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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-30 08:44:02
Always amuses me how CBM BASIC can we written without any whitespace.
Yes. That makes parsing it quite different from modern languages. Simply because variable names combined with commands can lead to things that actually look like keywords. Like

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10 LE=1
15 R=20
20 FORI=LETOR

...merges LE and TO into the LET keyword (edit: and TO and R into OR)...or...

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10 T=4
20 IFTAND5THEN

...merges T and AND into the function call TAN.

Some BASIC compilers had issues with this in the past and treated these cases as syntax errors, which they aren't.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-30 06:52:54
I finally finished (at least I hope so...) a Commodore BASIC V2 (https://www.c64-wiki.com/index.php/BASIC) compiler thingy. It takes any C64 BASIC program, compiles it into a kind of object tree (not directly into machine- or p-code) and executes the results. It's not an emulator, i.e it doesn't try to mimic the original hardware. It just runs the programs. If they are using actual hardware features, the results look strange sometimes but they run nonetheless.
The purpose of all this has still to be discovered. I guess one could use it as a scripting language for Java if one really wants to...
Execution time is around 10% of compiled Java code, but 10 times faster than similar (albeit more limited) BASIC interpreters that I tried.

Example program:

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10 FOR B=99 TO 1 STEP -1
20 GOSUB 100
30 T$=T$+" OF BEER ON THE WALL"
40 PRINT T$;", ";T$
50 PRINT "TAKE ONE DOWN AND PASS IT AROUND, "
60 IF B-1<=0 THEN PRINT "NO MORE BOTTLES OF BEER ON THE WALL":GOTO 80
70 GOSUB 200:PRINT " OF BEER ON THE WALL"
80 PRINT:NEXT
91 PRINT "GO TO THE STORE AND BUY SOME MORE, 99 BOTTLES OF BEER ON THE WALL"
92 END
100 T$=STR$(B)+" BOTTLE":IF B>1 THEN T$=T$+"S"
110 RETURN
200 A=B-1:PRINT STR$(A)+" BOTTLE";
210 IF A>1 THEN PRINT "S";
220 RETURN


..or a more condensed version:

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10 FORB=99TO1STEP-1:GOSUB100
20 T$=T$+" OF BEER ON THE WALL":PRINTT$;", ";T$:PRINT"TAKE ONE DOWN AND PASS IT AROUND, "
30 IFB-1<=0THENPRINT"NO MORE BOTTLES OF BEER ON THE WALL":GOTO50
40 GOSUB200:PRINT" OF BEER ON THE WALL"
50 PRINT:NEXT
60 PRINT"GO TO THE STORE AND BUY SOME MORE, 99 BOTTLES OF BEER ON THE WALL":END
100 T$=STR$(B)+" BOTTLE":IFB>1THENT$=T$+"S"
110 RETURN
200 A=B-1:PRINTSTR$(A)+" BOTTLE";:IFA>1THENPRINT"S";
210 RETURN


Edit: Some other valid program for your enjoyment (three FORs, but only one NEXT...)

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10 FORI=0TO10:FORX=0TO20:FORY=5TO30
20 PRINTI,X,Y
100 NEXT
110 IFI<>10ORX<>20GOTO100
3  Discussions / Miscellaneous Topics / Re: Is it possible to get sued by Donald Trump if..... on: 2016-06-17 07:03:58
He's not the first one who uses it anyway:

