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1  Discussions / General Discussions / Re: Copyrights © on: 2013-06-15 01:29:20
This is more or less an urban legend, which might have had some merit in pre- Berne Convention days, but is just a waste of postage now.  The only official registrar of copyrights in the USA is the Copyright Office (part of the Library of Congress) and a postmark isn't as good as a notarized document or even just some timestamps on a server log as long as there's no good reason to believe they've been tampered with.

Okay, well, the point still stands that you should officially register, not just assume you're protected because you made something.
2  Discussions / General Discussions / Re: Copyrights © on: 2013-06-14 11:16:19
Even if you're automatically granted copyright under the law, it's a good idea to officially register with the Copyright Office so you can protect your rights more explicitly. Another thing people will do sometimes is put their copyrighted work into a mail package, mail it to themselves, and keep it stored away somewhere, unopened. The mailing date acts as a bounding point so you can establish that you created something first, if need be.
3  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-10 03:38:23
I'm not a big fan of GML the language, but it gets the job done I suppose, and I've certainly seen worse.

I think the key to GML is that it's generic enough in how it functions that you don't have to spend a lot of time learning it if you're used to other curly-bracket languages like C, C++, or Java. You can pretty much dive right in and be correct in your assumptions about how the code works, and what it will do.
4  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-08 11:46:06
I think Game Maker is really cool. It's great for doing some quick and dirty prototyping, at the very least. And you can make "good"/commercial games with it (Spelunky, Hotline Miami, and Gunpoint being prime examples). I think the basic fact is that speed isn't a huge issue with every single game that one might well create. If speed is going to be an issue, Game Maker probably isn't good for that project. That doesn't make it a bad platform. It just means that it's not the right tool for that particular job. And I think that treating it as "less than," just because a lot of stuff can be abstracted via its drag-and-drop game building model, is shortsighted. Game design isn't just about hardcore programming. I understand that a lot of people who are into the programming side of it want to think that there's something inherently better about what they do, but you can make good things with even the simplest, and tiniest variety, of tools. That goes for most things, not just video games.
5  Discussions / General Discussions / Re: Need help for reference book on: 2013-05-28 08:50:30
I never finished Killer Game Programming in Java.   But it was a really nice place to start to get the basic logic down.

After you get the basic logic down I don't see very much difference between normal programming and game programming.   You just have different requirements, probably along the lines of high speed vs. high accuracy that you'd get in the business world.

This book, as I understand it, is a little bit out of date, being several years old now. Does the code in it still work, or would Java 7 kind of break it?

You don't need a book, there are numerous online tutorials. Start by reading this article: http://www.java-gaming.org/topics/how-do-i-start-java-game-development/27156/view.html

I've wondered the same thing as the OP, and I've seen the link you posted, but isn't a bit on the general side? It just tells you, in a basic way, how to progress through learning java game programming. It doesn't direct you to any specific materials on the various elements of game design. I think that's one of the biggest hurdles a lot of wannabe java game designers (such as myself) are facing, that the resources for learning those key elements are pretty sparse, and kind of strewn about in a way that makes them hard to find.
6  Discussions / General Discussions / Re: Kindle version of programming books compared to actual books on: 2013-04-05 15:05:06
Like others have said, the experience varies from book to book, and depends entirely on how much care the publisher puts into converting the original text into a proper e-book. I would definitely recommend using a Kindle app over an e-ink Kindle if you have the option.

"Introduction to Java Programming" by Y. Daniel Liang is an example of a top-notch conversion, and quite a good textbook as well, in my opinion.
7  Discussions / General Discussions / Re: Anybody Else Watching These Excellent Tutorials? on: 2013-03-16 12:06:49
Yeah, he seems like a pretty entertaining dude. I haven't had the time to look at but a tiny fraction of his Youtube output thus far.
8  Discussions / General Discussions / Re: Anybody Else Watching These Excellent Tutorials? on: 2013-03-16 03:28:31
Oh FFS, java2d is hardly bare metal, and there's more going on "under the hood" with it than with anything over OpenGL.  In fact, Java2D's abstractions are the problem when it suddenly decides to keep your images in main RAM or just use a software renderer altogether and you can't do jack about it.

It doesn't get any more "under the hood" than writing a shader.


In any case, he's chosen his scope, and whether you like that scope or not, he's doing a far better job of explaining these fundamental aspects of game design than most Youtube tutorial makers. I'm just letting people know that this exists, because I personally am finding it to be a helpful introduction. And that's all he's designed these videos to be. Criticizing them because he's not using the external libraries of your choosing is totally counterproductive, especially if you're interested in nurturing the Java game design community. Beginners can learn external libraries whenever they want. Understanding fundamental design is a good way to start the larger process.
9  Discussions / General Discussions / Re: Anybody Else Watching These Excellent Tutorials? on: 2013-03-16 01:17:24
Well, it's meant to be viewed by people who are at sort of the ground-level with game design, and even with Java itself. I think we can all agree that trying to begin by teaching people an external library may not be the best way to fulfill that end, since you kind of want to teach people about the things going on "under the hood" which may get glossed over by certain handy features of libGDX or whatever else. Once you understand what's happening, of course you want to work with libraries that make your life easier. But if you don't even know how to form a game loop, or how to set up buffers to render pixels to a canvas, and stuff like that, it's best to get a detailed overview of it first.

I don't think he's saying "Java 2D is the best thing to use for making a game." That's not the point. He's teaching fundamentals. In fact, he even says that he'll try to get around, at a later date, to making a series of videos about working with OpenGL and the like. It's just not within the scope of what he's trying to do here.
10  Discussions / General Discussions / Anybody Else Watching These Excellent Tutorials? on: 2013-03-15 23:35:28
I found these great tutorials on Youtube a couple days ago. They're about game design using Java. The goal is to keep them relatively bite-sized, and to teach in pure Java (so no external libraries) from a beginner's perspective. I think they could be difficult to pick up for somebody with absolutely zero Java experience, but the guy does a far, far better job of explaining what he's actually doing than pretty much any other coding tutorial I've ever seen on Youtube. He takes it bit-by-bit with each video, and is up to 60-something episodes now, the first one from months ago, and the latest one posted a couple days ago (so this guy is clearly committed to what he's doing).

Anyway, not sure if they've been mentioned yet. Just wanted to share them, since as somebody with a solid knowledge of the Java basics but really no clue about game design strategies, they seem really fantastic so far.
11  Discussions / General Discussions / Re: Java 7.10 Plugin blocked on Mac on: 2013-01-11 10:39:51
As for the Chrome thing, the ball is in Google's court to make a 64-bit version of their browser.
12  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2013-01-06 11:47:46
<a href="http://www.youtube.com/v/OJORJFSWE1I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/OJORJFSWE1I?version=3&amp;hl=en_US&amp;start=</a>

I typically listen to ambient or minimal electronic music while I code, mostly because it tends to not have lyrics (which distract me if I'm doing anything language-based, like reading or writing), and because the music is generally unobtrusive enough to not demand a ton of my attention.
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Good Examples
by matheus23
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