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1  Games Center / WIP games, tools & toy projects / Re: Cosmic Menace on: 2015-07-05 11:21:20
Very nice Wink, I'd really digging the artwork and the dwarf-fortress vibe.

One thing I would suggest is to rework how the player can go up and down levels on planets. As it stands at the moment, the player can only go up a level by using various stairways, but can 'jump off' ledges without being able to get back up, until they find a stairway.

While Height Push Gameplay can be effective when used properly, in a game like this, it may only cause annoyances for the player, as it is easy for them to fall off as opposed to jump off, and considering the randomness of procedural generation, it may be difficult for the player to get back to where they were

Other than that, it looks like a solid project, and the attention to detail (The ability to take a bath with a rubber duckie Grin) is refreshing
2  Games Center / WIP games, tools & toy projects / Re: Babbie's first software-rendered ray-tracing on: 2015-07-02 23:04:35
Played around with raycasting myself a few months back in javascript. Never had the time to delve into transparent walls (windows) and variable height walls though - so keep us updated if you ever play around with that.


Impressive, did you follow any tutorial / book by any chance? That line-of-sight indicator raytracing thing in your minimap has been on my backlog of things to program for a while now, I'll get around to doing it someday  Grin
3  Games Center / WIP games, tools & toy projects / Re: Babbie's first software-rendered ray-tracing on: 2015-07-01 20:30:51
That would be ray casting, not tracing, as your linked article says.
This is ray tracing:
Some also make the subtle distinction of path tracing:

Ahh, of course. I can never think of the difference between the two. If anyone can come up with a rhyme to help me remember I would be most grateful Wink

I get this error when running it. I am running on Mac OS X Yosemite

Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 692378
   at gui.ProjectionPlane.updatePixels(
   at main.GameCanvas.paint(
   at ...

Hmm, strange. Unfortunately I do not have regular access to a Mac machine, but judging from the error report, I think I know what went wrong, and have updated the download link with a new "version" which handles array index out of bound exceptions better. I would appreciate it if you could try it out and see if it works. This may just be a Mac problem but I'm not sure  Huh

Very nice. Keep at it! Raytracing is fun! Cheesy
Maybe we will see a (first?) complete raytraced game of yours soon?
Maybe also with some reflective and translucent objects in your scene, so that your raytracer can really shine?

Haha, thanks  Wink
As for a complete game, I'm not so sure. This was only ever meant to be a project to mess around with.
And as for the reflective and translucent objects, maybe I'll delve into that black magic sometime in the future, but not with this engine, as BurntPizza noted It is ray-casting, not ray-tracing (my mistake, it seems that I have some renaming to do)

I also intended to set up a public GitHub repository for this project, but I'll need another day or so to mess around with Git to see how it works
4  Games Center / WIP games, tools & toy projects / Babbie's first software-rendered ray-casting on: 2015-06-30 20:50:31

Link to GitHub Repository

This is my first, albeit small project I have worked on in a while, as I have been tied up with school. Thankfully now that Summer is here I can finally knuckle-down and get some work done Smiley

The title is pretty self-explanitory, I hope. This is basically a project started so I could learn about the mathematics and practice the implementation of Raycasting, I am following This excellent article by F. Permadi :

As the title also suggests, I am new to the realm of Raycasting, so any suggestions or help you could provide would be most appreciated Wink

If you too are new to raycasting, please feel free to ask any questions as to how I went about implementing it in this little demo

Controls : WASD to move, Q and E to rotate view

PS : I am aware of the 'flashing white screen' observed while moving, The way I achieve rendering in this project is, every time the player's position/rotation changes, to use 3D maths to calculate a 1-dimensional int array of length (window_width * window_height) which will act as a 'pixel-buffer', update an image using the pixel buffer and use the Component.repaint() to re-draw the image(which is streched accross the window). This probably isn't the best way to render, but if anyone can suggest a better way, please let me know and I will see if I can implement it Wink
nvm, its fixed now Smiley
5  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2014-01-05 23:25:01
So here it is, the official full release of Zombie Outbreak  Grin Grin Grin

I apologize for the lack of updates, the school year had started and I was caught up with that.

