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31  Game Development / Newbie & Debugging Questions / Re: Level, Asset, Save File storage on: 2013-03-04 22:16:52
So, for assests, i mean like tools, ships, weapons with their sprites and all the metadata associated with the assets. So for a tool, that data would include its functions, its cost, its power, etc... I would like to have the sprites and metadata stored in one file. For the level files, I will have a bunch of pre-defined levels that will have cutscenes and enemies, obstacles. Drops and loot will be both randomly generated, but in pre-defined spots and also specified explicitly. Save files should allow users to reset everything back to the exact way it was when they saved.
32  Game Development / Newbie & Debugging Questions / Level, Asset, Save File storage on: 2013-03-02 22:34:08
Can anyone give me pointers on how to store levels and assets without hard-coding them? Also how to store save user saves.
33  Java Game APIs & Engines / Java 2D / Re: Canvas-based GUI on: 2013-02-09 22:06:16
For reference, here is a demo of my interface. I got input working based off of a suggestion from reddit. Comments, suggestions?
Now my problem is that I need to determine how to handle button events (and other events). Should I try to emulate the java callback system?
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
34  Java Game APIs & Engines / Java 2D / Re: Canvas-based GUI on: 2013-02-09 12:31:47
How well would holding a queue of received input events work? Because my game is a bit separated, so I have contexts that are pushed onto the context stack and each context is updated by a call to a method with no arguments. This is the interface each context implements.
public abstract class GameContext {
   public abstract void init();
   public abstract void render(Graphics2D gr);
   public abstract void tick();
   public abstract boolean isTransparent();
35  Java Game APIs & Engines / Java 2D / Canvas-based GUI on: 2013-02-09 02:10:03
Hi, I am trying to implement a GUI for my game entirely from scratch (no Swing except for the Canvas). So far I have implemented the rendering of 4 basic elements (Label, button, text field, and a selection element). I can't figure out how to properly handle inputs though. I know I can use keyboard listeners, etc..., but I can't find a good way to do it.
36  Discussions / General Discussions / Re: Why java over other languages? on: 2013-02-06 02:07:11
For the point of rapid development and prototyping, Python is often better, especially since properly written code can document itself. (Python is basically pseudocode) However, for more complicated (game) graphics stuff, Java is better since it has simpler, more up-to-date libraries. (Clutter is a great library, but it is meant for visualization not gaming.) LWJGL is good for OpenGL (and has some abstractions) and canvases are good for simple 2D games (or as viewports for other renderers).
37  Game Development / Game Play & Game Design / Re: Pixel art? on: 2013-02-06 00:02:40
The free version of game maker is pretty much enough for me to do pixel art. I don't think it goes into the crazy stuff like photoshop and stuff

Yeah, I agree. I was just talking about its capabilities for making games. The scripting is limited in free (you can't rotate sprites, etc...). But the sprite editor was good. I esp. liked its ability to easily make animations & sprite sheets as you said.
38  Game Development / Game Play & Game Design / Re: Pixel art? on: 2013-02-05 23:58:29
Believe it or not, I use Game Maker 8 to do my graphics. It has a lot of tools, it makes everything easy, and you can easily export stuff to strips, transparency, etc. There are only rare occasions when I get mad at it D:

