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1  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...
2  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.
3  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.
4  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.
5  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?
6  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...)
7  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.
8  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.
9  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.
10  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.
11  Games Center / WIP games, tools & toy projects / Re: [Android] 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.
12  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.
13  Games Center / WIP games, tools & toy projects / Re: [Android] 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).
14  Games Center / WIP games, tools & toy projects / Re: [Android] 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.
15  Games Center / WIP games, tools & toy projects / Re: [Android] 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
16  Games Center / WIP games, tools & toy projects / Re: [Android] A Cup of Christmas Fear on: 2014-02-16 17:12:09




Err... My screenie looks very, very different to yours...  Huh
17  Games Center / WIP games, tools & toy projects / Re: [Android] 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...

18  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
19  Games Center / WIP games, tools & toy projects / Re: [Android] A Cup of Christmas Fear on: 2014-02-16 06:47:25
G'day opiop,

I tried it on my Galaxy Nexus. No worries with scaling. The main menu was slightly un-responsive to touch at times, but the main game itself was fine.

Lifecycle events appear to be handled okay, but I think you might have an issue with OpenGL context loss. When I bail out using the back button, and then return to the game, all textures apart from the orange character have turned white. (From memory, exiting via the back button promotes context loss somehow; can't remember the details or logic behind it). There were no problems using the home button, or switching apps. You might need to double check you are recreating resources properly after you get the context back.

Cheers.

EDIT: That's if you're using OpenGL in some way, shape or form of course; I just noticed you haven't actually mentioned it, so I may have derped.  Cool
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-16 06:29:31
Re: The character. You appear to launch into your main loop from the RandomTerrain constructor. The main loop calls RandomTerrain.tick() and RandomTerrain.render(). I can't see anywhere in the provided code, particularly in the loop, where you call MainPlayer.draw(), possibly why it isn't rendering.

By the way, I wouldn't launch the loop from within the RandomTerrain constructor, it seems bad form to me. You could remove the call from within the constructor, and call it from elsewhere once the object has been instantiated. I.e. the object that makes the new RandomTerrain();/your main class could subsequently call randomTerrain.loop();, and launch the loop.
21  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-14 10:31:27
I see MC more as the first representative of a new game genre

I completely agree. It is a shame to see many voxel, world-shaping type of games quickly branded as a Minecraft clone. It is evident from the videos that you have posted that your game has quite a bit of uniqueness to it.

One could easily brand many top-down RTS games as clones of Dune, or FPS games as clones of Wolfenstein (or whatever came first). Following a genre or theme is hardly cloning.
22  Game Development / Newbie & Debugging Questions / Re: getX() on: 2014-02-13 16:11:29
Okay, so your character is moving on screen? Clearly your keyPressed method is working, and the characters x variable is correct, as you are using this to draw the character on screen.

This leads me to believe that your 'tower' is not referencing the same Character that is drawn on screen and receiving the KeyEvents. Given that you had a bit of an 'out of place' new Character() your code, I have a sneaking suspicion you are referencing a new Character at the default position of 250, which is never updated. Make sure your tower is referencing the same Character object that you are updating and rendering on-screen.

We seem to be going around in circles a bit. I think if you need any further help than what has been given, you'll have to show us some more code. As mentioned, you can put it all in the pastebin if required.
23  Game Development / Newbie & Debugging Questions / Re: getX() on: 2014-02-13 15:45:51
One of two things is happening then:

1) You are prematurely resetting x to 250, possibly by creating a new Character, prior to your logic, as we have already explored.

2) The character is never moving from the initial 250. In this case, make sure that your keyPressed() method is being called. Have you registered the listener in the required places? Shove some println's in your keyPressed method and make sure it is being called when expected.

PS. Slowly go through your code and follow the logic; you may well find the problem. Alternatively paste all of the code in the pastebin, and I'm sure someone will find it.
24  Game Development / Newbie & Debugging Questions / Re: getX() on: 2014-02-13 15:36:44
But my character`s X is always 250.
And I don`t know why.

I think Roquen just told you why. Every time move() is called, you set the character variable to a new Character(), before you run your logic. In your Character constructor, you set x to 250. Hence x will always be 250 when you call move(). Always. Remove the character = new Character() line and see if it does what you want.
25  Game Development / Newbie & Debugging Questions / Re: getX() on: 2014-02-13 14:52:11
Roquen means every time your tower moves, you create a new Character. Hence resetting character's position to (250, 270). Is that the problem?? I'm kinda lost, sorry.
26  Game Development / Newbie & Debugging Questions / Re: getX() on: 2014-02-13 14:03:09
Character.x is private. Hence it can't be seen from other classes. Change it to:

1  
if(towerattack.x == character.getX())


Was that your problem and did that help?
27  Game Development / Newbie & Debugging Questions / Re: getX() on: 2014-02-13 13:56:18
What does it return then? I.e. What are you expecting, and what are you getting? It must return some value.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Memory leak/Function running many times on: 2014-02-13 10:32:24
So nothing much has changed since this post: http://www.java-gaming.org/topics/lwjgl-how-to-delay-between-states/32016/msg/298308/view.html Huh Anyway, I won't harp on about it.

I can potentially see a problem here:

1  
2  
3  
case RAND:
   new RandomTerrain();
   break;


Unless your RandomTerrain constructor changes the state, or you do it elsewhere, you will be stuck in the 'RAND' state, and will continuously create RandomTerrain objects.

You could always do some profiling to determine where your memory is being eaten.
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Memory leak/Function running many times on: 2014-02-13 04:21:48
Something in my code is making my draw function run tons of times, which is causing a memory leak

G'day Dan,

Obviously your draw function is meant to run 'tons of times' per second within your game loop, but are you implying that your draw method is being run more than once per loop? Or is one call to draw() resulting in draw() being called again and again? The only thing I can suggest is that you need to scour your code for calls to draw(), and ensure that it is only being called once, and is not being recursively called from within draw() itself.

As for the 'memory leak', are you creating new objects or similar during your draw() method? Are these objects being properly disposed or handled? Ideally, you should avoid object creation during a loop; it is generally bad news. If you have any resources that are repeatedly used within a loop, then create them outside of the loop and hang on to them. Assuming you have plenty of memory at your disposal, it could be favourable to create an object/allocate memory once, as opposed to continually re-creating and disposing of it. Just as a very, very wild guess, have a look at your loadText() method; what is happening in there?
30  Java Game APIs & Engines / OpenGL Development / Re: Choosing how to go about CRT (retro arcade screen) effect? on: 2014-02-13 04:02:18
G'day Wesley,

Groovy looking effect. No, a fragment shader won't run unless the fragment contains geometry, and has passed the required tests to be drawn. I'm not quite sure what you are getting at with your vert shader idea. However one approach could be to draw a fullscreen quad prior to rendering the rest of your scene. You could then use a fragment shader on this quad to get the desired background effect. If you are just going for a simple stretching effect on a solid background colour, then there is no need to use textures. You could calculate your colour within the shader.

Obviously drawing a fullscreen quad and running a frag shader for every fragment, even ones that are going to be over-drawn, is inefficient. If this becomes an issue you could probably work out some optimisations; the stencil buffer might be a good place to start. (I'm getting out of my depth here now... so that's enough from me).

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List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

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2014-04-03 15:48:37

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Anonymous/Local/Inner class gotchas
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2014-03-11 15:22:30
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