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1  Discussions / Miscellaneous Topics / Re: Not productive? Maybe try out on: 2014-10-18 23:04:10
I've never heard of it, but I'm going to give it a go. Cheers.
2  Games Center / Showcase / Re: Meditating Monk - A crazy arcade game about a monk, meditation... and ducks on: 2014-10-12 08:40:31
Great game. A simple but fun concept. Well done.
3  Discussions / General Discussions / Re: Mobile Java game development, without using a full-size laptop on: 2014-10-11 08:20:55
Mac stuff often doesnt even have screws.

Speaking of screws, I replaced the battery in my wife's MacBook a couple of weeks ago. The battery is held in by tri-wing screws as opposed to the Phillips-head screws found elsewhere on the machine, presumably just to be a pain in the arse. Not to mention the sneaky screw that they hide under the battery label... Seriously?

I don't think Macs are bad. They are nice, well built, albeit pricey machines. However I have a serious problem with a company that attempts to force me to send the machine back to their team of lanyard-wearing hipsters in blue t-shirts, for something so simple as a battery replacement.
4  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-22 02:19:22
Mine is pretty unimaginative. My first name is Bernie. Shorten that to Bern, swap the first and last letters, and you have nerb. So, ummm... exciting yeah?
5  Game Development / Networking & Multiplayer / Re: Check if UDP message was successfully received? on: 2014-09-16 11:55:08
No it is not equal, but I'd argue it is a step towards emulating it.

EDIT: The more I think about it Roquen, I can see the benefits of UDP with a simple ACK system.  Although one would have to be careful that you don't work towards implementing your own version of TCP on top of UDP at the application layer; which is what I am trying to get at.
6  Game Development / Networking & Multiplayer / Re: Check if UDP message was successfully received? on: 2014-09-16 10:47:20
Have the receiver send acknowledgement. But then you are trying to roll TCP on top of UDP, so might as well stick to TCP. There's a fair bit of well debated info on this forum about it.
7  Game Development / Newbie & Debugging Questions / Re: [solved] Do you need all bits to represent a byte? on: 2014-09-08 03:43:11
I'd say no, because a byte implies a word length (8 in general). You can write binary/bits 111, but that's not a byte.
8  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New shadows system < on: 2014-08-15 04:23:46
Ahh I've got you. My suggestion would be to render the shadows to a lower resolution texture/FBO, and then render this texture in the scene to maintain the pixelated effect.
9  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > New shadows system < on: 2014-08-15 02:18:25
Then, I took those images and rendered them to a FBO, and re-rendered it out by +1, for as many times as that slice required in whatever direction they were being told to go. For example, if slice 10 was rendering, it would render itself 10 times each time moving out 1 pixel in whatever direction it was told to based on the time of day. Where as slice 5 would only "move out" 5 times. Slice 15, 15 times, and so forth. So what happens is the higher number slices (or the slices generated from the brighter colors on the height map) would push out longer distances.

Considering how many times I am rendering and re-rendering slices in a single FBO, I expected it to murder my frame rate, but to my surprise even calling the entire shadow rendering method 4 times per cycle (only normally gets called once) I am still running at 60FPS so far. But, I haven't finished drawing all the shadows. There's a chance it may run a bit too slow once all the shadows are put back in. We'll see I guess.

Ray, I'd be lying if I said I fully understand what you are doing here, so I may be jumping the gun. However instead of re-rendering each slice by the number of pixels it is required to project itself, couldn't you scale the slice by the required amount in the required direction? As such you will only have to render it once (assuming the slice is an individual texture).

I envision that it would be something like:
1) Create a 2d vector in the direction of the sunlight, with the magnitude of the vector related to the time of day.
2) Scale the shadow slice by this vector multiplied by the height of slice.
3) Render.

Does that fit the situation or have I missed the mark?
10  Discussions / Miscellaneous Topics / Re: [Girls] How to completely block them from our lives? on: 2014-07-12 15:58:49
...You've clearly done no research on drugs...
- Jev

Whut? Less drug, more program.

- Nerb
11  Discussions / Miscellaneous Topics / Re: Euclideon's 'infinitely detailed' rendering techniques on: 2014-07-10 05:40:56
I don't know if this is old news here or something, but...

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Slightly off-topic and random bit of trivia, but I can see my house at 6:07...  Cool
12  Discussions / General Discussions / Re: Android Billing API Restricts China on: 2014-06-23 13:42:58
I believe you would have to upload a separate APK without IAP's and limit distribution to China.
13  Discussions / Jobs and Resumes / Re: Skill set for an average Java Job on: 2014-06-23 13:00:47
I can’t offer much advice, but I certainly know what you are going through. I lost my forestry job in February after 7 years. I’m now trying for a career change, but lack the experience required for most advertised positions. I’ve since enrolled in a computer science degree; I’m hoping this will enable me to get my foot in the door and expand my knowledge. Not to mention launching applications for every junior role I can find.

