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5
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Discussions / General Discussions / Your View on GameMaker?
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on: 2013-06-08 03:10:12
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Alright, for quite a while now I have turned my nose up at anyone that decides to use GameMaker instead of coding. Now I don't know much about the program so I would certainly not like to go around like this if you have to code while using the tool, so what are everybody's thoughts on it? Are they to lazy to code? Is it a useful tool to get things done fast and easy? Or something else? Go at it 
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7
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Game Development / Game Mechanics / Circular Health Bar
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on: 2013-06-04 02:13:05
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In my libGDX game, I have enemies, as well as my player and I would like to make something a little different then the generic straight health "bar". I would like to do something more like a health "circle". Is there a class in libgdx that would allow me to kind of warp a straight image into a circle, but act as if width and height were still normal, so if I subtracted from the width, it would make the circle kind of spin back... Bad way to say it but you get what I mean I hope. Just imagine a health bar in a circle. Or would I have to use like 25 different images? Any suggestions? Thanks -cMp
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10
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Game Development / Game Mechanics / Re: Particle Explosion with LibGDX
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on: 2013-05-30 01:40:37
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Alright, maybe I should have made the question a little more specific: When I import a particle effect into my libGDX game, the effect is much too big and takes up the entire screen. How may I downsize it to look normal? Thanks
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11
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Game Development / Game Mechanics / Particle Explosion with LibGDX
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on: 2013-05-27 20:01:02
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Alright, I'm going to do this quick and simple: For a nice explosion effect with the libGDX particle editor, how would I be able to make the particles face away from the source if I have an image like a fragment flying out as one of the layers? Also, are there any tips that anyone has to make a nice explosion effect? I stumbled across this: http://www.gamedev.net/page/resources/_/creative/visual-arts/make-a-particle-explosion-effect-r2701but I want to know what you guys think! Thanks -cMp Edit: Also, whenever I use larger images for the particles, the effect is huge on my game! I know about doing all this stuff as well as the same for the low and high maxes of scale: 1
| particleEffect.getEmitters().get(i).getVelocity().setHigh(particleEffect.getEmitters().get(i).getVelocity().getHighMax() * 0.2f); |
but then some of the effects go flying out even though I set the velocity to something smaller. I'm getting very confused 
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13
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Game Development / Game Mechanics / Re: LibGDX Parallax Scrolling
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on: 2013-05-25 00:35:54
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Update con un mas question: I am now using this code for my scrolling: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
| package com.slyth.angrymasons.Screens;
import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion;
public class ParallaxLayer {
private TextureRegion region; private float xRatio, yRatio;
public ParallaxLayer(TextureRegion region, float xRatio, float yRatio) { super(); this.region = region; this.xRatio = xRatio; this.yRatio = yRatio; }
public TextureRegion getRegion() { return region; }
public float getxRatio() { return xRatio; }
public float getyRatio() { return yRatio; }
public void render(float xPosition, float yPosition, float width, float height, SpriteBatch batch) { batch.begin(); batch.draw(region, xPosition, yPosition, width, height); batch.end(); }
} |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
| package com.slyth.angrymasons.Screens;
import java.util.ArrayList; import java.util.List;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class ParallaxBackground {
private List<ParallaxLayer> layers; private float width, height;
public ParallaxBackground(float width, float height) { this.layers = new ArrayList<ParallaxLayer>(); this.width = width; this.height = height; }
public void render(float xPosition, float yPosition, SpriteBatch batch) { for (ParallaxLayer layer : layers) { float layerOffsetX = (xPosition * layer.getxRatio() % width); float layerOffsetY = (yPosition * layer.getyRatio() % height); layer.render(xPosition - width / 2f - layerOffsetX, yPosition - height / 2f - layerOffsetY, width, height, batch); layer.render(xPosition - width / 2f - layerOffsetX + 5f, yPosition - height / 2f - layerOffsetY, width, height, batch); } }
public List<ParallaxLayer> getLayers() { return layers; }
public float getWidth() { return width; }
public float getHeight() { return height; }
public void addLayer(ParallaxLayer parallaxLayer) { layers.add(parallaxLayer); }
} |
and if I send background the width and height of the screen (Gdx.graphics.getHeight()) then it draws the image large to the point of where I can see the individual pixels. If I use 10 and 10, it draws the image at a more reasonable scale, but certainly not 10 pixels. I would like to get this to the point of where the image is the size of the screen and the images repeat themselves. Any suggestions? Thanks, cMp
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16
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Game Development / Game Mechanics / LibGDX Parallax Scrolling
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on: 2013-05-24 04:08:55
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In a 2D topdown space shooter, it is always classic to have multilevel parallax scrolling space backgrounds. Now, in libGDX I know this is possible, because there is a parallax scrolling demo, but this is without repeating the image. Is there a way, with the libGDX library, to create a multilevel parallax scrolling background? Thanks, -cMp
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20
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Game Development / Game Mechanics / LibGDX Rotate Image Continually with Keyboard Input
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on: 2013-05-22 00:27:38
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Alright I finally did it! I'm learning a gaming library, libGDX, which I especially liked cause of the particles  I'm starting to love those puppies. Anyway, I am following the Dustin Riley tutorials, and I was wondering: How would I be able to, instead of having the spaceship have 8 positions (up right, up, lower right, etc) , be able to press and hold A or D and have the ship rotate accordingly as well as have it "thrust" when W is pressed. I have this: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
| public boolean keyDown(int keycode) { ship = world.getShip(); switch (keycode) { case Keys.W: ship.getVelocity().y += .1; break; case Keys.S: ship.getVelocity().y -= .1; break; case Keys.A: ship.getVelocity().x -= .1; break; case Keys.D: ship.getVelocity().x += .1; break; default: break; } return true; } |
and obviously that doesn't work for so many reasons. I don't even know why I did it, I knew it was ridiculous. And I know about 1
| Keyboard.enableRepeatEvents(true); |
but is there a good way to achieve what I am trying? EDIT: Here's the ship class: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
| package com.slyth.angrymasons.Models;
import com.badlogic.gdx.Gdx; import com.badlogic.gdx.math.Vector2;
public class Ship extends MovableEntity {
public Ship(Vector2 position, float width, float height, float rotation, float SPEED) { super(SPEED, rotation, width, height, position); }
public void update() { position.add(velocity.tmp().mul(Gdx.graphics.getDeltaTime() * SPEED)); if (velocity.x != 0 || velocity.y != 0) rotation = velocity.angle() - 90;
bounds.x = position.x; bounds.y = position.y; } } |
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27
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Discussions / Business and Project Discussions / Making Money From A Java Game
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on: 2013-05-06 02:29:03
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Now this is something I think everybody thinks of when they make a decent game: Can I make money off this? How? This is the question I am asking of course. Is there a website or a place I can submit a game to make a profit from it? I have done some research and have figured out that most websites accept only flash games but there must be a way to make money off a Java developed game, correct? Thanks for any help -cMp
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28
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Game Development / Game Mechanics / Re: JPanel, JFrame, MainMenu Problems
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on: 2013-04-30 01:41:18
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Yes, I decided a long while back that I was going to learn libGDX once I was done with this game. I am very happy with this, as I am almost done with the game by now! So here I come libGDX!  In the meantime, I will certainly look at these examples!
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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