Yeah, I used to do that, but then I started using C# and then Java for games and now I don't have game maker installed. Game Maker was really awesome, but the free version was too limited. It was awesome for learning, though!
39  Game Development / Game Play & Game Design / Re: Tetrunnel (poorly named Tetris clone) on: 2013-02-05 23:08:43
Try having bold red lines at regular intervals, say every 4 rows (tetris) to give a perspective of how far down user is. Maybe have a meter on the bottom right showing % of "well" that is full. Having more distinct shapes (lines at edges of each "cube") would also help with perception.
40  Game Development / Game Play & Game Design / Re: Pixel art? on: 2013-02-05 23:05:50
I would recommend using Gimp to draw a small image, scaling it using linear, then using one of their filters (i can't remember the exact one) that adds jpg-like noise.
41  Game Development / Game Play & Game Design / Re: Favorite Window Size on: 2013-02-05 23:04:25
I agree, 800x600.
42  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-02-05 22:59:36
That sounds much more interesting than my original idea. Adds in the possibility for much more interesting morality issues.
43  Discussions / General Discussions / Re: How to think of game ideas??? on: 2013-02-05 20:32:13
This is how I come up with a game idea:
 1. Decide on a genre (sci-fi, fantasy, etc.)
 2. Decide on a basic overarching structure/plot (eg. for sci-fi, must fight off aliens)
 3. Based on above two, create one-a few unique game elements/mechanics
 4. Brainstorm a story around the game
 5. Begin writing game, story will evolve as you go
44  Game Development / Newbie & Debugging Questions / Re: Noob Projects? on: 2013-02-05 01:50:18
Start with pong, go to space invaders, maybe a maze game. From there, you can work on adding 3-d and then you will have the basics.
45  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-02-05 00:53:37
I had been more so thinking that they were remnants of the race that left the technology. Sortof like they had been driven out, then the threat vanished, so they were trying to come back in, but humanity had their technology. Maybe have a really bad race that is attacking them, so they need the technology, but are unwilling to work with humans for some reason.
46  Game Development / Game Play & Game Design / Re: Making 2D games creepy? on: 2013-02-04 23:17:17
One thing you could try would be to have a frosted window and see the silhouettes of zombies/decapitated people shambling around. Maybe showing someone decapitating another person, then moving toward the window. Coupled w/ sound effects (like screams and moans, etc...), this could be pretty creepy/scary.
47  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-02-04 11:30:24
Well, I will first make the entire game as a top-down shooter. I'm planning on making it a 3rd person action RPG, but I need to learn a bunch of 3d stuff first.
48  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-02-04 01:38:05
Not much yet actually, unless you are talking about story. If you are, here is the story so far.


Humanity has taken to the stars. Rapidly colonizing nearby stellar systems, we have established a vast, peaceful republic, but some have rebelled against our peaceful interstellar republic. We do not dispute their right to wish disunion, but their direct attacks against us have forced our government to send the order for war to defend republic and way of life. As the war dragged on, we were forced to innovate, to create new weapons to win this war. The most promising of these projects is codename Locotus Desperatus, or LD for short. This program was founded to create super soldiers. You are its first protege.

Story behind the rebellion: Early in the years of space exploration, the newly formed United Nations Interstellar Task Force, discovered something, a planet rumored to contain a trove of alien artifacts and knowledge. Some of the brightest scientists of the time were recruited to examine the finds. About a month after the Eta Joint Research Expedition had landed and set up their station, reports ceased. Mysteriously, the government declined to investigate the incident, leading to a variety of conspiracy theories. Decades years later, a shuttle returned, manned by 10 members of the original 1000-strong EJRE. They were immediately debriefed by the UNITF. The UNITF announced that the apparent reason for the radio silence had been that a massive earthquake had destroyed EJRE’s communications equipment and most of their interstellar cruisers. Using the remaining cruiser, some of the members volunteered to journey back while the others remained to continue their mission. When contacted for interview, these men refused on the grounds that they had nothing more to add. The government sent out a resupply mission, but when the radio silence continued, suspicion mounted. Some systems started a rebellion, claiming that our government was corrupt.

  • UN becomes a global government
  • Settlement of solar system
  • Discovery of warp drive that functions by bending space around itself
  • UNITF is formed
  • Exploration of nearby stars begins
  • Colonies founded
  • [JUMP]
  • Find what is termed “eldritch” cache on sole planet of Star Eta-1017 (called Planet Eta for convenience)
    • Eta Joint Research Expedition is formed and arrives on Planet Eta
    • Discovery of physics engine (can warp laws of physics)
    • Realizing the potential danger of their find, they destroy radio communication after sending a coded message asking for isolation
    • Integrate physics engine into one of starships
    • Encounter Songhai (Friendly)

Then, the main story begins, the main character has to assassinate leader of rebellion, fights way to leader's bunker, and discovers that leader had been waiting. All had been elaborate ruse by leader to... arrange peace talks. Turns out, the rebellion's not so bad and they discovered an alien threat (I need to think of something interesting for this). After this cutscene, aliens invade and player must guard leader as they fight way out to extraction ship. Game will be able to progress if leader dies, but will be harder (rebellion will blame UN and will not help). If leader survives, hostilities will cease and alien threat will be announced/hidden depending on character's choices (I want branching storyline).

