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1  Discussions / General Discussions / Re: Educational Game Ideas (for comp) on: 2014-12-21 04:22:22
Oh that's definitely a possibility. It would be short, easy to program, and could have pretty interesting graphics. Thanks
2  Discussions / General Discussions / Re: Educational Game Ideas (for comp) on: 2014-12-19 18:07:19
Word games... hm that is definitely a large area. I think you worked on a word game at one point, no? I could be mixing you up with someone else. Anyways, I'll add that to my list of potential subjects. I need to get started on this game pretty soon as I only have a few months, most of that will be spent working and doing school stuff. Do you have any more specific ideas?

Your chemistry idea is awesome, sounds like crafting which is all the rage.

Thanks Smiley
3  Discussions / General Discussions / Educational Game Ideas (for comp) on: 2014-12-19 02:30:52
It's time for one of the competitions I compete in annually. This one is for my school. I have to create an educational game by mid-March/early April. I've had a few ideas which I'll list below but I wanted your input as well. In case any of you wanted to know I'm actually programming my game (the only person in the state competition that does it every year... most use Unity or something and they really have no clue what's going on... ugh). I'll either use my infantile 3D engine I've been developing for the past year and a half or jMonkeyEngine.

My ideas:
- Chemistry game where you, for each level, receive a certain amount of pure element atoms and you need to create some reaction. For example you need to create some sort of explosion. You receive an atom of cesium/francium as well as 2 atoms of hydrogen and 1 oxygen atom as well as a couple other random ones thrown in to present a challenge. You create water, then introduce it to the cesium/francium/other alkali metal to create an explosive reaction. The only problem with this is that you must have a pretty decent understanding of chem to know what you have to do. It would be hard to represent it as a teaching thing.

- Something to do with bonds and stock market (would be super boring to program and probably play)

- Edit: something I just thought of, somehow incorporating physics equations in getting one game object from one point to another. Very vague, but expandable.

The only requirement is that it must be non violent (no blowing people's heads off) and educational. Educational as in it works out the player's brain or teaches them something along the way. They also prefer to have a story along with it.
I'd really appreciate any suggestions guys. Thanks.
4  Game Development / Newbie & Debugging Questions / Re: Friction to slow down vector based speed. on: 2014-12-19 02:28:10
You can also decrease linearly if you want it to look different. The way BurntPizza suggests is exponential (which is totally fine and probably looks the best), but if you want it to decrease linearly you could do a check like this:

     // Update point
      point.x = input.getMouseX();
      point.y = input.getMouseY();
      // Apply dampening
      if(speed.abs().length() != 0.0) {
      // Move player
      if(range.intersects(MouseGhost.rect)) {
         // Update speed/direction
         speed = point.sub(pos).normalise().negate();

And that should work. I think. I say I think because it's late and my mind isn't really in it right now.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-18 22:12:50
I became a member of JGO 2 years ago. I'm 2 JGO years old. Awh.
6  Discussions / Miscellaneous Topics / Re: What is with version 3? on: 2014-12-17 22:40:50
Well we all know Valve can't count to three so we don't have to wait for them to start over.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-17 21:58:33
I decided my life goal is to get a medal from Riven. Then I can continue along my road to enlightenment.


Started studying how all the math really works inside those beautiful 2D shaders on shadertoy. Looking at a video I learned and followed along to make a little palm tree but then added a sunset/rise. It's very cool to see how math can translate into art.
8  Game Development / Newbie & Debugging Questions / Re: Java Cryptography on: 2014-12-16 03:26:21
Also, you XOR one bit by the whole key (right?)
9  Game Development / Newbie & Debugging Questions / Re: Java Cryptography on: 2014-12-15 23:27:21
@The Lion King How do I use XOR? I followed a c++ tutorial on it but couldnt figure out how to conver this to java.
encrypted += original[i] + (int(key)) + i  % 20;

@BurntPizza I use JFileChooser so they would know where the file is anyway. But I guess Base64 could do the job.

No offense but I loled. Use Google every once and a while.