While there was a lot of features that kept coming to mind for the game, and the fact that there were a lot of other things that would have been nice to put in (sound, music, different types of wall tiles etc.) it was essential that I put this project to bed and move on with my programming

if you have any questions, suggestions criticism or just general comment, please feel free to comment them below and I'll do my best to reply, but do keep in mind, this is my first completed project and I am still learning

you can download Zombie Outbreak 1.0 for Windows and Linux
6  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-10-06 21:36:18
Version 0.6a is finally out, it can be found here (for Windows)

Sorry about the long gap of no production, I've started secondary school after the Summer and I get kind of bogged down with homework Sad, also I had trouble with my computer for a while, it was going pretty slow, but its all good now and i'll try harder to find time to make new content

There are a few noteworthy gameplay changes (e.g Zombies are now faster and it is not possible to outrun them), and I'd like to know what you guys think, any suggestions are greatly appreciated
7  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-09-01 19:15:56
Version 0.5a is out and you can find it for windows here (and for Linux, here)

Only a few minor changes this time; the player now wields a torch, and there is a certain amount of lighting. The method i'm using for lighting at the moment is okay, but not ideal, I am basically just drawing a picture of a large black square with a transparent cone in the middle, the effect that this produces is actually kind of decent, but this means i can only have one light at a time. If anyone has done lighting in this sort of engine before, or know of any good read-ups on the subjects, please let me know

There are also a few tweaks to controls and animations

As always any suggestions and criticism as greatly appreciated and very welcome.

PS: I have also started to release Linux versions as well, If you do use Linux, please let me know if it works, if it does, I will continue to release Linux builds using Java 1.7
8  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-08-18 20:05:05
Thanks guys for the Linux-related help  Smiley

Linux porting is a very hard thing to get my head around atm, as i have no access to a Linux machine and therefore can't test things as I go along.

I think I'll release Linux versions on Java 1.7 as I did before, It seems this is compatible with some of you, I just really wont have the time to be stepping down to java 1.6 for release on Linux Operating Systems, It would be too time consuming and I would have no way of testing this.

Sorry for the inconvenience caused, but listen to Sammidysam's advice, he sounds like he knows what he's doing  Cheesy
9  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-08-18 14:14:21
Controls are fine for me, I like them(why is shoot, right click, instead of left click?)  Smiley
collisions all look good and work  Smiley
The right mouse button shoots because initially, the left mouse was used to move the player, I forgot to change it and ill get on
that ASAP
the size between the players and others are a bit too much though   Shocked

The player is 'always walking'  never standing,  get on that  Undecided

Ill fix those for the next update also

When shooting, it seems slightly pointed off centered?  like the angle needs to be tweaked,  when mouse appears perfectly horizontal to player and player appears looking perfeclty horizontal (along 0,90,180 lines)  the shot fired seems to be like 5-10 degrees off center?  Huh

This is because the shotgun is deliberately inaccurate at long range, and is meant to be a powerful weapon, but only effective at close range(like many conventional video game shotguns) I will add in more weapons in future that have higher accuracy (less bullet spread)

Thank you for the feedback, it is welcome and greatly appreciated  Smiley
10  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-08-15 18:34:01
Version 0.4 is out and you can download it here

this is probably the most important update yet, notable additions are:
  • Weapons
  • You can kill actually kill Zombies, huzzah!
  • new, more complex 'hospital' level
  • you can switch between two control methods, WASD(default) and Click-and-drag Mouse Controls

Its also worth noting that it's relatively easy to make you own custom maps, all you need to do is create a .png image using your favourite image editing program (I use Paint.NET download it here), Different colours correspond to different Tiles and Entities, Read Section 3 of the readme for a more info.

I would like if you guys gave feedback and tell me which you find better, the WASD controls or the Click-and-drag controls
I'd also like to see some of the maps you guys can make, let your imagination run wild!
11  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-08-08 18:04:32
Hmmm... that's a shame Cranky
Unfortunately I do not have access to a Linux machine and Linux porting will apparently be a no-no

I may look at Linux porting in the future, but for now, there are more pressing matters at hand
(sorry Wessles)

But if anyone could suggest any fixes, that would be great  Grin
12  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-08-07 20:27:32
ZombieOutbreak is currently available for Linux (as requested by wesley.laferriere) and you can get it here

Although please note that I do not have access to a Linux-based machine and therefore there may be some problems that will go unnoticed by me, I would greatly appreciate any feedback, good or bad, from Linux users regarding the running of the application.

