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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-26 15:44:52
Fidel Castro is dead at the age of 90.
That's what you did today?
2  Java Game APIs & Engines / OpenGL Development / Re: Vertex cache shenanigans on: 2016-09-13 14:43:38
Radeon HD 290X for the sake of completeness:

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Batch size test invocations: 131072 / 50331648
Calculated vertex cache batch size: 384

Cache size 1 invocation test: 131072 / 50331648
Cache size 2 invocation test: 262144 / 50331648
Cache size 3 invocation test: 393216 / 50331648
Cache size 4 invocation test: 524288 / 50331648
Cache size 5 invocation test: 655360 / 50331648
Cache size 6 invocation test: 786432 / 50331648
Cache size 7 invocation test: 917504 / 50331648
Cache size 8 invocation test: 1048576 / 50331648
Cache size 9 invocation test: 1179648 / 50331648
Cache size 10 invocation test: 1310720 / 50331648
Cache size 11 invocation test: 1441792 / 50331648
Cache size 12 invocation test: 1572864 / 50331648
Cache size 13 invocation test: 1703936 / 50331648
Cache size 14 invocation test: 1835008 / 50331648
Cache size 15 invocation test: 6422528 / 50331648
Cache size 16 invocation test: 11927552 / 50331648
Cache size 17 invocation test: 50331648 / 50331648

Results:
  Renderer: AMD Radeon R9 200 Series
  Calculated vertex cache batch size: 384
  Cache size: 16
3  Games Center / WIP games, tools & toy projects / Re: FFP Software Rendered - GFX/Game Progress on: 2016-09-12 06:55:32
Looks nice, good work. But the anti-aliasing actually looks more like a simple blur filter to me... Huh
4  Discussions / General Discussions / Re: About The Mario Clone on: 2016-09-07 06:42:27
I thought that this might fit well here: https://github.com/gamejolt/dmca/blob/master/2016/2016-09-02-nintendo.md
5  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-24 21:31:10
It uses Java3D and JBullet.
Java3D on Android... Huh Such a thing exists?
6  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-24 17:16:02
Nice work so far. The VM on Android has come a long way. I think it's actually quite good nowadays, even more because Dalvik is a thing of the past since Android 5. The current runtime is ART and it uses AOT compilation on Android 5 and 6 and a mix between JIT and AOT on Android 7.
7  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-22 07:10:35
The best thing are 1 star ratings without an explanation... There should be a requirement by Google to write something if you rate that low because there has to be a reason (even if its something like "I don't like your face") - otherwise how do you expect me to make it any better?
Well, even if a "reason" is being given, it's not helpful more often than it is. Stuff like "controls suck" doesn't help, but at least you can ask for more details (which you usually don't get). Stuff like "It's a f****g wh*** game written by the queen of f****g wh***s" (without the *, of course) helps even less. Then again, some people do post helpful reviews or even send you a mail with more details if you ask them.
8  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-21 14:05:19
You get reviews from all kinds of people on Google Play. Some are smart...some not so much. There's nothing you can do about that. Today, my (100% free) game got a one star rating, because it contains no ninjas... Huh
9  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-16 05:43:37
I don't understand why it is illegal to distribute the Mario Clone game but legal to distribute screenshots of the game.
Because it's actually not. Nintendo is famous for claiming copyright on everything Nintendo related...including screen shots. It depends on the context, of course. If you review a game and illustrate it with some screen shots, they might not care. But if you create a book that includes screen shots of their games, they very well might (like they did in the past). That's even more true for videos. Nintendo doesn't like videos of their games on YouTube either.
10  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 21:03:12
Code written by others ALWAYS sucks. There's no exception! Simply because it's text written in a language. It's the same thing with natural language. Write a non-trivial text and give it to 10 people. You will get 11 different opinions back on why it sucks and how it can be improved. And not two of those will be alike.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-04 21:14:32
I've finally released a version of Naroth that supports the russian language (and also includes new images for the character creation process). Both combined look like this:

12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-25 14:02:04
After my last sandy C64 got hacked by a 2 yo Apple fanboy, I made a C64c today.

13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-20 13:01:11
I'm on holiday. So I made a C64 out of sand.

14  Game Development / Newbie & Debugging Questions / Re: Fast color manipulation on: 2016-07-04 15:45:49
EgonOlsen, I think that those require more calculations than we started with since 'c' is not an array that is constant, it's different for every pixel
You could do it in fixed point math anyway, you 'just' have  to modify all your other code as well... Wink
15  Game Development / Newbie & Debugging Questions / Re: Fast color manipulation on: 2016-07-04 11:17:21
You could convert the values in c[] to the fixed-point variant of the reciprocal of c once. Like so:

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for (int i = 0; i < c.length; i++)
{
    c[i] = (int) ((c[i] / 255f) * 65536);
}


And then use fixed-point math in the method:

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private static int manipulate2(int t, int[] c)
{
    int r = (((t >> 16) & 0xff) * c[0]) & 0xff0000;
    int g = ((((t >> 8) & 0xff) * c[1]) >> 8) & 0xff00;
    int b = (((t & 0xff) * c[2]) >> 16) & 0xff;
    return r | g | b;
}
16  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.
17  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
18  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:

19  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.
20  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.
21  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...
22  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
23  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.
24  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!
25  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...
26  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
27  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.
28  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
29  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:

30  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.
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List of Learning Resources
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2016-09-09 09:47:55

List of Learning Resources
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2016-09-08 09:47:20

List of Learning Resources
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List of Learning Resources
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Rendering resources
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