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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-17 15:16:33
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.
2  Game Development / Networking & Multiplayer / Re: Entity System - Networking on: 2014-04-09 08:14:18
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
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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
3  Game Development / Newbie & Debugging Questions / Re: LibGdx Entity error on: 2014-04-09 07:28:12
What Endos said.

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


somewhere in your other class, which looks funny Cheesy
4  Game Development / Networking & Multiplayer / Re: Entity System - Networking on: 2014-03-31 12:53:06
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
5  Game Development / Networking & Multiplayer / Entity System - Networking on: 2014-03-30 19:27:17
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

6  Game Development / Newbie & Debugging Questions / Re: [LIBGDX] Bitmap font add action on: 2014-03-18 13:03:43
try a
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font.setColor(1, 1, 1, parentAlpha)


before drawing
7  Games Center / Showcase / Re: Danger Joe - Escape from the Jungle on: 2014-03-14 12:55:09
Looks nice,
the link is broken tho
8  Games Center / Showcase / Re: [Android] Dominoes Block! - NEW VERSION 1.7 (almost 500k downloads!) on: 2014-03-13 18:15:50
How do you get those download numbers? I'm jelly Cheesy
Might I ask if you have invensted anything in ads or something?

Gonna try the game later for sure Smiley
9  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Make small sprites pretty on: 2014-03-12 17:15:31
Use MipMap or Linear as TextureFilter instead of Nearest.
10  Games Center / Showcase / Re: Gem Lords on: 2014-03-11 08:28:11
Looks like no one is willing to even try this. Are the screenshots very bad/uninviting?
It has awesome sound (freesound Smiley) too Cheesy
11  Discussions / Miscellaneous Topics / Re: What's your rig? on: 2014-03-10 10:35:03
Mm that looks pretty sexy, but where's the numpad? Cheesy
12  Games Center / Showcase / Gem Lords on: 2014-03-08 23:16:53


Hey all so here is my first game ever for android Smiley
Hope you like it.

Classic Match 3 game with a little twist.
Collect and use items to defeat your enemies.

Some screenshots:




Play store link
https://play.google.com/store/apps/details?id=de.cosh.anothermanager
13  Game Development / Newbie & Debugging Questions / Re: libGDX, AdMob, and Google Play Leaderboards on: 2014-03-08 12:54:03
Here's the fix for your first problem. Don't ask me why, this just works

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adView.setBackgroundColor(Color.TRANSPARENT);
adView.loadAd(request);


That should load your ad immediately.

As for your other probleme, I'm not sure. Maybe start a new AdRequest or something?

14  Games Center / Showcase / Re: Legacy Defence on: 2014-02-28 07:48:56
I get a white screen and nothing happens
(exe version (no music))
15  Game Development / Game Mechanics / Re: Assistance with Match-3 Style Game Logic on: 2014-02-21 14:27:22
With a for loop like above

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for( x = 0; x < MAX_X; x++ ) {
     for( y = 0; y < MAX_Y; y++ ) {
          if( cells[x][y].getOccupant().needsToFall() {
               cells[x][y].getOccupant().fall(delta);
               }
          }
    }
16  Game Development / Game Mechanics / Re: Assistance with Match-3 Style Game Logic on: 2014-02-21 14:21:14
Well if you do it with scene2D you don't need to update them manually, you just add the action. But if you do the other method, where you set a boolean (like needsToFall or something), then you iterate through each of your Cell-occupants (extensions of Sprite), check if they need to fall (have the boolean set to true) and update their y-position accordingly.

Edit: Also, once they've fallen CELL_SIZE update the cell below to hold a reference to the sprite, set the needToFall boolean to false, so they don't fall forever Smiley
17  Game Development / Game Mechanics / Re: Assistance with Match-3 Style Game Logic on: 2014-02-21 08:39:05
I'm doing something similar currently, so I can help I guess Cheesy

My first solution was something like this

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for( x = 0; x < MAX_CELLS_X; x++ ) {
     for( y = 0; y < MAX_CELLS_Y; y++) {
          if( cell[x][y].isEmpty() ) {
               for( d = y + 1; d < MAX_CELLS_Y; d++ ) {
                    cell[x][d].getOccupant().moveBy( 0, -((d-y)*CELL_SIZE));
                    }
          }
     }

So this was off the top of my head, sorry if it won't compile Grin. Anyway, the moveBy is a scene2D function. You  may have your own implementation here of course (like setting a boolean doFall or something) and have the occupants update each frame or something like that.

Hope it helps.
18  Java Game APIs & Engines / OpenGL Development / Re: Straight line between two points (shader) on: 2014-02-14 07:44:42
First off thanks for all the answers.

