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1  Game Development / Newbie & Debugging Questions / Re: Starting with 3D in Java, Where should I begin? on: 2014-12-23 13:38:00
I have a friend that writes 3D applications using LWJGL and jPCT, which uses MD2 models. MD2 models are pretty much a thing of the past now, aren't they? Haven't we moved on?
Nobody forces you to use MD2 for animations. You can either use individual keyframes loaded from other file formats or you can use Bones in addition for skeletal animations.
2  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 22:07:48
You just need to set interpolation type qualifier as [noperspective]. Simple as that.
Interesting (but still pointless... Wink) ! I wasn't aware of that option.
3  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 19:20:17
Ah, but you could write a shader to get the effect :-)
Yes, you could, but i really don't think that it's worth the effort.
4  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 19:00:55
Quote
So in some games, (Dungeon Keeper (#3) - the floor) when you look up close at textures they begin to curve or warp?
That's because older software renderers as well as the PS1 couldn't do perspective correct texture mapping. I don't think that you can disable perspective correction on current hardware. You might be able to set some hint but the hardware will most likely ignore it.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 21:27:15
I get the feeling that the normal mapping on the stones is inverted or so, or isn't the normal mapping supposed to use the torch?
The torches on the walls use normal vertex lighting. The normal mapping (actually parallax) is based on the player as a light source.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 21:04:59
Added levers to open/close doors in the dungeons.

7  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-30 22:04:59
So unless someone gies a good and clear suggestion how it should work, I'll leave that part as is.  Setting movement animations to 0 gives a fluent game play, if that's what you're after.
I would define a turn length that's constant and make the animation play within the given time frame of one such turn. That way, movement will be consistant and animations would play fine. And you could still speed up the game by decreasing this time frame and playing the animation faster. The way it's now, movement speed depends on the animations and that just doesn't feel right to me. I understand that i can disable animations, but i actually want to see them. I just don't want to make them define a turn's length.
8  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-30 09:55:18
Even if the game is turn based, i don't think that this means that you have to press the movement key once for each step. So i keep it pressed in areas where nothing particular interesting happens...and that's where i noticed the delay between the first event and the following and that feels just wrong to me.
About the speed and the animations: I think you are right, it's the animations that causes this. It also feels strange imho.
What i would do (not sure if it's feasible), is to replace the key pressed events by up/down and some flags to get rid of the repeat delay and decouple the animation from the turns. Imho, this would given you a more fluent and consistent gameplay.
9  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-28 13:24:05
I gave it only a short try, but i'll play some more when i find the time. What i've noticed so far is that the controls are a bit clunky. It feels like as if you have implemented the keyboard movement based on key pressed events. For games, it's usually better to use key down and up events and set some flags according to the keys' states because these don't depend on the configured key repeat rate of the system like key pressed events do.
I also noticed that movement slows down by a huge amount once an enemy comes into sight. Is that intentional?
10  Discussions / Miscellaneous Topics / Re: I don't have the lollipop update yet? on: 2014-11-27 06:14:50
All is fine. Google usually splits the updates in 3 waves. If you are unlucky, you are in last one. I've one Nexus 4 and two Nexus 7 and while the former has 5.0 already, both tablets are still waiting for it...
11  Games Center / WIP games, tools & toy projects / Re: Headline Benchmark on: 2014-11-25 19:05:09
I find this interesting as well: How much has ART improved from the developer preview in 4.4 to the final version in 5.0? This compares "your" 5.0 results with my 4.4 with ART:

http://www.headline-benchmark.com/results/2306c4d0-f5ee-4a46-aa84-601d7a6009d7/96064420-069b-44ba-a622-9354396ea141
12  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-14 13:10:20
Stays the same for me after upgrading. Looks like the font "Fira Sans" is broken on my system. Weird.
Webfonts are usually a bad idea. You'll get all kinds of funny errors and fuzzy font rendering especially on older systems. Here at work (still on Windows XP...), the font is readable but looks very fuzzy and ugly in both, Chrome and Firefox. IE 8 (the "best" IE you can get for Windows XP) renders just an exploded mess.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-12 22:11:34
I've completed the first version of the dialogs, npcs and quests for the main quest's first chapter of my rpg. Because that involved quite a lot of writing, i had to do some visual stuff as well to relax. So i added the option to define birch tree sections in the woods. I might replace the tree model later, but anyway...