4  Games Center / WIP games, tools & toy projects / Re: Ares: Dogfighter - 3D space combat simulator (ultra-alpha) on: 2016-06-15 08:56:53
would you be able to confirm it works for you now?
Yes, it works now. Haven't had the time to play it yet though.
5  Games Center / WIP games, tools & toy projects / Re: Ares: Dogfighter - 3D space combat simulator (ultra-alpha) on: 2016-06-14 20:44:23
It doesn't work. It seems to be missing all it's assets/Models/Textures... folders and their content.
6  Games Center / Showcase / Re: Pandum online OPEN BETA on: 2016-05-14 11:09:04
Why not just make the switch when the player moves onto the arrow? Or touches/clicks on it? Attacking a blue arrow to leave an area is a bit...strange...
7  Games Center / Showcase / Re: Pandum online OPEN BETA on: 2016-05-13 18:45:14
I tried the Android version...it looked fine so far, but the GUI is way too small for a phone's screen. And I'm obviously too stupid to leave the starting area. Go to the south, they say. Explore the woods, they say...but somehow, I don't know how. When I go there, a blue arrow appears but nothing else happens...  Huh
8  Game Development / Newbie & Debugging Questions / Re: Making an entity follow pathfinding path array on: 2016-05-04 11:03:39
If that represents your actual code, maybe you should check ...[1] against y and not against x.
9  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-26 18:42:28
It works on my AMD 290x, albeit it still logs some error message (I think you can ignore the REX prefix thing at the end...I'm getting this too in my stuff...no idea where it actually comes from, but it doesn't seem to hurt):

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.......................................
... Initializing Rendering Pipeline ...
.......................................
.......... Creating Shaders ...........
......... Setting Up Camera ...........
..... Setting Up Lighting Engine ......
Error occured: An OpenGL error was already present when the new LightingEngine object was created.: Invalid enum
Detected ATI card, enabling depth-stencil workaround.
Vendor: ati technologies inc.
Renderer: amd radeon r9 200 series
....... Initializing resources ........
........ Setting up Game Logic ........
OpenAL initialized.
[0x7FFEABEB4450] ANOMALY: meaningless REX prefix used
Done!
10  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-26 06:42:47
Perhaps the problem lies in the static model class...
I'll give it a go at home on a more recent AMD card and report back...
11  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 07:55:20
On my mighty work PC with an AMD Radeon HD5450 and Windows7/64bit, all it renders is the sky and the arm/weapon. It also says this:

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Starting up SoundSystem...
Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL.  For more information, see http://www.lwjgl.or
g)
OpenAL initialized.

Error occured: An OpenGL error was already present when the new LightingEngine o
bject was created.: Invalid enum
Error occured: An OpenGL error occured while creating the new LightingEngine obj
ect.: Invalid enum
12  Game Development / Game Mechanics / Re: [LWJGL] 3D Collision on: 2016-04-22 19:42:20
I suggest this paper: http://www.peroxide.dk/papers/collision/collision.pdf. Correctly implemented, it gives you proper ellipsoid->polygon collision detection which should work fine in your case.
13  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-04-18 15:13:30
- auto save would be nice
I thought about it, but decided against it. Especially later in the game and on slower devices, saving can take quite a few seconds and I don't want to interrupt the game every now and then this way. I may add some reminder though.
- please dont make me read so much before anything starts, especially on a phone game, I get the point of it, but maybe there is a better way
Yes. The better way would have been some full blown cut scenes, but I can't do these. The text dump at the beginning acts as exposition (to tell the player why he's actually there) and as the character creation. Your answers define your character's attributes. If you can't stand this intro texts, you can't stand the game (it contains quite a lot of text and you have to read it, because there are no quest markers or anything like that), so it also serves as a kind of filter...
- some of the menus are a little too complex for a phone game
Which ones and where in particular?
- the controls are... ok for this type of game on a phone, truthfully I dont know how to do it better, games on phones... but yea you get a lot of drunken stumbling, looking and waving your sword around
I think that they are pretty good once you get used to it. I played a lot of similar games to get some ideas and personally, I found them all worse then mine. Virtual sticks and such are never perfect...
- by choppy animations that were mentioned he means swinging the sword doesnt really look like he is really swinging, its more waving a little, needs more punch, broader movement
To do that, I would have to show the hand and a part of the arm. But I don't have those, so I'll leave it as it is. After all, only 2 players complained about the animation so far.
- enemies in starting area that one shot kill me... well its a design decision... as long as its intended... x) (not gonna complain while playing Dark Souls 3 all day...)
It's open world on the one hand and not that large on the other. So it's only natural that you run into some harder enemies pretty quickly. Some players complained that the enemies are much too easy while other claim that they are too hard... Wink
it makes me wonder how good tilt controls would be... tilting it to the left makes you turn left, right ,right, and maybe tilting forward and backwards for walking... but what about the camera... yea control without any sticks and buttons...
I really don't think that this would work...I'll leave it to somebody else to give it a try... Grin
14  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-04-12 19:47:31
Released a new update with a new, basic options menu that lets you, among other things, increase the grass' detail level a little:

15  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-03-25 13:16:24
I don't think that higher res textures necessarily make the graphics 'better'. High res textures on low poly models can look pretty inconsistent IMHO. Most textures in the game are either 256*256 or 512*512. One or two are even 1024*1024. Given that the game uses over 230 textures in total and that I simply don't have higher res textures for a lot of the models, I'll leave it as it is to keep the look consistent (as far as it's possible when combining the work of so many different people) and to keep loading times as well as memory and storage needs as low as they are. After all, this is still running on mobile devices with limited resources.
16  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-03-25 08:44:08
In some reviews on Google Play, people mentioned that the game needs a little more polish. So I asked a coworker of mine and he'll do a polish translation... Grin
Be careful what you wish for... Wink
17  Discussions / Miscellaneous Topics / Re: The point of games on: 2016-03-16 16:10:15
> GTA's story is unique, it is well developed, but today's games like Witcher and stuff don't display an adequate story
I know that this is a little off topic now, but...WHAT? The Witcher's story isn't adequate? The story of the game that got lots and lots of praise for the depth of its world and the stories within it is bad? The story and the world design is based on the novels, which means that (at least in case of the german translation) it's based on over 5500 pages of narrative and lore. Maybe it's a little harder to get into it if you haven't read the novels, but calling it "not adequate" leaves the impression that you haven't played that game at all (or maybe for 30min.).
And GTA's story (I assume that you are referring to GTA V here) is unique? Honestly, what's it all about? It's about three guys trying to make money...that's basically it. And when the main story ends, nothing has really changed. They are still the same three guys, some other guys are dead and Franklin now lives in a nicer place, but apart from that, nothing has really changed. The Witcher 3 in comparison has multiple endings, which depend on your choices much earlier in the story. You can't revert and try another ending.
And for the record: I love both games and I played GTA V for 35h and Witcher 3 for 73h.
18  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-03-10 08:07:58
The game now works on devices with a turkish locale as well. Remember: The turks have two i, one dotted, one not. And if you convert an I to lower case on a turkish locale, you end up with a lowercase i without the dot, which might not be a good idea if you try to load a file of that name... Grin
19  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-03-06 11:07:11
Neither of these approaches is actually "realistic". They are both just gameplay mechanics. There is no such thing as a "level" or a "skill tree" in real life. Linear levels and diminishing XP for kills and quests are a way to balance huge open world games like The Witcher 3, because it prevents the player from grinding. On the other hand, it makes balancing more difficult. In Naroth, I can almost exactly determine, how much XP the player can earn in the game in total, so that I could tweak it towards a "final" level (which is 30 btw.) and it doesn't matter in which order he levels up, finishes which quest or kills which monster. The end result will be the same. With diminishing XP, this is not so easy. Another approach to deal with this is to make the enemies level up with you (Oblivion, Skyrim to a degree), but I don't like that too much.
20  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-03-05 08:33:10
In Vangard I have each level cost a constant 50 points. But experience rewards are reduced by level, so killing a goblin might be worth 7XP at level 1 but worth 1XP at level 7.
That's the approach that The Witcher 3 takes as well. The end result is basically the same. However, I prefer 'my' system, because it feels less punishing to the player. If you decrease the earned experience with each level, the player (or at least I and some others that I talked to) feels directly punished for leveling up. If you just increase the XP needed for each higher level and leave the XP of the enemies untouched, this is not the case so much.
Of course, the end result is the same...it's just about how it feels...
21  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-03-04 18:48:17
Experience points needed for the levels are (starting with level 2):

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300, 600, 1000,
2500, 3700, 5000,
6500, 8000, 10000,
12000, 14000, 16500,
19000, 22000, 25000,
28000, 32000, 36000,
40000, 45000, 50000,
55000, 62000, 69000,
76000, 82500, 89500,
96000, 105000, 115000