PS: due to my lack of knowledge about the Linux operating system, I have included both a executable jar file and a shell script (I really don't know which will work)
13  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-08-01 15:58:06
Version 0.3a is  finished!  Grin you can download it here:

The once-buggy menu buttons are fixed and there are two cool new features:
  • The Zombies now "bounce off" each other and do not all pile in together (this is hard to explain but easily evident when playing)
  • The Player is now slowed down when he is encumbered by zombies (the players drop in speed is relative to the amount of zombies on him)

If anyone is making a similar game, or is even just curious, I would be happy to share some source code and information about how I developed any aspect of the game.

As always, any criticism or suggestions are not only welcome, but greatly appreciated, and also, what do you think I should add in next?

14  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-07-29 17:22:33
Version 0.2a is live! Grin And you can dowload it here:

Notable changes are the addition of a Main Menu and a Changed Control method.

please excuse the Buggy buttons on the main menu, sometimes they work, sometimes they don't. I know it has something to do with LWJGL's method but I haven't quite figured out yet, the bug WILL be addressed soon and it is top priority for future updates. If anyone could hazard a chance of suggesting a fix that would be greatly appreciated.

thanks to EgonOlsen for pointing out the issues with the WASD control method
15  Games Center / WIP games, tools & toy projects / Re: 'Zombie Outbreak' a top-down zombie survival game using LWJGL on: 2013-07-25 18:45:24
I am currently working on some basic menu elements for the game and I also had the idea of making the game stealth-based in the future (the player would have the ability to hide behind walls in order to sneak to the end of the level).

I will try my best over the next few weeks to make this game a somewhat fun, enjoyable experience.

again, any criticism or suggestions are greatly appreciated and I would be happy to share some source code if requested Cheesy
16  Games Center / WIP games, tools & toy projects / 'Zombie Outbreak' Finally Finished !! on: 2013-07-25 00:31:17

Version 1.0a For Windows
Version 1.0a For Linux

**NOTE: I do not take any credit for the textures used in the game, except the Player and Zombie Sprites, I made them

At long last I have finished it, i'm sorry  I couldn't have updated it more frequently, but the school year had started and I had to put this project on hold for a bit. Although I keep thinking of things to add into the game, I am very anxious to start on other projects and move on, and, although the game turned out fairly smooth and playable, the structure of the coding has slowly evolved into an awful, ugly beast riddled with terrible optimization and cheap work-arounds, and I am happy to see the end of it.

I would be greatly appreciative of any thoughts, ideas or questions. Criticism is also very helpful, as long as its constructive.

This is my first ever completed project and I hope you have as much fun playing it as I had making it.

I would be happy to help fellow game developers and share any source-code/information about the project if desired.

Version 1.0 (FINAL)
  • Completed all levels (7 in total)
  • Go to next level when stepping on the yellow blocks
  • 2 new weapons (SMG and ASSAULT RIFLE)
  • Added text at the beginning of a level
  • New and improved health bars for zombies
  • Three different types of zombies spawn
  • Made new Zombie Sprites

Version 0.6a
  • Made a new player sprite (more sprites to come)
  • Added death/game over mechanic
  • Changed bullet size
  • Zombies are now faster (it is not possible to outrun them anymore)
  • The level is now a little 'brighter'

Version 0.5a
  • Added New Torch psuedo-lighting
  • Changed shoot controls for WASD movement

Version 0.4a
  • Default Level is improved and more ellaborate
  • changed default control method back to WASD
  • added a new Menu Screen which allows the selection of control method (either WASD or Mouse)
  • Added Weapons and bullet projectiles
  • You can now kill Zombies (Finally!)

