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1  Discussions / General Discussions / Re: What would you modify in Swing if you had to rewrite it? on: 2013-08-14 23:33:58
Deep breath...  Grin


  • The amount of sizes you have to set to make stuff work. Setting size doesn't work, setting defaultSize doesn't work, setting preferred size doesn't work, then you have to create a random dimension object to set another size. Seems like I'm always setting everything to get it to work.
  • Repaint is awkward. I end up with every class having a local reference to the repaint thread and it is annoying. My custom list has altered? Well I need to repaint everything then, oh, I cant.
  • Some of the behaviour is twisted. It says in the javadoc that it works when you do X, but in reality it only works when you have a bunch of random prerequisites which it didn't tell you about. Did you remember to call method doRandomStuff(XYZManager x) AFTER you have created the object? Well it doesn't work. Should have been in the constructor then, shouldn't it?
  • The amount of inherited fields and methods gets in the way sometimes. I know it inherited them from Component, but I don't care about them and I cant find the method I am actually interested in. I would prefer swingObject hasa Component.
  • Some children are possible only from a JFrame, but not in nested objects. So you want a filedialog window to appear when you click a button in your panel? Well, you can't.
  • Is swing JFrame the one where you cant convert easily to an Applet?
2  Discussions / General Discussions / Re: How did you start the career as a Game Dev? on: 2013-08-14 23:12:40
I missed this reply earlier, but thanks for the info.. I must have thought there were lots of positions as I kept seeing them posted.

Back In July I polished my cv and portfolio and sent a speculative application after the tools developer team leader role I was interested in vanished the week before.. Didn't hear anything back though.
3  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-21 21:53:13
I did a game design course which used Gamemaker exclusively for prototyping new stuff and exploring different scenarios that make games fun.. It was pretty quick to change basic stuff, and very useful for working out how characters moved or should be controlled.
4  Discussions / General Discussions / Re: How did you start the career as a Game Dev? on: 2013-06-21 21:23:00
I'm going to build up my confidence a bit more and apply to these guys (as they look like an awesome UK java game company and they're usually hiring):
http://www.jagex.com/

I think that Computer Science gives you the basics, but that's not really enough to qualify you for games in particular.. I've heard that Physics is a good course to take, or something with a maths component. There are courses with industry experience built in, and there are those which are focused more on the games design or creative roles.

I think that a portfolio of personal work shows dedication, progress and commitment.. The idea isn't to produce AAA, but to have the potential of what you could do given the appropriate resources or as part of a team.

Don't get hung up about the coding language or API.. There's a lot of transferrable knowledge with vector maths, algorithms, game loops, and render pipelines that are going to be useful whatever you're doing.. And in another 6 months you will likely be working on different platform, different apis, codebase, etc.

Whatever you know, or think you know, you are going to learn a lot more as soon as you actually start doing the job anyway.
5  Games Center / Contests / Re: Ludum Dare 26 starting 26th April! on: 2013-04-30 22:13:52

Well I made something in the end using Java 2d which is game-y for the Jam:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19350

Is it hard to port to libgdx and make an android port?
6  Games Center / Contests / Ludum Dare 26 starting 26th April! on: 2013-04-14 18:49:34

I'm pretty sure most people are aware of this, but I thought I would post a reminder anyway!

http://www.ludumdare.com/compo/
7  Java Game APIs & Engines / Java 2D / Re: Sprite Creator (Finished) on: 2013-03-09 17:04:54
I'm very impressed with how easily it is to create characters with this.. I'm getting inspired.. Smiley
8  Game Development / Newbie & Debugging Questions / Re: Speed in Java applet viewer vs browser on: 2013-02-26 00:17:32
Thanks for the answers.. Reading more on different parameters that can be set.. Specifically http://www.java-gaming.org/topics/sun-java2d-opengl-true-in-applet-with-bufferstrategy/25988/view.html
9  Game Development / Newbie & Debugging Questions / Re: Basic Neural Net AI? on: 2013-02-21 00:58:04
It seems like you are training on an "outside" concept. If I told you when you were out of a box, how does that help you get back in the box?

It is possible to write the x and y cases seperately as your problem space has two bounds. Ignore Y for now and repeat X to handle that later. Deal with the one dimensional case of a point on a line.

The one dimensional problem is still pretty difficult as there are two directions to be out of bounds.

Lets imagine we had a black box. You pass the black box your X coordinate, and it tells you which direction to aim in:
float input (X) > float direction (-1 left to 1 right). Calling it a float just means we have a continuous numberline.

So now you can generate lots of test cases for your robot (input > output):
10 > 1
699 > -1
4000 > -1

Train your Neural net brain on those situations, and it should figure out whether to go left or right given the input. Or rather, it should have an idea of what output is expected given a particular input. Make sure your network is multilayer (1,2,1) or (1,4,1) maybe.

That is likely to lead to a system which is really boring and homes in on the center of the screen, staying there or wobbling about that central point. To make it more interesting, you could make the neural net output a random chance of pointing towards the center of the screen at any point in time. So maybe we should only check the gps at random, or maybe when we check it, it has a certain chance of being wrong, so 69% of the time it will point in the correct direction. You can do that by treating the sign as the direction and the absolute value as the chance.