It’s not a nice position to be in, so I wish you the best of luck. I too will be watching responses to this thread with interest.
14  Discussions / Miscellaneous Topics / Re: Infatuated on: 2014-06-02 04:53:23
I'm sorry but we can't help you without some source code and a stack trace. ...oh wait a minute...
15  Discussions / Miscellaneous Topics / Re: To the Minecraft Modders on: 2014-05-11 10:47:49
I had a small play with it a couple of years ago. Like you've mentioned, apart from reading some very basic tutorials, it was pretty much a case of looking through the source code and trying to follow where the methods take you (i.e. lots of searching). Quite a painstaking process.
16  Game Development / Newbie & Debugging Questions / Re: Automating imports in Eclipse on: 2014-05-11 04:36:55
Brilliant. Thankyou both. I use a lot of static imports, which didn't seem to initially mesh with either method, but have since found some options in the Preferences menu which should sort it out. I'll play around and see how I go.

Cheers muchly.
17  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy [Android beta released!] on: 2014-05-11 04:16:00
G'day Grunnt,

Was meaning to respond to this much earlier, but got very waylaid. Unfortunately I haven't got my Android in front of me at the moment, so I'm running from memory.

I really enjoy this game. However it would be good to see random generation of levels in the Android version. Perhaps this could be an alternative gameplay option?

It is frustrating to have a hard limit on the number of ships you can utilise (particularly after playing your PC version), but I can understand this from a performance perspective. I guess it forces you to be a bit more strategic too. And I still find this game ridiculously hard on the higher difficulty levels!

The UI and appearance of the game is quite good. I had my phone on silent when I tested it, so can't pass any comment on audio if there is any. Performance was fine on a Samsung Galaxy Nexus.

One minor gripe is your Play Store page. I think the title "eXo snappy space strategy game" is overly long and unnecessary, and has a slightly amateurish ring to it. Could I suggest that you use "eXo Space Strategy" or simply "eXo"? I would also remove the "Snappy Space Strategy" bit from your store icon.

Nonetheless, I think this is a great game. And I've put quite a few (sometimes drunken) hours in to your previous PC version. I really hope to see you take this game further, and I think it is deserving of many more downloads. Well done.
18  Game Development / Newbie & Debugging Questions / Automating imports in Eclipse on: 2014-05-11 03:40:28
G'day all,

Just a quick and silly question about Eclipse. Is it possible to set a standard list of imports that will appear in my projects? I guess a 'template' is the word I'm looking for. If so, where do I start looking?

Reason being, I always seem to be copying and pasting the same old imports in to my projects. Would be handy if Eclipse did it for me, and I'm sure someone has thought of this well before I have.

19  Game Development / Newbie & Debugging Questions / Re: Implementing a cloning feature for sprites. Good design? on: 2014-04-29 04:20:37
I know that... I'm trying to avoid instantiating multiple objects when I'm cloning entities.

Sorry for teaching you to suck eggs then; I was answering the "multiple values that stay the same for each one" bit that you've mentioned.

Correct me if I'm wrong, but instead of having 100 alien objects, you want to have ArrayList's of 100 variables that represent each one? I can't see any major benefit in doing things this way, and if anything it will just make matters more complicated. I'd still create 100 objects, and have them reference their common properties elsewhere (whether this is static, or some kind of 'AlienType' class or something). If the creation (and subsequent GC'ing) of objects is a concern, then you'd be better off thinking about object re-use.

Sorry if I've missed the mark; it's a bit hard when I'm not familiar with your project.
20  Game Development / Newbie & Debugging Questions / Re: Implementing a cloning feature for sprites. Good design? on: 2014-04-29 03:19:43
This got me thinking: If I were to create 1000 aliens, would there be an easier way to dupe/clone the sprites, than creating each one with it's own values even though they all reference the same thing?

If something is common to every instance of a class, then you could make it static.
21  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-04-21 04:57:16
Is it possible?

Without getting too philosophical:

I believe yes, theoretically it could be. If you consider that the universe and everything within it is the result of interaction between particles (of some description) and forces, then yes it could be modelled. Providing that you know the initial state, and precisely how everything interacts.

Practically, no it couldn't. We don't have the computational power, nor complete enough understanding of the 'system' to do it.

Getting very philosophical:

We have an initial state S and a function f that transforms the current state into a future state. f contains therefore the complete laws of physics of that universe.

Don't you find this very, very interesting? This leads me towards the belief that choice is an illusion, and that whatever has happened in the past was always going to happen, given the current values of 'S' and 'f' of the universe in which we currently exist. Not in a 'predetermined fate' kind of way (although I guess it is related), but in a 'we have multiple choices, but we were always going to make the choice that we made' kind of way.

I once saw it explained with a snooker analogy in some strange popular science video. If you could set up a snooker game so that the balls are in the exact same position at the start of the game, the environmental conditions are the exact same, and you break with the exact same application of force, then the balls will move the exact same way each and every time. I.e. the outcome is the same, given the exact same initial state and influences. Could this not then be extended to the universe? If you could 'reset' the universe to time = 0, give it the exact same state as our current universe, then let it run its course again, there is no reason to suspect that the outcome would be any different to now. I.e. I'd still be sitting here and writing this post, you would be sitting here reading it, I would've had the same thing for lunch, so on and so forth.

