Java-Gaming.org Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (549)
Games in Android Showcase (139)
games submitted by our members
Games in WIP (593)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 8
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-19 08:46:40
Started learning Perl a little while ago after getting inspired from playing with regex's. Wrote my first Perl command-line "guess the number" game today, amongst other things, to test some of the language's nuances. There's something strangely refreshing about going back to basics.

...I guess I'll go join perl-gaming.org now???
2  Games Center / WIP games, tools & toy projects / Re: Ghostr - 2D Ghost Hunting Arcade Game on: 2014-12-31 03:15:33
I agree with Mike, I like the flashlight. The flickering effect is well done.

The music is brilliant and very fitting. However I can't help but feel the ghosts are out of place. You create quite a creepy atmosphere with the music and lighting, and yet there are bright neon-coloured 'bed sheet on head' ghosts?

I feel that with what you have presented so far, you could in fact take this game or a spin-off in a different direction. Perhaps more of a 2d adventure-horror game? Food for thought.

Well done.
3  Game Development / Newbie & Debugging Questions / Re: LibGDX interpolation on: 2014-12-30 08:19:17
Clamp will (or should) constrain your value between the min and max. I.e. if your value is less than min, clamp will return min. If value is greater than max, it will return max. If it is inbetween min and max, it will just return value.

As for the interpolation, I'm assuming that your 'time' variable is the time elapsed in the animation? And that it ranges between 0.0 and 4.5 (whatever units it's in)? I've got no idea what this Interpolation.Swing business is, but if time ranges between 0 and 4.5, then your interpolated alpha value is simply time / 4.5f. If you want to 'invert' this, then the value would be 1.0f - time / 4.5f;

In a more general sense you can interpolate anything linearly by using currentValue / maximumValue;, where currentValue is somewhere between 0 and maximumValue. If you need a value in a range other than 0.0 to 1.0, for example 0 - 255, then you would multiply this interpolated value by 255 (or the maximum of the desired range).
4  Games Center / Featured Games / Re: State of Fortune on: 2014-12-28 12:37:00
I made a 50 second video of how the game will look

Beautiful.
5  Game Development / Newbie & Debugging Questions / Re: [solved] [LWJGL] Changing the pivot point (origin) of a model for rotations. on: 2014-12-23 22:19:40
Good to hear.  Smiley
6  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Changing the pivot point (origin) of a model for rotations. on: 2014-12-23 05:34:43
TL:DR
I want to draw my gun at the same position visually, but change the point where it rotates.

Any ideas?

Translate the model to the desired origin, rotate, and then translate it back to the original origin.

EDIT: In this case I think you would add the offset to your initial translation to the camera position, rotate, and then translate again by -'ve offset.
7  Discussions / General Discussions / Re: How do you feel about selling out? on: 2014-12-22 07:55:49
Wave a few million in front of me and I'll sell you whatever you want. I'll even chuck in my soul for free.
8  Game Development / Shared Code / Re: Found Really Good Example Off How To Create Vector2! on: 2014-12-22 02:26:01
Well if said beginner doesn't know how to use vectors, then they could just use a library like LibGDX.

...or they could just learn how to use vectors. Mightily useful things they are.
libgdx doesn't hinder learning how to use vectors. Maybe you are implying that writing your own vector class is a good idea? (hint: no)

No, I'm implying that it's worth tackling the problem head on and learning a bit about the maths behind vectors. CopyableCougar's point struck me as "Can't use vectors? Use LibGDX". My response is "Can't use vectors? Learn how to use vectors".
9  Game Development / Shared Code / Re: Found Really Good Example Off How To Create Vector2! on: 2014-12-21 21:04:21
Well if said beginner doesn't know how to use vectors, then they could just use a library like LibGDX.

...or they could just learn how to use vectors. Mightily useful things they are.
10  Game Development / Networking & Multiplayer / Re: Using Networking to Send Clients A Map, they then have to load it. on: 2014-11-30 07:03:03

- The player can crack the program and change the loaded map given by the server. How do I circumvent this from happening?


