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1  Games Center / Showcase / Re: Rage Day on: 2014-11-26 07:08:05
From the video it looks like a cow weighs in at ~14 kg.
My cat almost weighs that much Grin

Anyway, funny game Shocked
2  Games Center / Android Showcase / Re: [Free] Gardener's Odyssey (SoftKiwi) on: 2014-11-11 09:21:44
Played to level 22. Funny little game. I enjoyed the graphics and had to try some of the puzzles multiple times.

Minor Issue:
I had small black borders on each side of my phone, so the game didn't use my screen 100%

Major Issue:
I couldn't figure out how to quit the game after my softkeys got overriden. There is no exit button in the main menu Smiley
3  Game Development / Networking & Multiplayer / Re: Kryonet threading on: 2014-10-02 05:29:02
Why not? Worked fine in Quake3 Cheesy
4  Games Center / Showcase / Re: CustomRPG - A fully customizable role playing game! on: 2014-09-25 12:33:36
Ok I tried it...

Well I guess you're looking for any feedback at all, so here it goes:

- No basic tiles, you have to draw everything yourself. Meh.
- Player spawn point was ignored. A bug?
- Map looked different in editor than in the game. Some kind of bug, I guess.
- No pathfinding for enemies. They just walk toward you. Looks retarded when you have an obstacle between mob and player.This needs to be in.
- Combat wouldn't work at all, I pressed attack. Nothing happened. Had to quit. Another bug?
- Visually very unappealing overall.

I understand you put in 1 year of work, but it feels very unfinished/buggy.

Art:
The buttons, the background, the player sprite, everything just looks bad. I know how it feels, I cannot draw myself. My art looks like shit too  Roll Eyes

Good luck.
5  Discussions / Miscellaneous Topics / Re: I'm scared of Unity on: 2014-09-24 09:56:29
Haha, yeah monodevelop is a nightmare. Used to crash a lot for me too, don't know if they fixed that yet.

Every now and then I just download the latest version of Unity to have a look at it, but I can't really do much with it.

Last I heard they have a 2D Engine now, or they have more support for 2D stuff, something like that. Maybe I'll give that a try now.

Then again, your basic pong probably weighs ~30 MB with all the overhead you have to distribute it with. Meh, don't know. I like it for it's "ease of use" (once you know wtf you're doing) and I don't really like it at the same time Cheesy
6  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 13:33:36
Insane...
7  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New shadows system < on: 2014-08-14 17:40:48
Looks nice. Can you talk about the shadows a bit more? Is it now shader based or what's the "trick"? Cheesy
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [kryonet] Disconnecting? on: 2014-08-07 06:28:33
Well how often do you send update packets? I found that when I update *too much* (like every frame) I get disconnected too because something cannot keep up. Try to throttle how much you send maybe?

Other than that the code looks okay I guess. I mean it should work Tongue
9  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-24 05:16:01
Mhhh okay...Still not too convinced here I guess. Let's wait for that performance benchmark  Grin Grin
(Not that it matters too much because Artemis is already pretty fast? So if you want to use an ES you already have a pretty good option there imo)
10  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-22 08:26:32
Cool story  Roll Eyes

From what I can see in the readme, Ashley looks like 99% Artemis. Only it uses different names for things? Where is the big difference here? Nice that it's on gradle but we have an ArtemisGDX (or whatever it is called) there too. So, hmm, not sure why one should use Ashley now?

The overhead Entity Systems produce is really annoying, I agree with that. It's unfortunate that Ashley couldn't fix that. Maybe there is no way Sad

11  Game Development / Game Play & Game Design / Re: How does the game timberman work? on: 2014-07-15 14:30:45
And no: they probably use a small chunk (for the main-tree) that repeats itself and the branches get "dynamically" attached/generated. At least, that's how I'd do it.

Could also be one tree object for the screen-size and the texture gets scrolled. There are many ways. In any case, it's not a huge texture, never Smiley
12  Game Development / Game Play & Game Design / Re: How does the game timberman work? on: 2014-07-15 14:29:50
You mean this one?!  Huh
https://play.google.com/store/apps/details?id=com.dm.timber

Also: lol at the game Cheesy
13  Game Development / Networking & Multiplayer / Re: [KryoNet] How to get the amount of bytes received/sent? on: 2014-07-12 07:46:54
I do think this should be a little easier to do with Kryo tho. Why is it such a chore to do something "that easy" with Kryo, whereas with other Libraries it's just a matter of saving the return value?
14  Discussions / Miscellaneous Topics / Re: Looking for an Repo & Tutorials on: 2014-07-04 05:26:36
http://www.java-gaming.org/index.php?topic=30031.0

Guess it was that one? Smiley
15  Games Center / WIP games, tools & toy projects / Re: Kill The Ex - platfrom puzzle game on: 2014-06-30 12:29:25
I like the death animation Cheesy
16  Discussions / Miscellaneous Topics / Re: ss13 on: 2014-05-29 13:21:13
Yes, it's a great game, but the BYOND-client thing is beyond shit Cheesy