Version 0.3a
  • Fixed buggy Main Menu Buttons
  • Added a new mechanic where zombies "bounce off" each other and do not all "bunch up" into one
  • Player now gets slowed down when he is encumbered by zombies, the amount he slows is relative
    to the number of zombies on him
  • Fixed zombie texture (does not display flashing white line anymore)

Version 0.2a
  • Added Main Menu System(Still a bit buggy, will fix later)
  • Changed movement controls to Click-and-drag instead of WASD
  • Camera now follows player
  • Got rid of maximum zombie engagement distance(if you are in their line
    of Sight, zombies will start running from any distance)
  • Changed background colour

Version 0.1a
  • Started Development
  • Added (very)basic WASD movement
  • Added (very)basic Zombie AI
  • Added a collision system for the player (will add for zombies later on)

17  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-04-07 18:10:56
I would just like to announce that I have dropped this project (that would explain the lack of updates)
As I said before, I intended this project to be a learning curve for me and games programming, and I did learn a lot from it.
I may pick up this project again in the future, but to be honest, it is highly unlikely that I will do so.
Thanks a lot for the support and interest, and a special thanks to cheatsguy (;u=146276) for the textures.
18  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-25 23:01:50
0.1.2 is officially out Grin, download it here:
Basically I just made the editor interface a little more user-friendly, and also added support for levels that were not exactly 8x8 in size.

Enjoy, and as always, just ask in the replies if you would like to know any of my source code, I'd be happy to help Wink
19  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-23 18:33:26
Currently working on Version Alpha 0.1.2 (yaaay Grin)
This will basically add support for levels that are not of size 8*8, the update will also have a mini-map scaled according to the size of the map, as well as a scaled overview of the level in editor mode.

Again thanks for the interest guys (1500+ views wow!), all criticism and/or suggestions are well appreciated
20  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-16 16:23:41

Finally, Dungeon Man is available for download Grin (Download Here:
Dungeon man Alpha 0.1.1 is available for download and includes a level editor(switch between editing and playing by pressing Backspace)

Upon opening the game, you will be asked to enter the name of a level to play, you can choose between 'maze' and 'smiley' by default, and you can make your own levels later on in the level editor.

NOTE: you MUST enter the level name correctly, or else an error will occur and the game will close without warning (Refer to Instructions.txt for more information)

Have fun, and please do not hesitate to make any suggestions or critisism of the game, it would really help me a lot

PS: If you are a budding game dev (like me) and want to know how I went about coding any part of the game, feel free to ask me and I'll try and help you out
21  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-09 23:50:24
Sorry for the lack of posting guys, I have been VERY sick over the last few days and I could not find the time nor energy to make new content, I do have an update though. I will try and release Alpha 0.1.1 soon, it will include a parser to read data from an XML file and use this data for the placement of walls in the level (I have decided to scrap the PNG decoder idea as it was too complex and too much hassle). As soon as the new update comes out I will work on making the game downloadable as a playable demo, or maybe an applet.

If anyone knows of some sort of method for putting an applet on a site for free, I would really appreciate it if could let me know (I dont want to be spending money monthly on getting a website hosted) if there was any website hosting companies that did free plans (very little storage ect.) that would be great!
22  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-06 22:00:16
Wow this is awesome! Can I ask you where you learned LWJGL? I want to make a game similar to yours, but Its hard to learn opengl! Also, do you use VBOs to render your level?

I learned OpenGL from "TheCodingUniverse" on YouTube, you should check him out, his tutorials are pretty good. I'm also learning from pdf's of famous OpenGL books "OpenGL Superbible" and "OpenGL Programming Guide" these are really good books that cover beginner stuff as well as advenced functions of OpenGL.
But keep in mind that OpenGL can only do so much, a lot of making a game has to do with the programmers ability to solve problems, and a very creative mind is required. Using OpenGL isn't all that difficult, the hard part is solving problems yourself.

PS: Practise makes perfect Wink Also, I am using Display Lists for rendering.
23  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-05 21:27:30
I've been trying to make parser that would convert PNG files into three-dimensional arrays (The first two dimensions would be the pixels x and y coords, and the third dimension would be that pixel's color channel (either R, G, B or A). I've had no luck yet and its getting really frustrating and confusing.M aybe some of you guys would have any suggestions for maybe a simpler method of doing this? or if anyone could tell me what i'm doing wrong.

Thanks in advance.

PS: I am still in Secondary School (High School) this is the reason why I may be slow to work on this project, but I do try my best to put some time in every day.
24  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-05 19:41:49
Here's what it looks like with your textures, They're awesome Grin

I may use the other ones in future if I do add any thing else other than walls and floors, with full credit given to you for the textures of course Wink
25  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-04 21:55:33
This looks great. I'll keep looking how this is going as I tried something similar myself.  Have you seen delver that looks a good game that may be of interest to you.
I found the lighting hardest thing to do.  

