Java-Gaming.org Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (593)
Games in Android Showcase (168)
games submitted by our members
Games in WIP (646)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 35
1  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-22 20:00:25
IMHO, such a log is a technical solution. That's basically information that I print on the console but not on the game screen. Because I think that it breaks the immersion. What was a living fantasy world before now clearly becomes a game, simply by logging it's internals out onto the main screen. I know that some people actually like it that way, because they see a game mainly as a collection of different mechanics. I don't see it that way, I'm not a min-maxer. I play a RPG for the world, the lore and the story and not for the numbers that it spits out. So to me, such a log should at least be optional. And I wouldn't make it touch aware either. Because I know that I'll incidently hit it every now and then and that would suck... Wink
2  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-22 05:24:57
I'd like to know your opinion on the combat log.
To be honest, I find it distracting. I don't read it anyway in most cases, so for me it's just some text that clutters the upper part of the screen. I would prefer to be able to disable it in the settings.
3  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-21 21:12:48
It's much better now. I finally managed to finish that quest...Grin
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-20 19:31:56
Tried to add some variety to enemies by adding "evil" versions of four enemy types. The image shows the "evil" goblin (the brown one) and the normal goblin (the green one). The evil variants do a little more damage and take a little less.

5  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms -Android RPG- Testers Wanted!!! on: 2015-06-20 19:27:15
Thanks, I really appreciate it!  Grin
6  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-20 14:31:24
Maybe... :p

I advise a potion of death ward for ghosts. Plus some gear, of course.
I don't know...this part of the game just doesn't fit the rest. All of a sudden, the difficulty ramps up from challenging to impossible. How many skeletons are there? A dozen? Without some creative use of door ways, you won't stand a chance to survive even the first of these rooms. And even when using such tricks and with spending all my money for health potions, I can't beat that necromancer at the end. I tried it several times now, but it's too frustrating for me to fight my way through the same waves of enemies over and over again just to fail at the end. Are you planning on making this section at least a little more in line with the difficulty of the rest of the game?
7  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-20 10:50:54
Will toy around for a bit and find a medium.
Just limit the perspective correction to every x pixels (like 16) and map the pixels in between with an affine mapper. That will give you better performance at the cost of only a slight visual impact on polygons of a steep angle.
8  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-19 20:01:16
Perspective, affine would use too much memory (I'd have to make two more float arrays :/).
Huh Affine texture mapping is without perspective correction (Playstation 1-style), perspective correct requires a divide per pixel, which is expensive, and the mix of both relies on sub-dividing the scanling into chunks of 8 or 16 pixels, which are perspective correct at the start and end and affine mapped between. I don't see why any of these approaches should require any additional memory!?
9  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-19 07:40:20
I prefer writing my own software renderer right now for learning purposes, I'm 16 and I want to put this on my college resume. I'm running it on the Macbook retina display, i7, 16g RAM. The engine is as optimized as I could get it without making the code either extremely long or unreadable.
Sorry, I didn't mean to make you use something else. I just wanted to point out that there might be room for improvement left if you aren't statisfied with the current performance. I always appreciate it when people are writing software renderers...the more the merrier... Grin

Edit: How are you doing the texture mapping? Affine, perspective correct or the common mix between both?
10  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-19 06:30:57
I was considering increasing the size of the window to 1024x768 rather than 800x600. The software renderer full screen runs at around 20 fps and is definitely not suitable for a game.
I actually think that 20 fps is sufficient for a RPG...but anyway...maybe there's room to improve the performance!? On which machine are you running it? Have you considered to use multiple cores for rendering? jPCT's software renderer can render a simple Quake3 level with full texturing, shading, zbuffering and (per polygon) mip-mapping in 800*600 at 150-200 fps on an i7-2600 using 4 threads. At 1280*1024, it's at 40 fps, which is still very playable IMHO.
11  Games Center / WIP games, tools & toy projects / Re: DemonQuest - 3D Software Rasterized RPG on: 2015-06-18 16:33:54
Why frame it? Old games mostly did this to decrease the actual view window's size for performance reasons. But with current CPUs, even a software renderer written in Java can do fullscreen. I would make use of that power instead of introducing an artifical limitation in the form of a frame.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-16 20:24:06
Filled the final dungeon of the first story branch with stuff, so this shows the fight against the final boss of that branch. There will be two branches with different endings and bosses.

13  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-10 13:40:32
I see... honestly, you totally overdid it with the skeletons and ghosts in that area... Angry
14  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-10 07:19:21
I guess I'll have to look again then...but I actually did and haven't found anything... Huh
15  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-10 04:48:03
It crashes for me in some dungeon near New Garand. I killed some cultists and when I'm trying to loot them, it tries to cast NPC into Loot and fails. You should have received an error log via the internal error reporting function.