I'll explain the basics before you start searching so you have the gist. I'm assuming you understand bit manipulation basics.
I wrote a little XOR encryption class in C++ at work, I'll see if I remember to bring it back tomorrow afternoon after school and work.
So basically you have a key (which should be an 8 bit binary string like 01000001) with which you XOR each bit of the target string with. So if I had the binary string "01001000 01100101 01101100 01101100 01101111" I would XOR each char with my key (01000001). My result would be something like this:

   01001000 01100101 01101100 01101100 01101111
^  01000001 01000001 01000001 01000001 01000001
   00001001 00100100 00101101 00101101 00101110

At least that is how I remember it. It was a while ago. Google around some, I could be completely wrong.
10  Game Development / Newbie & Debugging Questions / Re: Random Map Generation: Where to start on: 2014-12-15 21:31:00
Not enough information... what are you trying to do? 2D? 3D? What style are you going for, etc..
11  Game Development / Newbie & Debugging Questions / Re: (LibGdx)Tile placement on: 2014-12-14 04:56:10
I think people with similar problems would like to hear it.

If they can't figure it out from the information in this thread then maybe they should think about it a little more. It's not complicated. But I'm glad OP got it working Smiley
12  Game Development / Newbie & Debugging Questions / Re: (LibGdx)Tile placement on: 2014-12-13 20:57:54
Give us your code and we will fix it Smiley

No. He learns nothing from that.

I'm assuming you have some sort of bounding box or collision testing enabled object on each tile (a box2D body or Rectangle). Literally all you need to do is, for each click, loop through all the tiles visible in the screen and check if it's colliding. It's really not complicated. However I may be misinterpreting your question (not really much of a question, more of a request for code...)
Post the code you have if you can't get what I suggested working.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-12 03:51:06
Got my ray marching terrain working. Added some noise functions, scaled it with a sin(time); interesting results.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-12 01:28:11
I somehow managed to break my GRUB, and now I'm trying to fix it. Hurray! No coding for the next 3 days! (if I'll have to reinstall the whole OS, I'll be pretty pissed off. I should propably stop messing around with Linux)

Just boot up a live usb of ugly little ubuntu and run boot repair.
15  Java Game APIs & Engines / OpenGL Development / Re: GLSL is defying all mathematical logic with simple lighting on: 2014-12-11 21:49:34
Thanks, I'm not sure how I overlooked that. I suppose I don't know exactly how my lighting works.
Anyways, that does seem to work. I had to change it to clamp to a minimum of 0.2 because if it was 0.0 it would multiply c (the texture value) and make it 0 obviously. So even when I applied ambient it would return varying shades of darkness. I suppose that 0.2 max kind of acts as my ambient. Anyways, it works, thanks! On to perlin/opensimplex noise.
16  Java Game APIs & Engines / OpenGL Development / GLSL is defying all mathematical logic with simple lighting on: 2014-12-11 04:45:16
It really is. And it's bugging me alot.

I have a really simple raymarching shader set up generating terrain on a function of f(x, z) = sin(x) * -sin(z). Obviously this creates a rolling terrain, and this all works fine. My problem is with my lighting, for some reason my ambient value blatantly refuses to be applied. This could be some weird GLSL thing, I'm not sure.

My code to generate the lighting (point light currently) is here for reference:

// p is the position of the ray at its final intersection iteration

vec3 c = texture2D(iChannel0, p.xz).xyz;
vec3 n = calcNormal(p);
float b=dot(n, normalize(lightPos-p));
float r = 15.0;
float d = max(length(lightPos-p) - r, 0.0);
float denom = d/r + 1.0;
float attenuation = 1.0 / (denom*denom);
float ambient = 0.03;
col = ((b*c+pow(b,32.0))*(1.0-t*.01)*attenuation)+ambient;

I then assign gl_FragColor to col. This works just fine, specular lighting and diffuse lighting works. However the ambient value isn't added at all. Even when I directly add 1.0 to col, the areas that wouldn't be lit by the point light stay completely black. The WHOLE rest of the scene is white like expected. Very very strange.

I'd really appreciate any suggestions.

Here's the link to the shader on shadertoy:

Edit: removed some profanity I typed in my anger.
17  Game Development / Newbie & Debugging Questions / Re: 3D lighting with lwjgl on: 2014-12-09 22:01:53

First link is very good. Try Google yourself next time!
18  Discussions / General Discussions / Re: am thinking of getting this PC, for both gaming and developing on: 2014-12-09 04:03:27
If this is for gaming, I would suggest getting Windows and maybe dual booting with Linux since many popular games (like Watch_dogs) do not support Linux. But if you are getting Linux, I suggest Xubuntu because it looks nice.  Roll Eyes

Nein! Arch > *. But let's not start this now.
19  Discussions / General Discussions / Re: am thinking of getting this PC, for both gaming and developing on: 2014-12-09 02:04:50
You should definitely build your own. Better price + you get some good experience. That being said, it requires more research but it's definitely worth it. If you want that computer for gaming you're going to be disappointed. Sorry to pop your bubble, but it isn't really even semi good. For little stuff like Minecraft or whatever it'll do just fine but for anything even slightly demanding it's not going to be amazing. As you said you want to only run indie games, but even those could potentially stress that machine depending on the game.