Looks good so far tho!

Thank's for the interest man.
The lighting was actually pretty easy, here's what i did:

I used this to make the 'Sky' black with a small tint of Blue.
glClearColor(0, 0, 0.1f, 0);

I used these parameters for the fog effect:
glEnable(GL_FOG);//Enables fog effect

glFogf(GL_FOG_DENSITY, 0.025f);//Gives the perameter GL_FOG_DENSITY a value of 0.025f (the 'f' stands for floating point variable)
glFogf(GL_FOG_START, 1);//Gives the perameter GL_FOG_START a value of 1
glFogf(GL_FOG_END, 100);//Gives the perameter GL_FOG_END a value of 100

And that's it, no fancy lighting was used just a few clever tricks with fog and glClearColor.

PS: I took a look at delver, it looks pretty impressive and I wish the best for the developers. I also believe that Delver is on Steam Greenlight, if you do have a moment, could you please take the time to support it's developers and give it a 'Thumbs Up'  Wink
26  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-04 21:42:18
Already got the tiles done Tongue here they are:

Used an approximation of the NES pallete, should be easy to recolor if you ever add new areas.

Wow, those are some great tiles, did you make them yourself?
I'll try and implement these tiles into the game tomorrow, and I'll post a picture of them in-game tomorrow.

Also, this might belong more in the 'WIP games' forum.

Yes you're probably right, I'll try and post this in 'WIP Games' instead sometime tomorrow (in case anyone is looking for it or can't find it, I'll use the same title as this thread)
27  Games Center / WIP games, tools & toy projects / Re: "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-04 16:50:37
Wow, thanks for the interest guys.

I am using the LWJGL library. I couldn't really be arsed making my own textures this early on, maybe i'll make some in the future if this game does sort of go somewhere. A Demo may be released later on, i'll focus on that as soon as the game gets somewhat playable (walking, weapons ect. The game consists of 'no-clipping around a level at this stage). I will also try to put up a video on YouTube soon.

PS: I am also using twl's PNGDecoder to decode PNG files into ByteBuffers which are then readible by OpenGL.

(Link for LWJGL Download Page:
(Direct link for twl's PNGDecoder:

Edit: Also, if any of you guys are budding game programmers (like me) and you would like to know how I made any part of this game, feel free to ask and I'll be happy to help you out
28  Games Center / WIP games, tools & toy projects / "Dungeon Man", A dungeon crawling adventure in Java with OpenGL (Alpha 0.1.0) on: 2013-02-03 20:47:23

I am not developing this project any further, while it was a lot of fun to code and I learned a lot from it, I have decided to drop this project and work on others, the file will still be available for download to whoever wants to try (but keep in mind, its only my first project Cheesy)
A special Thanks to cheatsguy for those awesome custom textures  Wink

Download :
NOTE: Refer to Instructions.txt included in the package for instructions and controls

So this is my second proper attempt at creating a somewhat playable game (my first attempt was abandoned as a result of horrible coding, and an awful structure to the code that just wasn't worth going back to).

'Dungeon Man' (name may be changed in future) is essentially a dungeon crawling game similar to 'Wolfenstien 3D', 'Doom' or Notch's 'Prelude Of The Chambered'. I am doing this project as sort of a 'learning curve' for me with game development.

I may make a full release of Dungeon Man sometime in the future, or I might eventually scrap it and start a new project.

I will try, as best I can to update this thread as I develop this game, I would be happy to share any information about the coding of this game to anyone who needs it. I would really appreciate any suggestions or criticism that anyone has, and I would also be happy to answer any questions that you may have.

Version Alpha 0.1.2:
  • Added support for levels of any size (not just of size 8x8)
  • Made level editor interface more user-friendly
  • Made level select on startup interface more user-friendly
  • Added an extra button 'New' in the editor to create a new level with new dimensions

Version Alpha 0.1.1:
  • Added level editor(Only levels of size 8*8 are supported as of now)
  • Released the game as a zip file including a runnable .exe file
  • Added ability to choose level on startup
  • Scrapped PNG parser for level data

Version Alpha 0.1.0:
  • Started Development
  • Added basic level geometry (walls, floor)
  • Added camera movement and input
  • Added Mini-Map (Very early stages)
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