The enemies don't level with you. At the beginning, you should be able to beat urapis (these spider like beings), snakes and maybe a single goblin, if you are lucky.
Everything else will wipe the floor with you.
22  Games Center / WIP games, tools & toy projects / Re: WaveDefender(); //2D RPG-ish on: 2016-02-26 21:54:18
First time the page will "refresh" and the second will initiate the download.
Nope, it won't...at least not for me. I can click that button over and over again and all it does is refreshing the page (tried with Chrome and Firefox)... Sad
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 16:01:41
How and why are you needing that many framerates?
To make music! A lot of graphics cards' voltage regulators start to emit a high-pitched buzzing sound when rendering at a very high frame rate.
24  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-21 10:21:11
The sword slashes are calculated based on some sin/cos formulas...no idea what's wrong with them or what you mean by choppy in that context...
25  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-21 09:45:21
I don't know what you mean? How can you judge the player's animation, if you haven't tried the game? Apart from that, it's a first person view. There is no player model, so how can it have choppy animations... Huh
26  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-21 08:41:29
It's actually 20 years, but anyway... Grin
27  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-21 08:36:58
I've developed it on a Nexus 4 for the most part. I found it perfectly readable on that device...hmm... Huh It might be possible to increase the font size for dialogs and such on demand, but not for the GUI as it would make the whole layout explode...
28  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-20 14:29:02
No, there isn't. Which device do you have? I tested it on a 4" device and found it readable.

Edit: Which text do you mean in particular? Dialogs, quest descriptions, GUI elements...?
29  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-02-18 09:30:04
Depending on how much effort you put in you can do it within two months. I built my whole engine from scratch within two months. It has all the features listed above and many more. Some of the people saying it would take 20 years or more for one person are just undedicated. Of course you still need good graphics designers and animators/riggers to bring your games to life. But it's not far from the scope of reality to do such games in a one man studio. Sure it might take longer eventually but it's very possible.
This is wrong on so many levels, that I don't even know where to start...let's try with what you said about your own work. Even if we assume that the statement "it has all the features listed above" is true (albeit I can't find such a feature list anywhere above...), you haven't build it in two month. A quote from yourself from your own thread about your engine (which is great work, don't get me wrong...I really appreciate it): "The base engine took me 2 months to build, But with time I started adding more features, So the total time now is a full year."...not two months, but a full year to add the features that you've listed in that thread. And those features, while it is impressive to see what you achieved in just one year, are nowhere near the feature set of AAA engines...the Unreal engine hasn't been done by a dedicated guy in his basement over the period of 2 months.

But let's move on: "You can do "such games" (which ones exactly, btw...?) in a one man studio. But you still need good artists and animators to do it"...which somehow doesn't fit my idea of a one man studio, but anyway. If that's true, why don't we see dozens of "such games" from indie development studios (which usually consist of more than one guy anyway...)? I guess it's all lack of dedication...or maybe not?

Let's see some numbers: GTA V had a development team of 1000 people and costed 137 million dollars to make (just the game, marketing and such excluded). The Witcher 3 had a team of 200 people and costed approx. 30-40 million dollar (again, excluding marketing). 10 different game studios were involved in the making of Assassins Creed Unity, approx. 400-500 people (budget unknown). Good old Morrowind (http://www.elderscrolls.com/morrowind/) from 2002 took 100 man years to build.

Good luck on trying to build even 10% of the Witcher 3 on your own. It will take you years, even decades, no matter how dedicated you are. There a physical limits on what one guy can do...time passes regardless of dedication and tasks take their time, even if (which is highly unlikely) you are able to do eveything on your own (and can live for 20 years without additional income...).

Also interesting in this context: https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect

30  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-17 11:58:25
This is very impressive!  If you don't mind me asking, which free or cheap resources did you use for the assets?  
I used stuff from http://opengameart.org/ (those with a fitting license only), from https://www.freesound.org/, from https://incompetech.com/ as well as other free stuff that was either free to use by license or I asked for permission. I bought quite a few assets on http://www.turbosquid.com/ as well as on http://graphicriver.net/ and on http://3docean.net/.

...and some models and textures were made by people from the jPCT community.
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