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1  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-22 04:54:01
Here's a post of my level designs. Anyone have questions/comments on it? This is about 20% sized of course so you can see a large area. Elements such as doors, npcs, and platforms (hinted by the rails) are not visible as the object layer would also show all the collision rects and be generally nasty to see Cheesy


http://img833.imageshack.us/img833/8852/startingarea.png
2  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-22 02:39:09
New video!

<a href="http://www.youtube.com/v/uNNiZcaIh4M?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/uNNiZcaIh4M?version=3&amp;hl=en_US&amp;start=</a>
3  Games Center / Featured Games / Re: Terrain something on: 2013-01-22 01:29:47
Looking GREAT so far! As far as the sun and clouds go, one trick I learned is to render it with additive blending. Like this in C++:
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
(Then back to your normal blending op)
Blend the clouds before the scene of course, but then try rendering(blending) the sun AFTER everything else. I'm assuming you know how to determine if the sun is really behind something -- you can shrink the sun image as it becomes blocked.
Java should be pretty much the same. Just enable and blend away, results are amazing. I use a single picture for the sun in this video I did: http://www.youtube.com/watch?v=-4n4Nz1xFKQ (file link because i'm not thread-jacking :p).
4  Discussions / General Discussions / Re: Model-View-Controller (MVC) in Games on: 2013-01-22 00:21:54
I'm still going to stick firmly in the dependency injection camp. This allows you to separate functionality into services (thus divorcing engine or even object-specific logic from business logic). After converting my game over to fully implement the DI and repository patterns, adding things is no longer difficult (difficulty of n instead of n^n). MVC is very useful when it comes to business web apps, I find it is a bit tedious and verbose for the linear nature of games though.
5  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-22 00:11:25
Haha, didn't know you could do that but I'm not surprised. I'm sure eventually it'l blow over -- by the time my game is released anyway Cheesy

6  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-21 01:25:14


Going full retro now Cheesy
The only thing is I'm starting to wonder if I should continue in java or not due to all this hoopla about 0 day exploits and the massive FUD the  media is sending out..
7  Games Center / WIP games, tools & toy projects / Re: ApoMono on: 2013-01-16 23:25:10
Green, and maybe a pixel gap between each 'pixel' too to make it true gameboy style


http://thechrisfong.files.wordpress.com/2011/08/20110314214841nintendo_gameboy.jpg
8  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-15 01:55:49
My artists did some tweaking to the tileset, making things look a bit cleaner Smiley




And here's the profiler output from 5 minutes of actual gameplay:
9  Discussions / General Discussions / Re: Files between Java and C# on: 2013-01-14 03:33:51
Agreed, just dump the thing into file with each number separated by new lines. Would be nothing to write 'em out, and nothing to read 'em in (double.parse(strval) in c#).
10  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-14 02:43:23
New update video.

<a href="http://www.youtube.com/v/6Pi5E6KM-Gg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/6Pi5E6KM-Gg?version=3&amp;hl=en_US&amp;start=</a>
11  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-11 15:50:29


Testing secondary background layer -- not going to be used here though as it makes things too busy. It will be in other places Smiley


Adjusted Y offset of camera:


Still working on updates. I'm not releasing this weekend as I'm concentrating on adding content and getting the first bits of the actual game together.
12  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-04 00:05:18
The APK doesn't install:

Man this thing is going to fight me tooth and nail.. I'll test on my wife's phone tonight and figure out why it's doing this.
13  Game Development / Newbie & Debugging Questions / Re: Mouse over tooltips on: 2013-01-02 23:20:34
If you're worried about it and plan on having a lot of rectangles all over the place, you implement a parent/child relationship like on most UIs. That way you check the top-level parents FIRST, and only if the mouse is in the parent's area do you check the children. For example if you have 4 windows, you simply need to check the active window -- and check ti make sure the mouse is actually inside the window (as apposed to checking every element on the screen),
14  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-02 03:10:57
Some new art added in...