Edit: I've found the second loreseeker, now I'm stuck on the third. "Tunnels near New Garand"...no idea where that's supposed to be. Obviously not in that tomb to the east but that's the only dungeon like thing that I could find near New Garand. Or my definition of "near" isn't compatible with the journal's one... Wink Drinking in the inn doesn't help either.
16  Game Development / Newbie & Debugging Questions / Re: Best way to save game for a Dungeon Crawler? on: 2015-06-09 13:34:57
Serializing and deserializing actually isn't the problem, there are plenty of solutions out there or you invent your own stuff. The more interesting problem is how to deal with updates. If you add stuff to your game or are changing things to fix bugs or improve the game play, you have to make sure that loading an old state doesn't interfere with your changes and break the game. That's why a simple saving/loading of lists of objects alone doesn't cut it.
Or you simply don't support this and render the players' save games useless in that case... Angry
17  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 14:07:24
Not if each zombie will be rendered as a single object. If you dynamically batch them into a VBO, then maybe yes. But that might cause other problems with alpha and such...
18  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 13:32:09
Here is a questions lets say I have over 500 zombies on the map how would i smoothly render these on the screen as
on my android it is lagging still which is still very hard to even do anything.
All visible at the same time?
19  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 13:31:03
I wouldn't say the update method is expensive what do you think?

No, it's not expensive, but it could be inlined anyway.
20  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 13:04:09
In addition, I would try some micro-optimizations for the inner loop like reducing method calls...for example like so:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
int end=entities.size;
for (int i = 0; i < end; i++) {
     Entity e = entities.get(i);
     e.getRenderableModel().update(camera, environment); // Is this expensive?
     e.getCollisionMesh().update(camera, environment); // Is this expensive?
     boolean isVisible=camera.frustum.pointInFrustum(e.getPosition()) // Is this expensive?
     if (isVisible || !e.isUseFrustumCulling()) {
        meshesRendered++;
        Renderable r = pool.obtain();
        r.set(e.getRenderableModel().getRenderable());
        renderables.add(r);

        if (MasterRenderer.getRenderCollisionMesh()) {
           meshesRendered++;
           Renderable r1 = pool.obtain();
           r1.set(e.getCollisionMesh().getRenderable());
           renderables.add(r1);
        }
    }
}


Depending on the performance profile of your app, this might or might not help. I know that it helped me a lot in a similar task. I would also check if these update(...) or the pointInFrustum(..) calls are expensive. Maybe something like pointInFrustum can be optimized by adding some early out criteria to it.
21  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 10:31:14
Have you checked the garbage thing? Your screen shot is full float[] creations. You might think that it's not a big deal, but believe me...on Android, it really is!
22  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-05 07:47:35
I had multiple drinks but to no avail...
23  Games Center / WIP games, tools & toy projects / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-06-05 06:05:45
Yikes, you are right. He's in the same spot where you gave him the first journal, in Kingsbridge(He is behind the Town Hall).
OK, I found him...but I'm clueless again. I have to find some loreseeker. She's in Kingsbridge according to the journal. I guess that doesn't mean the town alone but the whole section of the map? Anyway...I searched in this Kingsbridge section for quite some time, but couldn't find a trace. All that I found was a skeleton in the dead trees in the south-west that had nothing...?
24  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-05 05:15:24
And? Does the log output tells you something? Judging from your screenshot, it looks like as if you are creating instances of matrices for each object each frame...that's most likely not a good idea. Try to avoid object creations in inner loops. The log output should show you this by multiple garbage collection messages while the game is running.
25  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-04 05:37:18
Sorry i am being a bit of a noob here
How would that help me figure out the problem?
In the lower part of the screen, you have two tabs. Console and LogCat. You are looking at Console, which isn't very helpful. Open LogCat and look for garbage collection messages from the system while your app is running. It will print out what it does and how long it takes.
26  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-03 21:31:34
I had a look couldn't find what you was talking about, maybe this will help??


No, not quite. If you look close, there's a tab labeled LogCat in the lower left. That's the one...
27  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-03 17:56:25
You can see garbage collection activity in the log output. If you connect your device to your PC, you should be able to see it in your IDE (in Eclipse, it's in the ddms view).
28  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-03 16:54:06
As long as you don't measure the actual fps of the GTA game, you are comparing 'a feeling of smoothness' with an actual number, which can be misleading. Personally, I would say that 30-60fps is smooth as well. Do you have some log output of the VM? Maybe garbage collection is a problem?
29  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-03 15:55:23
If it's not the rendering itself, it might be something else in your code. The Dalvik VM reacts strange to some things that are perfectly fine on desktop Java, which is why using VisualVM might not really help here. Dalvik likes micro optimizations a lot.
30  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-03 15:23:46
The Ace 2 is a low end device from 2012 with a 800mhz dual core CPU. 24fps sounds pretty reasonable for such a thing. How many objects are you actually drawing after the visibility check?
Pages: [1] 2 3 ... 35
 
Riven (16 views)
2015-07-03 11:22:16

deepthought (44 views)
2015-06-30 15:39:44

deepthought (48 views)
2015-06-30 15:39:09

deepthought (60 views)
2015-06-30 15:36:52

Za\'Anzabar (28 views)
2015-06-29 05:44:54

TritonDreyja (44 views)
2015-06-24 17:10:40

CopyableCougar4 (43 views)
2015-06-23 00:34:45

BurntPizza (46 views)
2015-06-21 20:36:46

cookiecompiler (88 views)
2015-06-11 15:42:53

cookiecompiler (51 views)
2015-06-11 15:41:14
How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30

Intersection Methods
by Roquen
2015-05-29 08:19:33

List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!