In ye olden days, I made a virtual robot which had three input sensors for distance lasers and from that decided the outputs of the motors and explored a maze.. Then I trained its behaviour further in different mazes. Think about what behavior (outputs) you want from your stimulus (inputs), or give a network inputs and see what it can do!

In moths, there is a sensory response to the air from the beat of a bat's wing that goes to the output of flying off course.. All of this is hardwired and runs outside the brain. Suddenly a very confused moth isnt dinner anymore.. Smiley

10  Game Development / Newbie & Debugging Questions / Re: Tile Map Connected Textures on: 2013-02-21 00:14:00
People also get round this with lots of layers of tilemaps.. So a bottom layer for terrain, a middle layer for features (terrain dividers), and a top layer for items (trees and the like). The different layers can have different grid sizes if you want, so terrain can blend more easily.

Investigate how to use transparency (or the opposite opacity) in your graphics programs and use image types which handle transparency, like png. If you do it right you can have your trees on any terrain background (rock/desert/grass).
11  Game Development / Newbie & Debugging Questions / Re: Free icons on: 2013-02-21 00:04:06
It might make you feel awkward to go to the site, but the gamemaker resources page has quite a few with varying licenses:

http://sandbox.yoyogames.com/make/resources
12  Game Development / Newbie & Debugging Questions / Speed in Java applet viewer vs browser on: 2013-02-20 23:48:53
During development, I've been testing my applet from eclipse, and that's using applet viewer (javaw). It runs smoothly, and is a beauty to behold. In a browser, it runs jerkily and is unresponsive.

Admittedly, I've added a bunch of stupid effects lately and increased the screen size, so I could understand why it was slow.. If it was slow in applet viewer as well as the browser window!

Is there anything I can do to make it run ok in the browser, rather than paring down the code or making it more efficient?
13  Games Center / WIP games, tools & toy projects / Re: EtRD - Enter the Roguelike Dimension on: 2013-02-18 22:58:59
Reminds me of this comic  Smiley:

http://www.thenoobcomic.com/index.php?pos=429
14  Games Center / WIP games, tools & toy projects / Re: Starkiller on: 2013-02-03 23:03:47
Ok, added some more tricks (everything that goes offscreen in one direction comes back onscreen in another).

[applet archive=minishoot2b.jar class=M.class width=400 height=400]

Enjoy!
15  Games Center / WIP games, tools & toy projects / Re: Starkiller on: 2013-02-03 22:45:01

Is this control system what you're looking for?

[applet archive=minishoot2a.jar class=M.class width=400 height=400]

I'm making the camera the center of the game universe and updating all objects with a rotation, rather than keeping the angles and calculating this all the time.. I just need to rotate the object movement vectors too.. At the moment it is very difficult to shoot stuff!
16  Games Center / WIP games, tools & toy projects / Re: Starkiller on: 2013-02-03 20:45:10
Its 3d, though every object is billboarded.

Made the lasers flickery.. Am a little unsure of how to change the controls, but I see what you're saying..
17  Games Center / Featured Games / Re: State of Landscape on: 2013-02-03 15:46:31
Looking good!
18  Games Center / WIP games, tools & toy projects / Re: Starkiller on: 2013-02-03 14:19:50

Thanks for your help.. I got the applet working with archive=minishoot2.jar and class=M.class.


http://www.stevydoos.com/testshoot.html
19  Games Center / WIP games, tools & toy projects / Re: Starkiller on: 2013-02-03 02:28:28
[applet archive=minishoot2.jar class=M.class width=400 height=400]

Stuff changed:
Fixed the projection equation after giving the projection screen 50 width and making the camera 50 units away from it.
Fixed the ship source, ship now flies in the correct direction.
More stars.

Keys: WASD for movement, space for LAZARS!
20  Games Center / WIP games, tools & toy projects / Starkiller on: 2013-02-02 01:23:38


Trying to do a 3d spacesim though its not working properly at the moment.. All the transforms are going wrong and the ship isnt flying in a straight line (probably the same reason!).. Its interesting that when you bank the ship it sometimes goes backwards or forwards randomly..


21  Game Development / Newbie & Debugging Questions / Re: collision detection problem on: 2013-01-24 02:00:17
Two different peices here:

if you set a missile in the array to null you can skip drawing it, and dont try doing hit detection with it either.

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Rectangle[] missles = new Rectangle[3];

for (Rectangle missile:missiles){

if (missile == null){
continue;
}
else {
   draw(missile);
}

}


And heres the other bit:
Lets say you know your missile has two corners: (20,20) and (30,30). If thats so, its going to be in the first grid in your map array since your rectangles are size 50x50.. So why are you testing every single border object? You can narrow the search down. If you want to.

