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1  Discussions / Miscellaneous Topics / Re: [Girls] How to completely block them from our lives? on: 2014-07-12 17:58:49
...You've clearly done no research on drugs...
- Jev

Whut? Less drug, more program.

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

<a href="http://www.youtube.com/v/Irf-HJ4fBls?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Irf-HJ4fBls?version=3&amp;hl=en_US&amp;start=</a>


Slightly off-topic and random bit of trivia, but I can see my house at 6:07...  Cool
3  Discussions / General Discussions / Re: Android Billing API Restricts China on: 2014-06-23 15:42:58
I believe you would have to upload a separate APK without IAP's and limit distribution to China.
4  Discussions / Jobs and Resumes / Re: Skill set for an average Java Job on: 2014-06-23 15:00:47
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.
5  Discussions / Miscellaneous Topics / Re: Infatuated on: 2014-06-02 06:53:23
I'm sorry but we can't help you without some source code and a stack trace. ...oh wait a minute...
6  Discussions / Miscellaneous Topics / Re: To the Minecraft Modders on: 2014-05-11 12:47:49
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.
7  Game Development / Newbie & Debugging Questions / Re: Automating imports in Eclipse on: 2014-05-11 06:36:55
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.
8  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy [Android beta released!] on: 2014-05-11 06:16:00
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.
9  Game Development / Newbie & Debugging Questions / Automating imports in Eclipse on: 2014-05-11 05:40:28
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.

Cheers,
nerb.
10  Game Development / Newbie & Debugging Questions / Re: Implementing a cloning feature for sprites. Good design? on: 2014-04-29 06:20:37
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.
11  Game Development / Newbie & Debugging Questions / Re: Implementing a cloning feature for sprites. Good design? on: 2014-04-29 05:19:43
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.
12  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-04-21 06:57:16
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...
13  Game Development / Newbie & Debugging Questions / Re: In App Purchases in Java on: 2014-04-19 08:23:48
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...
14  Game Development / Newbie & Debugging Questions / Re: OpenGL variable names on: 2014-03-31 04:49:01
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.
15  Discussions / General Discussions / Re: Free advertiser read here for more info on: 2014-03-29 06:57:41
Got any examples of your previous work? Perhaps provide a link to your Youtube channel. Cheers.
16  Game Development / Newbie & Debugging Questions / OpenGL variable names on: 2014-03-29 04:31:12
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?

Cheers,
nerb.
17  Discussions / General Discussions / Re: Family problems because of programming? on: 2014-03-20 01:25:37
Quote
Family problems because of programming?

I have programming problems because of family. Does that count?
18  Discussions / Miscellaneous Topics / Re: what to do? on: 2014-03-08 02:08:18
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...)
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] Anybody can explain U, V, U2 and V2 values? on: 2014-02-19 13:14:50
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.
20  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy on: 2014-02-18 11:10:41
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.
21  Discussions / General Discussions / Re: Visual Novels and Animated Comics on: 2014-02-17 18:42:23
...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.
22  Discussions / General Discussions / Re: Visual Novels and Animated Comics on: 2014-02-17 18:11:09
I'm pulling things out of thin air here, but I can't foresee they would be too difficult from a programming perspective. What would the general process be? Probably something like:

1) Wait for user input (press mouse button or keyboard etc.).
2) Animate next part of scene, and perhaps wait for callback(s) that the animation is done.
3) Rinse and repeat.
(Correct me if I'm wrong).

Perhaps the hardest thing would be resource management? I guess you'd have a lot of high resolution images to render and maintain. You'd probably also want to create a robust and simple animation system, so that you could easily add & change animations; you might want to create your own scripting system for this?

So in summary, I don't think it would be very difficult from a programming perspective. Good luck to you if you go ahead with it.
23  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-17 14:41:37
New version that should fix all the issues with hitting back and then resuming!

Yup. All good!

I did get an "Xmas Fear has stopped working" on first launch after updating, but I couldn't replicate it. I'll let you know if it happens again.
24  Game Development / Newbie & Debugging Questions / Re: Vector3f or three floats variables on: 2014-02-17 06:43:43
Vector classes can be easier to handle, and more to the point you can then cleanly implement your own vector math utilities. Matrix classes are also worth a thought for the same reasons. Roll your own vector &/or matrix classes once, and you will get continual re-use of it in your projects.
25  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-17 06:37:55
NPOT must have been the problem opiop. Main menu looks fine now. Out of interest, when the game starts, is there meant to be some kind of fade-in effect? The character is covered by a smallish white square, which gradually disappears. (Guessing it might be another NPOT issue).
26  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-16 17:55:50
No probs. It's getting late here so I'll check in the morning.
27  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-16 17:19:28
Appears so... Ignore all my waffle about the 'animated ribbon' then too.  persecutioncomplex
28  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-16 17:12:09




Err... My screenie looks very, very different to yours...  Huh
29  Games Center / WIP games, tools & toy projects / Re: A Cup of Christmas Fear on: 2014-02-16 16:53:18
Both the sound and play buttons. For example, if I tap the sound button a few times in moderately quick succession, it doesn't always toggle (at an absolute rough guess, it only toggles about 70% of the time for me). The play button appears to do the same thing; I had to tap it twice just then. Speaking of the play button, it is not aligned in the vertical centre of the animated 'ribbon' on the main menu. The top of the button is aligned with the top of the ribbon. Not sure if that's intentional or not.

It doesn't surprise me you're not getting the error on your devices. That's one major frustration I've found with Android: you can test your app until the cows come home, but there is always at least one device that it won't play nicely with. Even worse, it seems to happen within similar devices too. I've tested my wallpaper on a number of Samsung S4's with no problems whatsoever. However I recently got a review stating that it causes a black screen on someone's S4... go figure... I'll hate myself for saying this, but that's one good thing Apple has going for it...

30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-16 07:28:32
and the physics are inverted, so it falls up instead of down

I can't see anything glaringly obvious in your MainPlayer class that could be causing this. Can I suggest that you perhaps do some println's on your x, y, xspeed and yspeed variables in the logic() method, and compare the values to what you expect. If the values are correct, then it could be an issue with rendering; but explore this option later.

for some reason the player moves really slow

Slow as in 'smooth but slow'? Then the easiest answer is to increase your speed variables.

Or slow as in 'clunky'? This isn't so easy. Currently I can't see where or how you are controlling timing. It appears your game loop is running flat-out (i.e. not limited by Thread.sleep() or Display.sync()). Furthermore, you are using fixed updates, so that each time through the loop, the players speed and position is updated irrespective of how long the last loop took. This generally leads to choppy movement. In many cases, a game loop implements a timing mechanism, so that movement can be smoothed, due to the irregular time of updates. It also ensures that the scene appears to move at the same rate, independent of how many FPS/UPS you are running at. There are plenty of resources on this forum about game loops and timing, which a quick search will reveal. (There is a good tutorial floating around from memory).

PS. Here's the tutorial I was thinking of: http://www.java-gaming.org/topics/game-loops/24220/view.html
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