...interesting stuff...
22  Game Development / Newbie & Debugging Questions / Re: In App Purchases in Java on: 2014-04-19 06:23:48
And is that a good idea?

To be honest with you, I think IAPs can be dirty and slimy. In fact, I can't stand them.

I'm okay with 'pay a bit to remove ads'. I'm also okay with 'pay a bit for exclusive content' (i.e. DLC and expansions). Nothing wrong with paying for subscriptions either.

What I'm not okay with is sneaky IAPs that try and force your hand to repeatedly make purchases of guff such as in-game currency, without which the game is pretty useless. I.e. Farming games that make you wait for 34 hours for your crops to grow, unless you buy their useless wank-merchantry, in which case it only takes 3 minutes for said crops to grow. Or it teases you with some rather desirable item, which you could wait and save up for, but it will take you 164 years of your life to do so; alternatively you could make a purchase and get it near instantly. (I guess this is aligned with 'pay-to-win').

What really makes me angry is when such dirty tactics are employed in games targeted at young children (i.e. any game based off children's TV characters). The developers are now leveraging the relationship between you and your children to make a quick and dirty buck. How these morons sleep soundly at night, I do not know. Obviously everyone wants to make a quid from their products, but I believe it should be done in a more upfront and transparent manner.

...well that was a bit of a rant, sorry...
23  Game Development / Newbie & Debugging Questions / Re: OpenGL variable names on: 2014-03-31 02:49:01
Thankyou Stride. I'll give it a go instead of using my long-winded version.

Out of pure interest, where do these standards come from? Is it something you learn whilst on the job, or studying perhaps? This is one of the downsides of being an armchair programmer; I don't get nor seek much exposure to these things.
24  Discussions / General Discussions / Re: Free advertiser read here for more info on: 2014-03-29 05:57:41
Got any examples of your previous work? Perhaps provide a link to your Youtube channel. Cheers.
25  Game Development / Newbie & Debugging Questions / OpenGL variable names on: 2014-03-29 03:31:12
G'day all,

This is a bit of a quick and silly amateur question, but what sort of conventions (if any) do you follow when naming uniforms in OpenGL shaders, and their respective handles in your program?

For example, I have uniforms in my shader named "gScale" and "vineRotation". Their handles in my program are called "gScaleHandle" and "vineRotationHandle" respectively. The whole "somethingHandle" seems a bit long and cumbersome. I've seen other people prefixing things with 'm' and 'h' etc.; is that the generally accepted way to do things?

26  Discussions / General Discussions / Re: Family problems because of programming? on: 2014-03-20 00:25:37
Family problems because of programming?

I have programming problems because of family. Does that count?
27  Discussions / Miscellaneous Topics / Re: what to do? on: 2014-03-08 01:08:18
Live it up. If it's anything like here, you'll either soon chuck your guts up, or some spanner high on eccies will try and smack your head in. Both are reasonable excuses to go home.

(...hence why i don't like nightclubs much...)
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] Anybody can explain U, V, U2 and V2 values? on: 2014-02-19 12:14:50
But, what do you mean with the word "normalized"?

'Normalised' in this case just means that texture coordinates are represented as a floating point ratio between 0.0 and 1.0, instead of absolute integer values. The good part about this is that you can resize your textures, and not have to mess around re-aligning everything. 0.0 will always point to the start, 0.5 the middle and 1.0 the end of the image (in either the x or y direction). To go from an absolute value to a normalised value, divide the pixel coordinate by the width of the texture, i.e. 32pix / 64width = 0.5norm. Do the opposite to convert a normalised value to an absolute one, i.e. 0.5norm * 64width = 32pix.

As you've discovered, you can use UV coordinates >1.0, and how OpenGL handles this will be defined by the wrapping mode.
29  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy on: 2014-02-18 10:10:41
Brilliant. Your 4k entry just ate a few hours of my life. I think this has a lot of potential, particularly as a mobile game.
30  Discussions / General Discussions / Re: Visual Novels and Animated Comics on: 2014-02-17 17:42:23
...some phones...

Ooh yup. If you're targeting phones, then memory will most likely be one of your major concerns. Particularly if you want to support older devices.

how/when I should submit it for a WIP thread  Huh

How: The same way you created this thread; it's open to all. When: Probably when you have something to show; a download &/or screenshots are always good. Of course if you provide a demo of the program in the WIP thread, people are able to test it and give you more meaningful feedback.
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Longarmx (33 views)
2014-10-17 03:59:02

Norakomi (25 views)
2014-10-16 15:22:06

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2014-10-16 15:20:20

lcass (26 views)
2014-10-15 16:18:58

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2014-10-14 00:39:48

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2014-10-14 00:35:47

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2014-10-14 00:32:37

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2014-10-11 23:24:42

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2014-10-11 23:10:45

BurntPizza (74 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
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