14  Games Center / WIP games, tools & toy projects / Re: Really a Markup Language (RML) on: 2014-10-20 06:12:23
Wrapping actual code in XML isn't better to read and/or understand. If you think that, try to work with ColdFusion (http://en.wikipedia.org/wiki/Adobe_ColdFusion) for one day.
15  Discussions / General Discussions / Re: SMF Password Reset Vuln on: 2014-10-18 22:03:27
It might be easy to come up with a script to try them all, but even if you manage to make 1000 requests/second (one each 1ms, which won't happen), it will take you ~35 years to try them all.
16  Java Game APIs & Engines / OpenGL Development / Re: [3D models] Why calculate tangents? on: 2014-10-10 05:40:47
They are used for normal mapping and related tasks like parallax/offset mapping. As long as you don't do that, you won't need them.
17  Game Development / Newbie & Debugging Questions / Re: MD2 loader on: 2014-10-09 18:58:25
Don't compare String by using == or !=, use http://docs.oracle.com/javase/7/docs/api/java/lang/String.html#equals(java.lang.Object) instead.
18  Discussions / General Discussions / Re: What is wrong with reinventing the wheel? on: 2014-10-08 14:37:50
This 'reinventing the wheel' stuff is simplified business bullshit talk that totally misses the point. A wheel in the context of inventions is a concept, a basic idea. You can create an unlimited number of variants based on this idea and you really have to. That's what developers do. Some create new implementions of wheels, some build cars based on these wheels and some might even question the wheel idea itself. And that's great, because otherwise we would still drive around in Ford Model Ts or even more basic vehicles.
So if you want to create a new kind of wheel, go for it. If you want to use existing wheels to build a new car, that's cool too. But please stop honoring clueless managers by using their language... Angry
19  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-07 19:10:57
-Fixed the camera shaking
Not quite. There's still some shaking for me when pressing the right mouse button (i.e. zooming) in some situations (for example when standing left of the keyboard aiming at the computer).
20  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-06 18:54:56
I had two issues with this game. One is a minor visual one and can be seen here: http://jpct.de/pix/army.jpg

The other is that every now and then, the screen flickers. It looks like as if the camera renders the scene from another position for a single frame. It's hard to explain, so i captured it in a video: http://jpct.de/pix/army.m2v

System is a Core i7 @ 4Ghz, Windows 7 64bit, Geforce GTX 680 (latest official drivers)

Hope this helps!
21  Games Center / Showcase / Re: [Android] Blocus - A lot of particles that have a real physic on: 2014-10-03 15:32:52

Yeah libGDX isn't compatible with ART on 4.4 and never will be.  Undecided

It should be fixed on L tough.

What a pitty. Why don't they fix this even if ART might be the actual cause? That's the only thing that doesn't work for me with ART. I'm not using anything else for months now and never had a problem with it.
22  Games Center / Showcase / Re: [Android] Blocus - A lot of particles that have a real physic on: 2014-10-02 16:48:55
It crashes on my Nexus 4 with a java.lang.VerifyError. I'll post the complete exception later.