Well, that is the story so far.
49  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-01-31 23:19:54
Thanks. If the game turns into something worth posting, I will put it up here.
50  Java Game APIs & Engines / Java 2D / Re: Basic code? on: 2013-01-28 22:12:37
Not sure how complicated your game will be, but I am working with OpenGL-accelerated canvases and images. I get pretty good frame rates. If I weren't limiting it to 60fps, i could get close to 200 with a bunch of rotating/scaling images. Just don't use bicubic interpolation. For some reason, that really kills framerate. You will need to create your own transformation stack. (Sorry if I am not using the right term, but I am fairly new to game development.) Best of all is that a bunch of libraries have support for Java canvases.
51  Game Development / Shared Code / Re: [LWJGL] EzRender - Easier Rendering on: 2013-01-23 21:44:51
Thanks. I will look at that. That looks much easier to understand than The Red Book.  Smiley
52  Game Development / Shared Code / Re: [LWJGL] EzRender - Easier Rendering on: 2013-01-23 21:12:47
This looks pretty awesome. I had tried doing 3-D before, but couldn't figure out how to render complex models. I still haven't. Hopefully I can learn from this. One question, are there any resources you would recommend learning about loading textures? I tried looking at The Red Book, but I am new to OpenGL and could not really understand most of it.
53  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-01-23 21:08:32
I'm not sure if there is anything game specific to writing a story. So I'd guess you can use any resource about writing in general. Google for "common story plots" and "common story twists" also "commin story twists", each of those gave me an interesting list of results.

I guess the main problem is that in games, the story generally has to be inferred by the player. Cutscenes help make it more like a normal story, but otherwise users can miss out. Also, if you are writing a branching or open-world game (as I am hoping to), you run the risk that the user will miss story cues or that they will find them, but in the wrong order.
54  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-01-23 21:03:29
Thanks guys. I had been planning on writing the game as two "parts" (well, two phases actually). The first would be, I have to write a game as a final project for a CS class I am taking (unfortunately, I believe in overdoing all school projects). In this part, I would just have the basis of the game, like training and first mission. After that, I would focus on making the actual game. My plan was to make a science fiction game drawing inspiration for some basic elements from other games like Mass Effect and Halo, like the general idea of flying around a 2-D ship in the galaxy to navigate between planets (no need to re-invent the wheel). I had plenty of ideas for mechanics, but none for story.

Well, other than the basic sci-fi storyline of:
  • Humanity develops spaceflight
  • Humanity colonizes stars
  • Aliens discovered: Dangerous?
    • Yes - Plot = Defeat aliens, save human race (and maybe find more aliens along the way)
    • No - Plot = Well, I guess we just need to find some more aliens

Which almost all, if not all, Sci-Fi games/books/movies/tv-shows follow.
55  Game Development / Game Play & Game Design / Story Writing Help on: 2013-01-21 14:36:00
Hi, I am trying to develop a game with a story to it, but I am running up against the issue that I have no idea how to go about writing the plot. Can anyone give tips to writing story and backstory for a game?

56  Java Game APIs & Engines / Java 2D / Direct3D Pipeline problems on: 2012-11-28 23:32:24

When I try to enable the Direct3D pipeline with
System.setProperty("sun.java2d.d3d", "True");

I get the error: "Could not enable Direct3D pipeline on screen 0"

I have tried googling the problem, but all the results are pages that just have the source code for the sun.java2d.d3d class.

57  Game Development / Newbie & Debugging Questions / Re: Canvas Size Problem on: 2012-11-27 01:27:18
Thanks again.
If my game gets complex enough, I will switch over to opengl, but so far, my project is not complex enough to warrant all the graphics code.

58  Game Development / Newbie & Debugging Questions / Re: Canvas Size Problem on: 2012-11-26 23:48:14
Ok, thanks, that worked. I could not figure out what was going wrong.

59  Java Game APIs & Engines / Java 2D / Re: Rectangle rendering issues on: 2012-11-26 23:42:58
Thanks, that fixed it.
60  Game Development / Newbie & Debugging Questions / Re: Canvas Size Problem on: 2012-11-26 23:31:03
I have a JFrame containing it.
The layout is just the default layout.

This is my code for initializing the frame:

this.width = width;
this.height = height;

Dimension size = new Dimension(width, height);

canvas = new Canvas();      

canvas.setBounds(0, 0, width, height);



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