Checking if a point lies exactly on a line isn't going to work. A mathematical line, meaning a line with no width, doesn't cover anything. What you want is to calculate the distance from the current pixel to the mathematical line formed by your two vertices and check if that distance is within <lineWidth> / 2. If your line is 1 pixel wide, you'd accept a distance of up to 0.5 pixels away from the line in both directions.

All you need to do this can be found in this Wiki article: http://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line

In case anyone's wondering, this is a useful thing to do in shaders if you want to anti alias a line for example.

Thanks, although that link is intimidating Cheesy

Quote
What are you trying to solve?

Well I wanted to draw a line from Point A to Point B in the shader so I can "light up" the rest of the scene around it. You know, kinda like 2d lightning, but looks like I'm going to do it in code as it's too hard for me to do in a shader and I don't want to waste 2 weeks on such a "simple" feature Sad

19  Java Game APIs & Engines / OpenGL Development / Re: Straight line between two points (shader) on: 2014-02-13 21:52:31
Thanks for all the answers so far.
I really thought this would be easier Sad

Quote
GLSL is not made to draw stuff. It is made to modified stuff you sent via OpenGL.
That might be true, although I was under the assumption that this would somehow be possible. When I see what all the "shader-gurus" can do with the GLSL-web-sandbox thing Smiley



20  Java Game APIs & Engines / OpenGL Development / Straight line between two points (shader) on: 2014-02-13 20:33:42
Hey,

just started getting to know them shaders a little bit and I'm already pretty lost I think. I haven't found a really good "beginners" tutorial using google-foo either. The basic problem I try to solve now is drawing a line between two points in the fragment shader. It's not really what I want to do in the end, but once I solve that I guess I can figure the rest out, or rather I hope to.

So, using a "standard" vertex passthrough shader I have point A vectorStart, and point B vectorEnd which I pass as uniform to the fragment shader.

Now I understand that the fragment shader runs for every pixel on the screen, I hope that's right.

How do I do the
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if gl_FragCoord == isOnTheWayBetweenPointAandPointB {
 make it blue }


How do I find out the "isOnTheWayBetween" thing? Cheesy
It's probably more of a math question, but I also suck at that Cheesy

But maybe there is an easy way to solve this? Thanks guys Smiley
21  Discussions / Miscellaneous Topics / Re: What is your typing speed? on: 2014-02-12 07:27:00
Oh yeah, I made that some time ago Smiley


edit:
english is a little easier to write than german Smiley
22  Discussions / General Discussions / Re: What methods of reading Java codes makes you read codes more productive? on: 2014-02-10 07:33:58
The white is already burning when I look at it here in the browser Cheesy
Sublime Text 2 it is for me
http://www.ideacolorthemes.org/themes/5/
23  Games Center / Showcase / Re: Naku the Cat on: 2014-02-08 10:09:34
Beautiful Smiley
I only made it to 2600-something tho Sad

The graphics are really good now
24  Games Center / WIP games, tools & toy projects / Re: Wilderness To Home: The Basics on: 2014-02-01 16:25:56
Have the same crash with a GTX770 latest drivers...so uh Cheesy

Gonna try the no-lights version
Edit: No-lights version works.
25  Discussions / General Discussions / Re: When you're typing on the keyboard, how slouched are you sitting in your chair? on: 2014-01-31 01:16:02


Your hair is burning Cheesy
26  Discussions / General Discussions / Re: When you're typing on the keyboard, how slouched are you sitting in your chair? on: 2014-01-29 11:40:06
actual current position


27  Game Development / Newbie & Debugging Questions / Re: (Slick2D and tileD) Player Movement and viewport scolling Problem on: 2014-01-27 00:29:26
I don't think you need that update method when it's doing the exact same as the handleInput method?

Also, I think the code is pretty hard to read. That handleInput() method does a lot more than handling input, it's even got collision detection in it if I see that right. Maybe do some more refactoring it will all become clear when it's more readable, or at least it's easier for others here to help you Smiley
28  Game Development / Newbie & Debugging Questions / Re: Trying to get my head around the factory design pattern on: 2014-01-23 20:56:46
Hmm nice read. Bookmarked :p
Edit: I guess you could put those abstract methods into an interface to further clean up your base class for example.

Also this is a good read to learn about the difference between abstract classes and interfaces
http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-1/
29  Discussions / Business and Project Discussions / Re: Want to join a team on: 2014-01-16 08:45:40
once you go intellij you never go back!  Lips Sealed
30  Java Game APIs & Engines / OpenGL Development / Re: Do you need to dipose of stuff when exiting application? on: 2014-01-15 13:39:26
Same as cas. Don't care about disposing stuff. That's the job of the modern OS' Smiley

If it were that important I couldn't kill processes which don't support Alt+F4. Well I could, but not for long then Cheesy
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