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1  Game Development / Game Mechanics / Re: Making GUIs on: 2015-02-26 00:42:38
Interesting. I will definitely reference this when coding my GUI.

Also, I believe you missed this question Tongue

Quote
How do you decide what to use for the x and y of a component? With my current project, I seem to be hardcoding the x and y values to make the menus look even/proportional with other elements.

@basil_, could you explain what you mean by "selfbalanced 2D-rectangle-tree"? I haven't really dove into swing, I kind of know the basics and that's about it. I should probably invest more into it...

Thanks again, guys.
2  Game Development / Game Mechanics / Re: Making GUIs on: 2015-02-25 23:46:22
Thanks you for your reply!

I took a look, and since your library here is written in openGL, i'm having a little trouble deciphering it all (I decided to use Slick2D instead of pure openGL at first to get the hang of things. I plan to move more into raw openGL after I finish some projects). A few questions..

How do you decide what to use for the x and y of a component? With my current project, I seem to be hardcoding the x and y values to make the menus look even/proportional with other elements.

Would you mind giving me a rough explanation of how UIFactory is implemented/used? I've never dealt with XML before. Is it just a general hub for all of your UI components?

Also, off topic, but i'm curious. how much experience do you have with openGL? any projects completed with it?

3  Game Development / Game Mechanics / Making GUIs on: 2015-02-25 22:31:13
Hi all,

I was wondering if you guys could give me a recommendation on how to go about making GUIs? I'm using Slick2D and having some trouble.

I'm finding myself rendering a bunch of images using hardcoded coordinates, and the code seems messy in general. I can't seem to find general advice/advice for Slick2D here on JGO for GUIs. Did I not look hard enough?

Sorry if this is a bit vague. If more specification is needed, let me know.

Thanks.

EDIT: I'd just like to note that I HAVE been using Slick2D's GUI classes, but I still feel that I am not doing this correctly.
4  Game Development / Newbie & Debugging Questions / Re: [Slick2D] Issue with tearing when rendering tiles on: 2015-02-23 02:53:50
@wessles, i turned v-sync on, and it worked! i don't know why i neglected it. thank you very much! yeah my array is actually an array of Tile type, and I pull the tile's sprite when rendering.

@kudoDEV, i'm not sure if the floats had much of an effect, but I did it. i couldn't get a noticeable difference like i did when i turned v-sync on. thanks for the suggestion though!

the game still doesn't look very smooth, but i guess i'll have to look into it more. thanks again for your suggestions.  Grin
5  Game Development / Newbie & Debugging Questions / [Slick2D] Issue with tearing when rendering tiles on: 2015-02-23 01:08:19
Hi all,

I'm having an issue that I believe is a result of a huge inefficiency in my code. I have a 2D array of tiles in my Map class and I try to render them with the method below.

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public void render(Graphics g)
   {      
      for(int row = 0; row < tiles.length; row++)
      {
         for(int col = 0; col < tiles[0].length; col++)
         {
            g.drawImage(tiles[row][col].getSprite(), tiles[row][col].getX(), tiles[row][col].getY());
         }
      }
   }


I believe the issue is the fact that I'm rendering a ton of images, but I think I should be using some sort of buffer here. Any suggestions?
6  Game Development / Game Mechanics / Re: RPG Dialogue Boxes on: 2014-06-18 01:50:56
@cubemaster21: I like your implementation, I'll take a look and see if I can do my own like yours.

@tom_mai78101: Your implementation looks pretty neat, but would you mind explaining it a little? with the abstract maps and what not?

thanks guys  Smiley
7  Game Development / Game Mechanics / RPG Dialogue Boxes on: 2014-06-10 23:27:41
Hi friends,

I've been using the Slick2D engine to get into java game development, and I have been trying to develop an RPG. I've encountered an issue with trying to properly handle text/dialogue boxes. An example of what I'm essentially trying to do (click on the little application at the top of the article):

http://code.tutsplus.com/tutorials/make-an-rpg-style-text-system-for-your-next-game--active-3678

I'd follow this tutorial, but it's in Flash and I'm not quite sure how to pull whatever algorithm that's being used to my situation. So, any suggestions as to how I could approach this? Any help would be fantastic  Smiley

EDIT: I believe the term here I'm looking for is "text wrapping," and essentially I just want to wrap the text to the text line when it no longer fits the box.
8  Game Development / Newbie & Debugging Questions / Re: Where to start? on: 2013-02-01 20:01:15
Quote
Uhhh... coding a game engine probably isn't a good place to start.

Yes, I suppose so, perhaps I misused the term "game engine" here. What I mean is I definitely want to learn game programming, that was kind of my main motivation for learning programming in general. I want to learn the necessary parts to making a game, such as spritesheets, implementing those, rendering, game logic, and the like.

Quote
I can't for the life of me figure out why people think Java2D is easier what with all the mucking about with VolatileImage this or BufferedImage that, or god forbid they want to tint an image a particular color or fade it out.  Want to move an image around?  Oh you're writing all that by hand too.  Stuff gdx gives you as one-liners, and oh yeah it's literally 30 times faster to boot.

I've seen some code behind some Java2D based games. I was really not looking forward to typing out so much for so little. XD Nevertheless, I would've gone through with it anyways.

But LWJGL it is! Thanks again, everyone for your input!
9  Game Development / Newbie & Debugging Questions / Re: Where to start? on: 2013-01-31 20:01:29
Thanks for the replies ^^
I guess I will start with LWJGL, but I wanted to learn the logic behind building a game engine first, so I figured Java2D would be easier for this instance. And yes, HeroesGraveDev, if it does end up being too hard, I'll probably switch, though I doubt it will be too difficult for me.

@davedes - I skimmed through your tutorials, and they seem well organized. I'll probably learn from these. Thanks a bunch!

Also, is there anywhere where I can learn about coding a game engine? Thanks again.
10  Game Development / Newbie & Debugging Questions / Re: Where to start? on: 2013-01-31 05:55:05
There was a topic made by someone (I forget who, sorry) that suggested that I learn Graphics2D before delving into LWJGL. Do you think I can just jump the gun and go straight into LWJGL?

Also, I've seen some of your projects (very cool!). Did these use LWJGL?
11  Game Development / Newbie & Debugging Questions / Re: Where to start? on: 2013-01-31 05:32:01
Quote
Slick and LibGDX do not use Java2D, because Java2D is slow.
They use LWJGL, which is a Java binding for OpenGL.

So, what you're saying is you want to use LWJGL?

Yep, I know that these libraries run OpenGL "underneath", but I mean that I would like to start working with 2D graphics, but not so far as to working with libraries like these. Hope I clarified that Smiley. Thanks for your response!
12  Game Development / Newbie & Debugging Questions / Where to start? on: 2013-01-31 05:04:02
Hello! Grin

I am new to the JGO forums and I'm looking for some guidance. I've worked with java for about a year now, and fairly consistently at that(pretty much everyday). I want to start using the Graphics2D library and get into 2D graphics. However, I'm not looking for a library such as Slick2D or libGDX because I want to learn what goes behind it, such as game loops and working with backbuffers and the like. Any help would be greatly appreciated! Sorry in advance if I'm unclear in any way.

Looks like a great community from the few threads I've read so far and I'm excited to have joined.  Grin
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