What are the consequences if this happens? I.e. Does it give potential for cheating? Any data sent to the client is out of your hands, but if you are expecting a response back based on potentially compromised data, then perhaps you need to verify it server-side somehow? Alternatively, if the consequences aren't major, then don't worry about it.
11  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-26 06:05:50
Is it just me, or is C# the language to learn if you want to land a software developer role? I think it's time I dived in to it...
12  Game Development / Newbie & Debugging Questions / Re: What's wrong with my shader? on: 2014-11-09 10:23:41
Hi ags. Pretty much echoing what gouessej said, but yes, sounds like it could be a precision issue. Any difference if you use highp??
13  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-07 23:14:36
Back when I was a wee boy, before such thing as dlc, games cost about AU $100. Eventually they dropped to $80ish. Keep in mind that I don't believe production costs have decreased, and then there is inflation. I also believe that the price of games has dropped considerably in recent years, perhaps driven by disposable mobile games and online distribution. So essentially, I think games have greatly de-valued over time. As such, I can see the reasoning behind offering extra content to make an extra quid.

All that said and done, I do get a bit peeved off if you have payed a decent price for a game, but are offered some bare-bones product that almost necessitates extra purchases to enjoy the game.

Yes it is an annoyance, but dont forget games are getting relatively cheaper over time. If we want a 'full content game' then we should be prepared to pay a bit more for them.
14  Game Development / Game Play & Game Design / Re: How to design a crowd-combat game like Dynasty Warriors on: 2014-11-07 03:09:16
...Dynasty Warriors has a very special place in my heart...

Great! Same here. My friend and I used to play the series almost religiously when we were younger, and I still frequently play it to this day.

- Some sort of hierarchic AI
As I understand it, calculating dozen of dozen unit behaviors at the same time is slow. My idea is it, to make a hierarchic system. An AI-overmind assigns objectives to a few "general"-AIs. These assign their given troops to tasks that will ultimately lead to the assigned goal.
This would work quite well with the Dynasty Warriors theme: When a general or lieutenant is killed in combat, his assigned troops loose their objective and flee or fight without any tactic.

I'd think something along these lines, yes. Treat them as 'units', and calculate behaviour and pathfinding for a unit as a whole. Only worry about it on the sub-unit level when the unit is close enough to the player to be visible. Even then, as is evident in Dynasty Warriors, the AI is quite simple for a general's soldiers.

- I need a general grasp on military tactics
I never served and I loose to any easy AI in RTS games. I read in an article about the game AI of Total War, that the dev's used the book "The Art of War". Is this a good start?


No. The art of war is more of a strategic (and sometimes cryptic) text, and I don't think that you'd get much out of it for what you want to achieve. Once again, looking back to Dynasty Warriors, the AI is relatively simple. I don't believe the AI is employing any complex strategy (i.e. they wait for you, hunt you down, or flee from you. That's about it). The illusion of a complex AI is essentially given by the storytelling and triggered events. If of course you wanted to build a more complex, free-willed AI, then it may be worth a thought.

If you are going with the Chinese history theme of Dynasty Warriors, then perhaps you would be better off reading something like Romance of the Three Kingdoms, or any major historical fiction or non-fiction of your choosing which fits your chosen theme.


Anyway, best of luck with this. I sincerely hope you pursue it.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-04 11:18:53
Bought and started reading a book on regexp's, and then spent the rest of the day pondering why I hadn't done this sooner.  Smiley
16  Discussions / Miscellaneous Topics / Re: Not productive? Maybe try out habitrpg.com on: 2014-10-18 23:04:10
I've never heard of it, but I'm going to give it a go. Cheers.
17  Games Center / Featured Games / 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.
18  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.
19  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?
20  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.
21  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.
22  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.
23  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.
24  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?
25  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
26  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="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
27  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.
28  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.
29  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...
30  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.
Pages: [1] 2 3 ... 8
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Archive (20 views)
2015-01-29 04:26:08

theagentd (21 views)
2015-01-28 15:33:52

GamerIDGoesHere (29 views)
2015-01-27 01:23:23

GamerIDGoesHere (30 views)
2015-01-27 01:22:15

CopyableCougar4 (37 views)
2015-01-27 00:34:41

CopyableCougar4 (23 views)
2015-01-26 04:47:56

Olo (17 views)
2015-01-25 21:26:00

Olo (23 views)
2015-01-25 18:44:22

Robo11 (39 views)
2015-01-25 06:14:26

basil_ (33 views)
2015-01-17 22:29:32
2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

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
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!