Here's the stack trace:

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10-02 18:39:55.542: E/AndroidRuntime(19771): FATAL EXCEPTION: GLThread 98791
10-02 18:39:55.542: E/AndroidRuntime(19771): Process: be.julien.blocus, PID: 19771
10-02 18:39:55.542: E/AndroidRuntime(19771): java.lang.VerifyError: Verifier rejected class com.badlogic.gdx.utils.Json due to bad method java.lang.String com.badlogic.gdx.utils.Json.a(java.lang.Object) (declaration of 'com.badlogic.gdx.utils.Json' appears in /data/app/be.julien.blocus-1.apk)
10-02 18:39:55.542: E/AndroidRuntime(19771):    at jeu.c.a(Unknown Source)
10-02 18:39:55.542: E/AndroidRuntime(19771):    at jeu.c.a(Unknown Source)
10-02 18:39:55.542: E/AndroidRuntime(19771):    at jeu.d.a(Unknown Source)
10-02 18:39:55.542: E/AndroidRuntime(19771):    at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(Unknown Source)
10-02 18:39:55.542: E/AndroidRuntime(19771):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1512)
10-02 18:39:55.542: E/AndroidRuntime(19771):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)


The device is a Nexus 4 with Android 4.4.4 using the ART runtime.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-10 06:32:19
Made and uploaded a new video of my RPG (on screen texts are in german in this video, but the game contains a rough english translation as well).

<a href="http://www.youtube.com/v/bJf2B3tlg5Y?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/bJf2B3tlg5Y?version=3&amp;hl=en_US&amp;start=</a>
24  Discussions / General Discussions / Re: Aspect Oriented Programming: Has anyone tried it? on: 2014-09-08 19:43:06
It's a solution looking for a problem. We tried it at work, it just complicated stuff. We removed it completely and never looked back.
25  Games Center / WIP games, tools & toy projects / Re: Oppugno on: 2014-08-28 13:35:55
Why does it require 3gb of RAM? It can't run on a 32bit OS this way. I tried it anyway with a max heap of 1gb and it crashed with an OOM.
26  Discussions / Miscellaneous Topics / Re: Interesting Profile pictures on: 2014-08-20 05:27:44
Mine is Egon Olsen.
27  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 19:30:21
JMonkeyEngine3 appears to be quite old and the result of many chefs, and supports all sorts of daft legacy rendering paths making it far more complicated than maybe it should be. Ardor was sadly abandoned. Xith and Java3D are ancient.
...and jPCT/jPCT-AE are being ignored...as usual. Anyway, 3D for desktop Java isn't very common these days, but for Android it is. For jPCT, i would estimate that the ratio between desktop Java and Android projects is somewhere between 1 to 10  and 1 to 20.
28  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG (Demo avlbl.) on: 2014-07-29 20:29:18
Ah yeah, they sit in the north west corner.. try their coffee machine Wink
I did! Now i'm supposed to find some guy called RingRing or similar. But again, i've no idea where to find him. I'm not asking for quest makers, but a little quest log and some additional description like "you'll find him east of the town hall" or whatever would be helpful. One very minor issue that i noticed: The combat window has a close icon, but it doesn't seem to do anything.
29  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG (Demo avlbl.) on: 2014-07-29 20:06:57
I will work on it for sure... and for the wise guys... yeah nobody seems to find them, but the manual will include a map of the city Wink
At least i managed to cross the bridge now... Wink
30  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG (Demo avlbl.) on: 2014-07-29 19:51:49
I played the demo for maybe an hour. I think it's quite charming in it's very own, somewhat strange style. I like it. However, i do have some issues, mainly with the controls:

  • Keyboard movement seems to rely on key pressed events, which leads to jerky movement if one hasn't tuned the system's key repeat delay. It would be better to use key up/down events and just set some flags accordingly instead.
  • The usage of the right mouse button to collect things and to move them around in the inventory is counterintuitive to me. If you want to keep that for whatever reason, please add at least the option to use the left mouse button to read the item descriptions (in game and in the inventory). The way it is now, the left mouse button has no function on items, but i'm still forced to use the right one instead.
  • If you hit a wall or another obstacle, the character plays some animation and i have to wait for it to finish before i can move again. That, combined with the jerky movement, is quite annoying.
  • I'm missing a "take all" button when opening chests and stuff.
  • I'm missing a quest log. I remember that i'm supposed to visit the wise guys, but i can't remember where to find them.
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