Thanks a lot for all the nice comments, and I am glad that most people seem to enjoy the game!

As mentioned in the first post, I have just finished a promotional video for the game as well which you can check out here:

https://www.youtube.com/watch?v=VfdUHQHqn3A


Unfortunately, making videos isn't half as much fun as making the games themselves and I found myself rushing just to get something finished, even if the results aren't the best.
I may try again and make a video on the coming weekend, but again, any comments and critique/ideas are welcome.

Cheers,
-John
6  Games Center / Featured Games / Cargo Carry on: 2013-11-18 10:48:05
Hi Everyone,

I've finally managed to release my second game on Android, written in Java and using the AndEngine and box2d.

Its been about a year in development, and that has very much been part time work, but its finally at a stage where I can release it to the public.  It is a take on the popular 'Endless Runner' genre and I've tried to add my own twist of balancing cargo in your vehicle whilst still not running out of fuel etc.
All the programming and graphics were done by myself with the sound and music coming from various other places (see the credits in the game for links).

I would really appreciate it if you can give it a try (it's free to play) and if you like it of course a rating would be great.

Also, if you have any questions about any of the implementation, just let me know.

Thanks a lot.

Store Link : https://play.google.com/store/apps/details?id=com.ruse.cargocarry

Here are some screenie's (hopefully I'll get a video finished soon):







7  Game Development / Game Play & Game Design / Re: Quadtree-like structure for dynamic / moving Game Objects on: 2012-11-21 18:07:36
Hi All,

I ask before, but it seems like my post got lost near the top.

It seems a few people are really against using QTs, but for larger worlds I don't see how they can be worse than using a grid.  So again I ask this question to learn ..

Quadtrees are not efficient in today's CPUs. Use a grid instead.

It's both incredibly easy to develop, and much, much faster.

@Riven, as per my previous quesion .. I would have said it depends entirely on your scene and the implementation of the quad-tree whether grids are faster.   I say this because I imagine that the way you store the grid would be exactly the same way you'd store a qt (in that both are essentially just AABB - but, unless I am missing something, you can then cull huge areas of your game world with a qt which you cannot do with a grid).  So it would seem to me like the only difference between a grid and a at is you are removing the tree structure? 

That, and you have to do bounds checking (on AABBs) for every level, up to 4 times. All in all, there are lots of conditional jumps and lots of scattered memory access. In modern CPUs you get a rather large penalty for such code.

Needless to say, using a grid is just simpler to code, which, in this case, is probably most important.

@Riven Here you mention AABBs as if they are only applicable to QTs, but you would need to do this on a grid too surely?  Also, can you tell me which CPU penalties you are referring to ?

Thanks,
-John
8  Game Development / Game Play & Game Design / Re: Quadtree-like structure for dynamic / moving Game Objects on: 2012-11-21 07:43:48
Quadtrees are not efficient in today's CPUs. Use a grid instead.

It's both incredibly easy to develop, and much, much faster.

Hi all,

In my quest to learn new things, could you explain this a little more? 

I would have said it depends entirely on your scene and the implementation of the quad-tree whether grids are faster.   I say this because I imagine that the way you store the grid would be exactly the same way you'd store a qt (in that both are essentially just AABB - but, unless I am missing something, you can then cull huge areas of your game world with a qt which you cannot do with a grid).  So it would seem to me like the only difference between a grid and a at is you are removing the tree structure? 

Thanks,
9  Games Center / Featured Games / Re: Daedalus on: 2012-11-03 18:33:31
Hi deathpat,

The game looks and plays great!

I just wanted to ask though as I couldn't see any options for it - have you considered not having the camera rotate around with the aiming like that?  I cannot help but feel the game would be more fun with a cannon fodder control scheme.

anywho - good work.
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