15  Game Development / Game Mechanics / Re: 3d camera locking onto a target/z-targeting on: 2013-01-02 01:57:17
I'm not a 3D guy so I don't know what functions your lib does, but in XNA I had a 3rd person camera that 'looked at' a center point. What I would do is start at the X/Y/Z center of the character and then apply rotation matrix. THEN I'd apply a move translation matrix to 'pull' the camera back out (and still be looking at the character in a natural way) which seemed to feel natural while playing around with it. Assuming your library has the function, you could then simply perform a 'look at' on the camera to then face the enemy, which I would imagine would give it that zelda-like field.

Here's what I did using the method above (minus look-at of course):
<a href="http://www.youtube.com/v/-4n4Nz1xFKQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/-4n4Nz1xFKQ?version=3&amp;hl=en_US&amp;start=</a>
16  Game Development / Newbie & Debugging Questions / Re: How do you lose focus? on: 2013-01-01 23:18:51
I guess if there was a way to disable then re-enable it may push the focus out.. or (more drastically) hide and show. Some APIs have the blur() method which will remove focus. Not 100% sure the exact answer because I don't mess with the UI stuff.
17  Games Center / Android Showcase / Re: Preferans for Android on: 2013-01-01 21:38:35
Downloading now, I'll be sure to rate it as well Cheesy
18  Games Center / WIP games, tools & toy projects / Re: Android RPG with no name on: 2013-01-01 20:39:37
You could make the bottom left corner carry the 'run' and 'attack' buttons, and make the character walk towards wherever they press their finger on the screen. Run button could toggle between /look/walk/run or whatever. quick tap on the screen would also count as an attack or interacting with an object (as it is now). Just a few ideas, but looks great so far!
19  Games Center / 4K Game Competition - 2013 / Re: Flywrench4k on: 2013-01-01 20:35:12
Was pretty good, vertical control is fine but the left/right motion is WAY too sensitive Smiley
20  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-01 20:19:19
New video showing handheld and finalized attacking logic!

The first part of the video is quiet and the second part is normal, do NOT turn up your volume!
<a href="http://www.youtube.com/v/98dufphHdTU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/98dufphHdTU?version=3&amp;hl=en_US&amp;start=</a>

Now my code is nice and clean and stabilized; I can continue to add features  Roll Eyes

Also, I'm going to start announcing new releases and videos on my twitters. I'm not doing a blog because I'd rather spend time writing the game, then writing about writing the game.
21  Discussions / General Discussions / Re: Dependency Injection on: 2013-01-01 18:42:43
PS: Not a fan of that "I" prefix for interfaces BTW, but hey it's your thing

I did it here just to imply that I'm passing in an interface - I don't use them either. I hate decorations on types.

I've spent the last hour removing all attack logic from player and enemy (VERY different types of entities) and trying to stuff it into an interface/processor type setup (i guess that's the right word). There's a little bit of overhead of course, but the main goal is separation of intent. Most of the game is already logically separated into interlocking and stackable parts. I initially thought about making Actor and Enemy subclass from something else, but the problem is that down the road, there will be more 'services' applied to the characters in the game (smart movement, npc to npc interaction, etc). It's a mixed bag which actors/enemies implement which services, so the fixed hierarchy didn't seem to fit. The only annoying thing is that since it seems I need to do attacking this way, I'm going to have to roll back some of my other logic to use the same methodology -- I don't want to have two design patterns in the same class, that'd be very annoying. *sighs*
22  Discussions / General Discussions / Dependency Injection on: 2013-01-01 17:38:14
So, is anyone here familiar with dependency injection? I have a technical issue I'm trying to solve in my game of which DI seems to be the only clean way to deal with it. Basically I'm trying to make the attacker/victim logic completely self-contained so that I don't have to duplicate logic to each and every attackable thing in the game. The problem is there's three branches I'm current working with class-wise:

IActor -> Player
IActor -> NPC -> OldMan
IEnemy -> Crab
IEnemy -> EvilGirl

Player is going to have 'attacking' abilities, but oldman is not. But i also want to share the same logic with IEnemy as well.. So the ONLY thing I can think is to create an IAttackableActor interface which defines what I need to do my processing (getters/setters for certain things like health and defense, death, etc), then implement that interface on Player, Crab, and EvilGirl. That allow me to do this:

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public class AttackLogic {
    public static void Attack(final IAttackableActor attacker, final IAttackableActor victim) {

        // Do not process attacks on a victim that is currently being staggered
       if (victim.getStaggered()) {
            return;
        }

        // Determine the damage that will be dealt
       final int damageToDeal =
                Math.min(
                    // This is a bit anal, but make sure damage is never greater than total health.
                   victim.getHealth(),
                    // At least 1 damage must take place
                   Math.max(1, attacker.getAttackStrength() - victim.getAttackDefense())
                );

        // Apply damage to the victim
       victim.setHealth(victim.getHealth() - damageToDeal);

        if (victim.getHealth() > 0) {
            victim.setStaggered(true);
            return;
        }

        victim.onKilledBy(attacker);
        attacker.onVictimKilled(victim);
    }
}


Any thoughts on this, or if someone has a better idea on how to cleanly implement this?
23  Game Development / Newbie & Debugging Questions / Re: Need help moving projectiles with math... on: 2013-01-01 17:26:40
vx = dx * speed / distance;
vy = dy * speed / distance;

Now I feel stupid for just now seeing that.. I use the distance formula myself a lot but never though about creating a directional vector and using it that way. Seems obvious now.. There's always room for improvement I guess  Cool
24  Java Game APIs & Engines / OpenGL Development / Re: deWitters 4th game loop HELP! on: 2013-01-01 17:17:51
Oh boy here we go...

Wow! How did you solve the determinism problem with floating point numbers? And the problem of physics simulations exploding after a half-second freeze due to anti-virus scans or just plain old GC pauses? Amazing!

It's called having a tolerance. If the delta time is smaller than the smallest time slice, you skip processing for that frame. If it's bigger than a certain granularity, you THEN can loop to chew it back down (each loop taking out MAX_GRANULARITY time from the difference). Honestly.. it's 3 lines of code.

Nowhere does it say that we're trying to achieve 60 FPS. We're trying to achieve as high FPS as possible. If we want 60 FPS, we'll use the sync() method or VSync. Neither of them suffers from the "cannot divide 1000 by 60" problem you made up.

You are mixing two different thoughts together and getting confused. What I'm saying is that your 'update' loop will not be hit in any even sort of way, which raw addition and subtraction would require.

Processing motion based on delta time sucks because the game isn't deterministic. The exact values and timings of collisions will depend on the computer it's running on and also what other programs are competing for CPU time. If the game freezes up for a few milliseconds you'll get a huge time skip which might cause things to tunnel through each other or bullets to miss.

Now you're just ranting, see one of your previous quotes where you say the exact same thing in a slightly different way.

If we instead have an extremely high FPS, we'll get floating point precision problems. The Call of Duty games are a prime example of this.
More ranting, see previous quote. Easy fix. EA is well known for writing solid and stable games Cranky

The other problem is that you won't be able to exactly repeat the calculations since the delta-times will be completely different on each run. That makes it impossible to do lockstep synchronization over network (useful for strategy games) or record a replay and play it back later, though those features are usually not needed.