Tl;dr we suggest building your own, do research, come back and ask again! We're here to help you  Smiley
20  Game Development / Newbie & Debugging Questions / Re: Bug with touch movement in a game on: 2014-12-07 21:54:11
I'm not sure how to do it, could you show me an example or point me to a tutorial?

But Eucmene explained it very well anyways.
21  Discussions / Suggestions / Re: Ability to Remove a Medal on: 2014-12-07 21:37:28
I care about medals, but then I'm a sad person....

I think it would be nasty to remove medals.

Well if someone doesn't deserve one, should they have it anyways? In the big picture it doesn't really matter but it would be a nice feature.

Do people care about medals?

Do you care about getting recognized for an accomplishment?
22  Java Game APIs & Engines / Java 2D / Re: Firing bullet from gun's current position to mouse x & y position on: 2014-12-07 19:55:11
This question has been asked numerous times before, I suggest you use the search bar in the top right before you create a topic next time!
Anyways, here's a link to a topic with a good answer. Best of luck.
23  Discussions / Suggestions / Ability to Remove a Medal on: 2014-12-07 19:51:47
I've seen a bunch of moments where people accidentally gift a medal to another member. It would be nice to have some sort of feature to remove a given medal. Maybe you can only do it for 2 or so days before the medal is permanent?
24  Game Development / Performance Tuning / Re: Yet another voxel engine on: 2014-12-07 06:57:42
4-5k fps. I don't even know if this project is still going but why not.
i7 4770k oc to 4.4 ghz
GTX 780 ti
25  Game Development / Newbie & Debugging Questions / Re: LibGDX Box2D Applying thrust in the direction of angle on: 2014-12-07 06:43:50
Because apply force to center simply.. well applies a force to the center of a body.

You want something like this:

float angle = body.getAngle();
Vector2f target = mousePos - body.getPosition();
float newAngle = Math.atan2(-target.x, target.y );

And apply some sort of linear interpolation if you want to do the turn over time.
26  Games Center / WIP games, tools & toy projects / Re: TritonForge (NEW VIDEO UPDATE!) on: 2014-12-06 21:35:53
I can tell the music is most likely FL studio and not that but more of a bunch of instruments playing the same tune. It sounds like part of a piece of music, not one itself.

Just what I noticed.

FL Studio is a professional music development program... Plenty of music producers use it to make very high quality music. It's foolish to judge the quality of the music by the program it was created in.
27  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-06 02:13:51
The theme is "Entire Game on One Screen".

Has to be one of the most pathetic themes ever to feature in a Ludum Dare.

Wtf are you even supposed to do with that? Gosh you have to wonder how that got picked.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-05 23:04:14
@work, fell in love with C#.

I've been telling you guys!
Edit: Look what I found

29  Discussions / General Discussions / Re: Working with Lua in Libgdx - Android NDK on: 2014-12-05 03:20:11
I don't think there are many people here that have worked with that. I'd go over to the LibGDX forums. If we can't answer you with something about LibGDX, they certainly can.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-05 00:45:52
Started learning a bit about ray marching. Sorry, no attenuation. Doing it now actually so it could be on by the time someone clicks on it.
Edit: It was easy. Looking into shadows and bloom now.
Edit: Soft shadows working. Looked at this page:
It looks super messy and the code is absolutely disgusting but it works and you can kind of get the idea. Later I'll clean the scene up, put some other primitives in, get reflections working, add bloom and AO, plus other stuff. I like raymarching!
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rwatson462 (35 views)
2014-12-15 09:26:44

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2014-12-14 19:50:38

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2014-12-09 22:41:13

BurntPizza (86 views)
2014-12-08 04:46:31

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2014-12-05 12:39:02

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2014-12-03 16:27:13

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2014-11-29 21:32:03

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2014-11-26 15:22:04

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2014-11-26 15:20:36

toopeicgaming1999 (34 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50 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‑
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