I hope one of the remakes will soon be finished and also good Smiley
17  Discussions / Business and Project Management Discussions / Re: Searching for a UI Developer (Mobile) [[Simple]] on: 2014-05-22 22:12:52
Well that escalated quickly
18  Discussions / General Discussions / Re: Libgdx Monogame & backend on: 2014-05-21 07:53:17
Eww hungarian notation?  Tongue

Anyway, did not know that about the Color thing in IntelliJ. Nice to know! Seems to only work with java.* imports tho. Wonder if you can teach it to also show the color for libGDX Color class?
19  Game Development / Game Play & Game Design / Re: Pixel Art, How can I be less terrible? on: 2014-05-14 19:17:41
It's a bit hard to explain, so I said screw and made this: Tongue
->

I thought the original sprite was already nice but you "upgraded" it really nice.
HOWWWWWWWWWWWWWWWW?! Cheesy
20  Discussions / General Discussions / Re: New feature: topic labels [solved] on: 2014-05-06 21:07:30
I like it  Cool
21  Discussions / Miscellaneous Topics / Re: Dark Souls II - Ridiculous Controls on: 2014-05-01 19:49:00
It takes a while to get used to it Smiley Yes it is a bad port because they don't show you the keyboard and mouse controls but the XBOX buttons, but it's also 1000% better than the first dark souls for PC.

You'll get used to it if you keep playing. It's annoying in the beginning but it gets better Smiley
Also you'll miss out on a pretty good game if you get that refund Smiley
22  Game Development / Newbie & Debugging Questions / Re: [Libgdx] how to use GLES20 on: 2014-04-29 20:38:47
IIRC in order to use GLES20 in the emulator you have to check the option "use host GPU" or something like that.
23  Game Development / Newbie & Debugging Questions / Re: Rotating animations problem in LibGDX on: 2014-04-25 08:06:56
you can either create a sprite form the keyframe and setRotation there, which is probably not recommended or you can set the rotation when you batch.draw() the textureRegion, which is probably better. There is a param for this. Smiley
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-17 13:16:33
I don't have any of the problems with Scene2D (like exceptions).
IIRC there is an "old" skin file around and if you try to use that you'll likely get errors, because Scene2D received an update for the SelectBox or something.

Once you're using a current version of the default skin you're good to go.

Also you don't really need to use the skin if all you're doing is creating two buttons. The setup is quite slim without a skin too.
25  Game Development / Networking & Multiplayer / Re: Entity System - Networking on: 2014-04-09 06:14:18
I am using yours <3 Cheesy
Just didn't mention it Smiley

Btw. I just update the components the moment they're received now via
1  
entity.getComponent(Component.class).field = updatedField;


Don't think it has a huge performance impact anyway. Shouldn't be much slower than adding it to a queue and have the component update on the next system-iteration. Listening to myself, it's probably faster :p
26  Game Development / Newbie & Debugging Questions / Re: LibGdx Entity error on: 2014-04-09 05:28:12
What Endos said.

Or you could call
1  
2  
Player player = new Player();
player.player();


somewhere in your other class, which looks funny Cheesy
27  Game Development / Networking & Multiplayer / Re: Entity System - Networking on: 2014-03-31 10:53:06
Yep, so you update the entities the moment they're received on the client/server, not during the component-update-iteration loop. It's what I do too, I was just wondering if it's the "right way".

Thanks tho Smiley
28  Game Development / Networking & Multiplayer / Entity System - Networking on: 2014-03-30 17:27:17
Heya,

I know
Quote
Entity Systems will not get your game done

etc. etc. Cheesy

Anyway, maybe someone can give me some insight to this. I'm using Artemis Entity System (http://gamadu.com/artemis/) which is pretty easy to setup and use and I have really become a big fan of it. Now I have implemented the *most* simple client/server using Kryonet (server trusts the clients, clients just send positional updates at ~30 times per second, server distributes updates to the other clients, you know the drill), which also works fine.

But here comes the "problem". I'm not 100% sure about my way of implementation in regards to the entity system, because what I do now is:

* Client and Server both have their own entity system world (server runs on another thread).
- Client sends positional update to the server (I know, I know Cheesy).
- Server receives update and updates the corresponding entity (the player) the moment it receives the update.
- Server sends the update to the clients and they update the entity the moment they receive it

Now the last 2 parts are what concerns me. I don't know if that is the right way to go about networking in an entity system. If you tried an entity system you know the systems iterate through their components on every frame and *then* do their magic. I'm just not sure how to implement an "this-entity-received-an-update-so-update-it-on-the-next-turn" system.

I know it doesn't really matter in "the most simple client-server-game-thing", performance-wise, but I want to know the "correct" way to go about this.

Maybe someone here has done something like this before and can give some insight into this?

Thanks a lot Smiley

29  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] Bitmap font add action on: 2014-03-18 12:03:43
try a
1  
font.setColor(1, 1, 1, parentAlpha)


before drawing
30  Games Center / Showcase / Re: Danger Joe - Escape from the Jungle on: 2014-03-14 11:55:09
Looks nice,
the link is broken tho
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