22  Games Center / WIP games, tools & toy projects / Re: Space on: 2013-01-24 01:46:01
Heres what I got as output:

https://www.dropbox.com/s/mcaqq4ak0drkxhn/newmap.jpg

And heres a render using that texture:



And I tried inverting the original map and using that as a spec map, but I didnt understand the settings so it overexposed most times, got this nice shot though:



Uh, the image export was in an odd size, sorry about that!
23  Game Development / Newbie & Debugging Questions / Re: collision detection problem on: 2013-01-23 21:18:44
Making stuff disappear is easy. Just set the missile position to null in your array and skip nulls on the draw and hit steps. You've got an array of borders, have one for missiles.

I see what you're doing with all the rectangles for the map array, but you could try putting your missile rectangle into that space.. I mean, if you know that your missile is somewhere within in the grids (2,2),(2,3), (3,2), (3,3), then you only need to check the rectangles of 4 grids instead of all of them.
24  Games Center / WIP games, tools & toy projects / Re: Space on: 2013-01-23 20:37:10
Which method are you using to fit the texture fit the planet? I'm not seeing any obvious distortions, so I'm interested.

JME has this awesome class:

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// Some textures
     ProceduralTextureGenerator pt = new ProceduralTextureGenerator(
              heightMap);
          pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
                                      .getResource("jmetest/data/texture/grassb.png")),
                        -128, 0, 128);
          pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
                                      .getResource("jmetest/data/texture/dirt.jpg")),
                        0, 128, 255);
          pt.addTexture(new ImageIcon(TestTerrain.class.getClassLoader()
                                      .getResource("jmetest/data/texture/highest.jpg")),
                        128, 255,
                        384);

          pt.createTexture(256);


Basically, if you created your landscape image into greyscale (instead of your colour blend), loaded it as a heightmap in jme, then used that, it blends your terrain textures into the appropriate terrain levels.. So instead of using a colour range, it would be more detailed. You could also use the greyscale map as a bumpmap, or use the same method to make a spec map (shiny oceans). As an addition, you could also use your same technique for planets to create a transparent cloud image and draw that sphere outside your current one for atmosphere [EDIT: see you already have, nice one!].

If you post the texture from your planet generation algorithm, I can dump it into the program for you, see what you think?
25  Games Center / WIP games, tools & toy projects / [Final] Here be Dragn on: 2013-01-22 23:37:24
I think I've got to the point in this project where I dont want to play anymore, and as I usually put a lot of gameplay hours into testing, development isnt as interesting.

Last alterations:
  • Dragged out the dragon death. This could do with a fade to black, or maybe a greyed out screen. Sad music. Something!
  • Made the AI State based. This means that when I switch between states I can play a sound effect or maybe change other things. This would be more relevant if there was a 3d animation on the objects or something other than distance to target.
  • I made the warrior AI use the statebased method and tweaked it. I also added a poor signal for the sword attack (its a modified arrow that returns and it vanishes when hit).

https://www.dropbox.com/s/9ddsy8euhqo3u82/dragns6a2.jar
26  Games Center / WIP games, tools & toy projects / Re: Tiger Supply - Java2D space scrolling shoter - my first demo on: 2013-01-21 22:20:40
Nice that the waves are varied.. could use some power ups (rear cannon, maybe?) more speed?
27  Java Game APIs & Engines / Java Sound & OpenAL / Re: Encode sound effects in a midi soundbank? on: 2013-01-20 18:59:21
Thanks, I've bookmarked that to investigate later. I got Viena to encode some old sound effects, and I was interested that it did some pitch shifting to attach them to a range of keys.. Might be good for adding variety to sound effects, maybe?
28  Game Development / Newbie & Debugging Questions / Re: How do play a midi file? on: 2013-01-20 18:28:18
Got a link for creating soundbanks on the fly? Sounds interesting!

I'd like to point out that including an entire midi soundbank might be larger than a single mp3 or ogg and have possible licensing issues, depends how much music you want, really.. There is usually a soundbank bundled with the jre, getDefaultSoundbank worked fine for me in windows for jre7, I had to copy the gm from libs, I think in jre6 to use that one.
29  Game Development / Newbie & Debugging Questions / Re: Multiplayer top down shooter on: 2013-01-20 17:30:03
Instead of sending position updates constantly, you can predict motion with an equation.

Server updates every player client with current gametime, local objects and equation of motion (object starting position, equation plots where it will be). Can give an updated snapshot of this.
Every player client updates server with location, change of course and any actions of player.. Also timestamp of when this happened.

Every player client uses object list and equation of motion to update what is on screen.

Maybe server decides whether someone has been hit or not and creates objects based on timestamp and action? Maybe this is handled on individual clients and confirmed by the server?

You can also cheat by updating generic source of particle effects, rather than each particle.

I'm sure theres probably an api or tutorial for this.. Dont be afraid to read tutorial about how to network a 3d fps, as apart from the extra dimension, the problem is the same.
30  Games Center / WIP games, tools & toy projects / Re: Greenspace, a park or landscape design toy on: 2013-01-19 20:57:13
The plant designer link didnt appear for me (404).. Does it have obj (or other) export?
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