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1  Games Center / Showcase / Re: Starshock, a retro-esque arcade shooter on: 2013-03-06 20:58:49
I don't get why (since Minecraft) everybody seems to like blocky unfiltered low-res graphics... Huh
2  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2013-03-06 20:28:33
Edit.: Can someone test this version under Windows and tell me whether the mouse pointer is visible when the menu is displayed?
On Windows 7 64 Bit with a Radeon 2900XT, there's no mouse. ALT-F4 doesn't work and switching to the task manager makes the whole desktop jumping up and down..congrats, i've never seen any application doing this. It also cleared my SSD-cache and i had to reboot. Pretty efficient killer app... Shocked
3  Discussions / Miscellaneous Topics / Re: java-gaming.org blocked in Google? on: 2013-02-19 20:24:29
I agree that Bing isn't really important, but if you can tame it by adding a simple entry to the robots.txt, it would be a win for everybody...so why not!?
4  Discussions / Miscellaneous Topics / Re: java-gaming.org blocked in Google? on: 2013-02-19 20:03:59
Well, the Bing crawler does it all the time. It killed my server twice, as there was so much swapping that I couldn't login. The Bing crawler is pretty much banned every day.
That's a great way to ruin your ranking in the search engines. You can add a crawl-delay setting to the robots.txt and, if you register for Google's Webmastertools, adjust the crawl frequency for the Googlebot in the settings.
5  Discussions / General Discussions / Re: Screenshot Saturday on a Sunday on: 2013-01-27 00:32:17
Trying to find the flaw in my A* calculations that makes Mr. Tomatohead here choose the long road from time to time... Huh

6  Discussions / General Discussions / Re: Coding Standards on: 2013-01-23 10:18:16
My preference is to say damn the garbage, use immutable everything and return new instances with wild abandon.
Good luck on Android then... Wink
7  Game Development / Game Play & Game Design / Re: Story Writing Help on: 2013-01-21 22:53:17
Game stories are very simple.
Yes, in most cases. And that's a real pitty. Why not try to improve things?

1) Your game does not need a story. 2) It is easy to adjust an existing game to fit a dozen different stories. 3) It is difficult to create a game that fits an existing story.
It depends on the game. A role playing game (if it's not a kind of rogue-like) needs a story and an adventure game certainly does too. A shooter at least largely benefits from a good story. It also depends on the player. I, for example, wouldn't touch a shooter without a story. Shooting people in glorious ways just doesn't cut it for me unless you are giving me a good reason to do it. And if you don't, you might have implemented the greatest shooter game play of all time, i still wouldn't play it.

BTW, this is a nice book on the topic: http://www.amazon.com/Ultimate-Guide-Video-Writing-Design/dp/158065066X
8  Games Center / WIP games, tools & toy projects / Re: HyperBlazer Neon on: 2013-01-21 22:44:29
Runs fine on a Galaxy Note with Android 4.0.3. It also runs fine on a Nexus S with Android 4.1.2, but because game logic doesn't seem to be frame rate independent, so it runs very slow on that device. I actually didn't notice that until i tried it on the Note and experienced how it was supposed to run... Wink
9  Games Center / WIP games, tools & toy projects / Re: HyperBlazer Neon on: 2013-01-21 22:33:33
Performance is not bad on the Nexus 7, but I'm also already a bit struggling to keep things at 60fps. I've now implemented some optimisations to the road layer so that it merges similar tiles to one larger tile in geometry, and that helps a lot.
For now the framerate is still a quite stable 60fps (I'm logging each frame drop)....
Just keep in mind that on a lot of Samsung devices, there's a cap to ~58fps (not 60!). If you log anything below 60, you'll spam the log on such devices.
10  Games Center / WIP games, tools & toy projects / Re: [WIP] Android RPG with no name on: 2013-01-13 21:23:34
...Delver is my favorite game for android as it is a first-person dungeon crawler (slightly similar gameplay) and has a very nicely done control system for combat...
I'm actually not really sure about the combat system, but the general movement (especially turning) in Delver is very good, very smooth and direct. Much better than what i had (and i already thought that mine wasn't that bad, at least when compared to others), so i took some time and reworked my controls to come close to Delver's. My game's controls are much improved now, thanks again for mentioning Delver here... Grin

Apart from that, i added map markers and a basic inventory gui for chests:

