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1  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-08 03:26:27
Agreed
2  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-08 03:21:34
Oh so it actually uses its own language! And good luck on your engine, it sounds like no small undertaking.
3  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-08 03:18:17
Hey, makes sense. Any other opinions?
4  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-08 03:16:23
Do you think that people that use it to make games extensively don't want to spend their time learning to code? For a while I presumed they were just too lazy... I hope I am incorrect
5  Discussions / General Discussions / Your View on GameMaker? on: 2013-06-08 03:10:12
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 Smiley
6  Game Development / Game Mechanics / Re: Circular Health Bar on: 2013-06-04 02:39:32
Thanks for the replies, but looking at all this I think I am going to go for just a regular health bar Wink unless anyone has suggestions for a more unique one?
7  Game Development / Game Mechanics / Circular Health Bar on: 2013-06-04 02:13:05
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
8  Game Development / Game Mechanics / Re: Particle Explosion with LibGDX on: 2013-05-30 02:14:08
thanks, I'll get to work on that! Is there a way I can change the size that it draws the image at?
Edit: Got it working Smiley the explosion looks seriously awesome!
9  Game Development / Game Mechanics / Re: Particle Explosion with LibGDX on: 2013-05-30 01:58:26
well there is a spawn width and height option, but they are already at zero. I'll try negatives and be right back.
Turns out that is only for the shape of the spawning circle/square/point. :/
10  Game Development / Game Mechanics / Re: Particle Explosion with LibGDX on: 2013-05-30 01:40:37
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
11  Game Development / Game Mechanics / Particle Explosion with LibGDX on: 2013-05-27 20:01:02
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-r2701
but 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:
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         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 Wink
12  Game Development / Game Mechanics / Re: LibGDX Parallax Scrolling on: 2013-05-25 03:46:15
sorry I fixed the problem already. I should've said so, but yes this problem has been solved
13  Game Development / Game Mechanics / Re: LibGDX Parallax Scrolling on: 2013-05-25 00:35:54
Update con un mas question: I am now using this code for my scrolling:
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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();
   }

}


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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
14  Game Development / Game Mechanics / Re: LibGDX Parallax Scrolling on: 2013-05-24 22:26:12
ah ok, it was the actual doing it that confused me... I saw all of these advanced examples and got to the point of overthinking it. We all know how that gets with programming Wink
15  Game Development / Game Mechanics / Re: LibGDX Parallax Scrolling on: 2013-05-24 04:26:54
I understand the basic idea of parallax scrolling, however I was unsure of how to implement it using libGDX. Is it ok if I get some code?
16  Game Development / Game Mechanics / LibGDX Parallax Scrolling on: 2013-05-24 04:08:55
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
17  Game Development / Game Mechanics / Re: LibGDX Rotate Image Continually with Keyboard Input on: 2013-05-22 01:29:19
Good point  Grin
Seriously? I say rotation += .1f * rotationSpeed * Gdx.graphics.getDeltaTime() and I get no movement nor any rotation. Why is my delta returning 0?
18  Game Development / Game Mechanics / Re: LibGDX Rotate Image Continually with Keyboard Input on: 2013-05-22 01:19:01
Works great! All I needed to change was to add 90 to rotation and use sinDeg and cosDeg for degrees Smiley thanks
19  Game Development / Game Mechanics / Re: LibGDX Rotate Image Continually with Keyboard Input on: 2013-05-22 00:35:30
alright, got the left and right coded in, however for thrust should I do something along the lines of adding the angle of the ship to the velocity?
20  Game Development / Game Mechanics / LibGDX Rotate Image Continually with Keyboard Input on: 2013-05-22 00:27:38
Alright I finally did it! I'm learning a gaming library, libGDX, which I especially liked cause of the particles Wink 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:
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   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
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      Keyboard.enableRepeatEvents(true);

but is there a good way to achieve what I am trying?

EDIT:
Here's the ship class:
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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;
   }
}
21  Games Center / WIP games, tools & toy projects / Re: Paintfool on: 2013-05-07 23:46:22
I've been watching your youtube videos forever man! Great job, I really appreciate them! And it's amazing to see where this is since your last video update, it looks very nice now
22  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:52:42
Alright, $100 for the ability to submit unlimited games is pretty reasonable I agree
23  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:44:42
Yes I checked out GreenLight just now, and jeez $100! But hey, who knows. Time to get started with learning libgdx Cheesy
24  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:38:18
Of course thinking is easier than doing. *ENORMOUS SIGH*
25  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:36:51
Yes I have heard about Steam from all my friends, but I always thought that was for the professional and high level game developers?
26  Discussions / Business and Project Discussions / Re: Making Money From A Java Game on: 2013-05-06 02:32:51
Ah that's interesting I had forgotten that Runescape was developed in Java! Haven't looked at that game for years Wink. But thanks for the advice, I'll check out the other website and maybe post something here once I get a good idea going.
27  Discussions / Business and Project Discussions / Making Money From A Java Game on: 2013-05-06 02:29:03
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
28  Game Development / Game Mechanics / Re: JPanel, JFrame, MainMenu Problems on: 2013-04-30 01:41:18
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! Cheesy In the meantime, I will certainly look at these examples!
29  Game Development / Game Mechanics / Re: JPanel, JFrame, MainMenu Problems on: 2013-04-29 16:29:22
Th game loop was, as you said, a very messy one however this is only because it was used as a test. The actual game loop starts when the game itself gets going. Is this a problem and shsould I run everything on one loop?
30  Game Development / Game Mechanics / Re: JPanel, JFrame, MainMenu Problems on: 2013-04-28 23:18:36
As I said, I know it's extremely messy. The numbers, they aren't random, I made them according to the size of the screen. Thank you very much for the link though, I will learn about enums, which I haven't ever taken a look at before.
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