This is why you don't lockstep synchronize over a network - this implies that your client actually has control over what's going on. It shouldn't. In a network scenario, you send commands complete with timestamp, and the client will go ahead and start acting on the command, but the server is going to process and respond as it pleases (maybe at a lagged interval) with the true state of the game -- again, with timestamps to synchronize properly. If it's client-to-client, there will still be one client that is acting as the 'server' for the session. Same goes with recording. If AI and interactions occur over time, then it is worry-free. Simply record when the game started up, and then what actions were taken, and at what offset to the game start time. Then it will always be repayable. I've done this before, and you'll see it again on the game I'm doing now (I'll have a demo screen) -- it works. every time.
25  Game Development / Newbie & Debugging Questions / Re: Increasing cordinates of an image? on: 2013-01-01 16:24:12
This is how I learn. You may not like it but I learn best with examples and trying things not just being taught something...Sorry lol

If you aren't already, please use an IDE - I highly recommend IntelliJ IDEA, but eclipse will work too. If something isn't working right, you need to put a breakpoint in your code, then step through it line by line. That will usually give you insight onto why X is happening. As you gain more experience, you start gaining the ability to simply read the code and run it through your mind's debugger, which is never 100% accurate, but still works pretty well Cheesy
26  Game Development / Newbie & Debugging Questions / Re: Best method for creating sprite sheets? on: 2013-01-01 16:14:38
If you have a mac, Pixen is invaluable for pixel art and tilesheets. And it's free.

27  Java Game APIs & Engines / OpenGL Development / Re: deWitters 4th game loop HELP! on: 2013-01-01 16:08:46
I don't like this game loop at all.



See what this game loop is doing is "render as many as needed to fit into an X fps scenario". The problem is, there is no consistency in framerate; and because the loop is dependent on the render loop for motion, it will never be smooth. Also, you cannot have true 60FPS because you cannot divide 1000 milliseconds into 60 frames (you get 16.6 repeating) so it will flip around a bit. I don't care how many tutorials try to do otherwise - as far as I'm concerned the most accurate way to process motion is to do it based on time.

Sure, you can use this loop if you want, but NEVER simply + or - a value. Always consider motion as a vector that is applied to a unit of time.

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PlayerPos += MoveVec * TimeDiff


That way your code will attempt to skip frames and multi-update without drawing if rendering is too slow, but motion will still be based on time, which will work regardless of framerate. OR you can just have a typical draw/update loop, and do time based motion that way and call it a day Cheesy
28  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-01 15:05:11
Awesome music, awesome sound effects, gread graphics, is really fun to play!

You probably already know it, and I'm sure this is only, because you're not finished making the levels: There are places with invisible walls. (like at the top of the first building, or in the cellar)

I put those walls there to keep you from falling into nothingness. You've no need to worry, things are happening exactly as planned Smiley

None of these areas will be in the final game, I'm simply testing game mechanics out -- like a giant multi-stage test room.

If anyone tests this game on their phone or computer can you please let me know what device/os you use, and if it works or has problems? The main reason for these early releases is to find platform related issues early on.

FROM NOW ON, ALL UPDATES, FILES, AND VIDEOS WILL BE MADE TO THE FIRST POST.
No more scrolling around for files Cheesy Just pay attention to the version you have downloaded so you can tell if you have the latest or not.


Here are some prototype things from my artist:

Stripes are just so she knows what's transparent. Fuzzyness is because that's what I get until I pay Smiley She's currently working on un-flattening the buildings so they don't look like billboards - it's very difficult considering she's limited to the NES palette.

29  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-01 08:46:54
Of course!


OK guys, this is my attempt at releasing a fat jar and apk for libgdx, hopefully you guys can get it working. Also note, if you DO run it on android, the main menu is not set up for your phones/tables yet so when you see the main menu, just touch the center of the screen to go to the main game. Enemies CANNOT hurt you yet, so don't complain about that either Smiley

Let me know how it goes!

https://www.dropbox.com/sh/qg7lm2blngft5ha/nIje4UhslX

Desktop Controls:
[Z] Run
[X] Jump
[C] Attack
[Enter] Action

Android Controls:
30  Games Center / WIP games, tools & toy projects / Re: Legend of Waffles! on: 2013-01-01 06:32:30
<a href="http://www.youtube.com/v/FjOtVIa5IA0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/FjOtVIa5IA0?version=3&amp;hl=en_US&amp;start=</a>
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