11  Java Game APIs & Engines / Java 2D / Re: Experimenting with realtime raytracing in Java2D on: 2013-01-09 23:55:27
Do the current AMD and Intel CPUs have two real FPUs, or even more?
Intel has one per physical core, older AMDs had that too. Newer AMDs (Bulldozer) have one per module (which includes 2 integer clusters), but that one can be used by both clusters and switches pretty fast. On my Core i7 (4 cores, 8 threads), i get 57fps with a cpu load of 25% (i.e. 2 of the 8 possible threads are at 100%).
12  Games Center / Showcase / Re: Jackal on: 2013-01-08 21:11:07
The alternate version works fine for me.
13  Games Center / Showcase / Re: Jackal on: 2013-01-07 20:56:09
That helps, but i actually never adjust the zoom. I use the default settings and that's where it looks flawed.
14  Games Center / Showcase / Re: Jackal on: 2013-01-07 20:49:43
Looks strange while scrolling on my makeshift graphics card (GeForce 8600 on Windows 7 64 Bit, Java 7, latest drivers): http://jpct.de/pix/buggy_buggy.png
15  Games Center / WIP games, tools & toy projects / Re: [WIP] Android RPG with no name on: 2013-01-05 09:03:45
How is the performance? If there is any left try add some form of shadows. New devices should handle hardware pcf filtered shadow maps really well.(at lest on iOs side of world).
Is there any kind of lighting?
Performance is between 15 and 50 fps on a Nexus S, 33 and 60 fps on a Nexus 7 and 35 and 60 fps on a Galaxy Note. I'm not going to add shadow mapping anytime soon, because i want to focus on the game instead.
Lighting in outdoor scenes is simple vertex lighting (had per pixel lighting once, but it was much slower and didn't look that much better). In the dungeon, it's parallax mapping used for the first light source (which is the player) and vertex lighting for the torches.
16  Games Center / WIP games, tools & toy projects / Re: [WIP] Android RPG with no name on: 2013-01-05 00:39:52
Delver is my favorite game for android as it is a first-person dungeon crawler (slightly similar gameplay) and has a very nicely done control system for combat, with melee being a simple click per hit, and the distance combat being more target-based..
Delver is a pretty good game (albeit i usually don't like the pixelated, minecrafty look...but i love the soundtrack) and i played it for quite some time. Regarding the controls, i still don't really like how it handles ranged combat. Hitting something with a wand/bow is pretty difficult sometimes. Some kind of auto-aiming would be nice, but then it would suffer from the same problem that mine would: Auto-aiming is fine for projectiles that you don't see like bullets. It's crap for arrows especially if the bow that fires them isn't flat and pixelated. You either have to make the bow auto-aim too (which might look pretty strange) or make the arrow fly in a different direction than one would expect. Well, we'll see...
17  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-04 00:08:39
The APK doesn't install:

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01-04 00:09:52.274: I/ActivityManager(250): START {dat=file:///storage/sdcard0/Download/LegendOfWaffles-1.apk cmp=com.android.packageinstaller/.InstallAppProgress (has extras) u=0} from pid 5652
01-04 00:09:52.477: I/ActivityManager(250): Start proc com.android.defcontainer for service com.android.defcontainer/.DefaultContainerService: pid=5665 uid=10043 gids={1015, 2001, 1028}
01-04 00:09:52.590: I/ActivityManager(250): Displayed com.android.packageinstaller/.InstallAppProgress: +183ms
01-04 00:09:52.660: W/ActivityManager(250): No content provider found for permission revoke: file:///storage/sdcard0/Download/LegendOfWaffles-1.apk
01-04 00:09:54.782: W/ActivityManager(250): No content provider found for permission revoke: file:///storage/sdcard0/Download/LegendOfWaffles-1.apk
01-04 00:09:54.821: D/dalvikvm(250): WAIT_FOR_CONCURRENT_GC blocked 0ms
01-04 00:09:54.821: E/PackageParser(250): Package com.lunaticedit.legendofwaffles has no certificates at entry assets/AwesomeVillage.tmx; ignoring!
01-04 00:09:54.961: D/dalvikvm(250): GC_EXPLICIT freed 571K, 16% free 20942K/24839K, paused 3ms+9ms, total 139ms
01-04 00:09:55.164: D/InstallAppProgress(5652): Installation error code: -103
18  Games Center / WIP games, tools & toy projects / Re: [WIP] Android RPG with no name on: 2013-01-01 21:36:14
Thanks for pointing me to it. I just bought it and will have a look...
19  Games Center / WIP games, tools & toy projects / Re: The Platformer! on: 2012-12-30 23:03:51
Flickering is gone now, but the sound continues to loop after closing the window. There's no Java process to kill, it's just the sound looping endless.
20  Games Center / WIP games, tools & toy projects / Re: The Platformer! on: 2012-12-29 23:34:42
Still flickers like crazy on my machine (Windows 7 64Bit, Geforce 680 GTX (latest drivers), Java 1.7.0_09). And the sound loops endlessly after closing the game window...very annoying, i've to reboot now to stop that.
21  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JPCT - 3rd person click and drag camera on: 2012-12-19 06:59:22
Try to use something like

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camera.rotateCameraAxis(camera.getXAxis(), xRotation);
camera.rotateCameraAxis(camera.getYAxis(), yRotation);


instead.
22  Games Center / WIP games, tools & toy projects / Re: [WIP] Android RPG with no name on: 2012-12-11 21:28:59
Quote
Very cool. I never saw any loading pauses as you wandered the world (unless I missed them).
If there were any, i would have edited them for the video... Wink But as long as you move around in the wilderness, there are no loading pauses anyway. If you enter a dungeon, it loads some data and shows a simple loading screen for a few seconds.

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Or maybe the camera could zoom out to a top down view and then you could more easily control where the player should move.
I'm trying to avoid showing the player's character, because i don't have one to keep things simple. So this isn't really an option.

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What feature took the longest time to program?
...hard to tell. Leaving aside the 3d engine itself, maybe the grass patches. It actually didn't take that long to implement them, but it took me some time to figure out how to do it efficiently. All my ideas either consumed too much memory, too much cpu or both. Then suddenly i had this inspiration and implemented it in maybe two hours.

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This game looks very cool. When will it be avabile on Google Play?
I've really no idea. There's no real game play in it ATM. You can run around, pick some flowers and drop and collect items...there's no combat, no quest system... I'm hoping to have something playable within 2013.

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This is very impressive. Hopefully you'll manage to make the gameplay enjoyable and support gamepads.
Gamepads...i never thought about it. I'll consider it though. Concerning game play...i hope so, too. I've some ideas, i have some books on that topic and this is my second rpg (the former one was for the Amiga 20 years ago...), so i hope to be able to pull it off.

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Turn based is actually okey, but not for this type of games. Not in an Elder-Scrolls like game.
That's what i thought initially, but then i tried some rpg and rpg like games on mobile devices and just didn't like the controls at all. Well, we'll see....i guess i have to try some things to see what works best.

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And will this also come to desktop?
Maybe. I'm using a desktop version for faster development, but it lacks some features (like sound) and my main focus is on the mobile version. Making a real desktop version would allow for increased detail though:




23  Games Center / WIP games, tools & toy projects / Re: [WIP] Android RPG with no name on: 2012-12-11 07:41:17
I don't know how old you are but "back in the day" controllers were simple, much like the mobile devices of today.  I'd recommend doing what we did then and combine a series of movements in one or two clicks.  It does remove some interaction with the end user but if done correctly can be quite rewarding.
41...so i've seen much concerning gaming and controls... Wink Thanks for your idea. It reminds me a little bit of the controls in The Witcher and it's an interesting idea, which i will take into consideration.
24  Games Center / WIP games, tools & toy projects / [WIP] Android RPG with no name on: 2012-12-11 00:14:36
I'm working on this one (on and off) since december 2011. There isn't much real game play ATM, which is why there isn't any downloadable demo yet. However, i can show some random screen shot and a video. It's supposed to be somehow similar to the Elder Scrolls series in gameplay...but simplified to work well on touch devices.

I'm still undecided about combat. I wanted real time combat first, but i'm not so sure now, because a turn based combat might be better on a touch device. Any opinions on that topic would be greatly appreciated!

Anyway, here's a screen shot...




And here's the latest video...

<a href="http://www.youtube.com/v/FUXsjI4AXu8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/FUXsjI4AXu8?version=3&amp;hl=en_US&amp;start=</a>
25  Games Center / Showcase / Re: DarkVania on: 2012-11-25 11:31:55
Controls seem to be bit overcomplicated to me. Why is left/right on the arrow keys, but jumping is on z? Why not simply on crsr-up? Remember that not everybody is using an english keyboard layout. I have QWERTZ, not QWERTY, so x and z are spread across half the keyboard... Sad
26  Game Development / Performance Tuning / Re: Pixel Collision Detection (not what u think at first) on: 2012-11-24 21:40:35
Try to get rid of your exceptions first. Generating exceptions is expensive.
27  Discussions / General Discussions / Re: What do you look like? on: 2012-11-18 10:39:10
So this is the "how do you look like in germany"-thread now? Well, ok...

28  Discussions / General Discussions / Re: You're Good? Bad? or Don't Care? on: 2012-11-16 20:58:18
I don't really like Spring...
Then i'm below average too. And some (the better ones...) of my colleagues are too. Spring solves problems that nobody would have without it.
29  Discussions / General Discussions / Re: Why I'm coming back to java and sticking with it: Ouya on: 2012-11-09 22:44:05
Er... Tegra3? Pretty decent.
I don't like it much, at least the GPU part. Texture rendering accuracy is below PowerVR's and on par with Mali (which means pretty bad). The depth buffer's accuracy is laughable by default. You have to use an extension to enable a decent quality (but it still remains 16bit, there's no support for anything higher). Performance is ok, but nothing to get crazy about. I would prefer a PowerVR based solution any day.
30  Game Development / Newbie & Debugging Questions / Re: Detect when key is depressed? on: 2012-11-02 08:28:16
The one on the left side seems depressed to me...

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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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