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1  Discussions / Miscellaneous Topics / [JGO Suggestion] Default image widths on: 2014-12-17 23:51:38
When posts are made on JGO that exceed something like 850px, a scroll bar appears at the bottom of the post, obscuring the full image and making it harder to read the text.
Could a feature be implemented whereby when you hit the
[img]http://
tag button, it automagically inserts
[img width=800]
? And if this feature cannot be implemented, can people just start using
[img width=800]
? It's not hard.

Example:

2  Discussions / Miscellaneous Topics / Re: JGO IRC on: 2014-12-04 08:57:51
In case anyone wants to IRC, this is still an active channel that regulars about 10 people on at any one time.
This is a good place for asking small-ish questions so that the forums don't get filled up.

Also Riven: any chance of the IRC being plugged at the top of the page?
3  Game Development / Game Mechanics / Re: Graphics like Towns and Gnomoria on: 2014-12-03 00:00:50
So the projection you're looking for is isometric.

Some isometric tutorials:

Ultimately once you understand the basics of isometrics the quality of your art simply comes from your artistic ability as a pixel artist.

Here are some pixel art tutorials I found useful:
4  Discussions / Business and Project Management Discussions / Re: [PAID] BTCDraft.com is Looking for Games on: 2014-12-02 21:34:20




You're sending quite a convoluted message if you're not looking for gambling games...

EDIT: Please note that I went to your site really hoping to find an arcade environment like you described. But the fact that you're lying to us about the nature of your site seems to be quite disturbing and I think people on this site care more for ethics than money. If you do decide to create a website like the one you're describing please come back but right now, we're not your target audience.
5  Games Center / Contests / Re: End of 4K. Thanks all! on: 2014-11-30 00:41:38
In my opinion, Gef's Socerer4K was the coolest game to ever come out of 4K. Yay Gef!
6  Discussions / General Discussions / Re: How to stop self criticism on: 2014-11-26 04:08:12

click on the image for full resolution
7  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 2D Map Scrolling on: 2014-11-24 08:42:53
Problem solving is a key component in game development. If you have a good grasp on the idea, have a go and get stuck in. If you hit a wall and it isn't working quite right, persist. If you really cannot solve the problem, then ask here.
8  Game Development / Newbie & Debugging Questions / Re: Vertex Array problem on: 2014-11-24 02:06:06
I pretty sure when u do bitshifts instead of * or /, the system can do those calculations faster. There really isn't any reason someone shouldn't learn bitshifts. Wink

I'd say the difference in speed is equivalent to typing 'u' instead of 'you' in a long sentence. i.e, negligible. 

Please learn to spell.
9  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-11-21 23:50:12
Relevant XKCD:
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-18 20:27:30
Today I added fonts into Crate sim 2017 .



click the image for full resolution
11  Game Development / Game Play & Game Design / Re: Fancy graphics without any skills on: 2014-07-21 08:34:14
I do strongly recommend InkScape, I've never seen it discussed on these forums, but it is an invaluable tool for creating nice, vector art. That said, it can also export to raster once you've created your art. I've found that it makes it extremely easy to make typical app style art, with lots of tutorials on it around the web.
12  Game Development / Newbie & Debugging Questions / Re: My bullet(missile,magic) doesn't want to go to mouse x,y!? on: 2014-07-19 09:51:17
To calculate the x & y velocity you need to use this code:
1  
2  
3  
4  
5  
float x = xMouse - xPlayer;
float y = yMouse - yPlayer;
float length = Math.sqrt((x * x) + (y* y));
xVelocity = x / length * speed;
yVelocity = y / length * speed;


Sorry if it doesn't work I am very tired and I didn't test it.
13  Game Development / Newbie & Debugging Questions / Re: how to do something at the end of a finger drag in libgdx/android? on: 2014-07-19 07:36:51
Are we just going to not mention OP's username?
14  Games Center / WIP games, tools & toy projects / Re: Vox2D JGL - Easy AWT Game Wrapper on: 2014-07-16 07:50:26

They make the Minecraft server mod Bukkit plugin "VoxelSniper" which has over half a million downloads. I would strongly recommend changing your name as it will cause confusion among a lot of people.
15  Java Game APIs & Engines / OpenGL Development / Re: VBO and Shaders on: 2014-07-09 08:50:05
@PandaMoniumHUN: He's given his shader code in the first post, and he's not using VAOs.

@OP: What is happening here, I believe, is that you've got a large cube with your other two cubes inside. When you're not culling the front face, the front face of the large cube sits between the camera and your other cubes, whereas the back side of the cube sits behind them. This means that when the front face is culled, you see the inside of the back face, and seeing the inside of the back face means the colours are the wrong way around.

Another diagnosis is that you're not calling
glEnable()
for your depth buffer, meaning that despite the large cube being closer to the camera, the cube drawn first gets drawn behind it, and the last drawn cube gets drawn at the front. Therefore when you move forward, the cube stands behind the camera and therefore draws both small cubes, despite you not being able to see the large cube.

I believe the reason this is happening is due to your mixing deprecated OpenGL with Modern OpenGL. It would seem that
glTranslatef
,
glRotatef
and
glScalef
(deprecated OpenGL) do not affect the model matrix of your cube being drawn through modern methods. This would explain why camera movement does not affect the large cube.

I think the solution to your problem is to entirely get rid of your deprecated code and stick with one version of OpenGL. This would probably entail learning about making your own matrices, although I don't know how that is done in JOGL. Almost everyone on this forum, barring gouessej, uses LWJGL and there are many more resources about for using it. If I were you, I'd make the switch before it becomes too much of a pain.
16  Java Game APIs & Engines / OpenGL Development / Re: VBO and Shaders on: 2014-07-09 05:02:26
This shouldn't fix it, but
glVertexAttribPointer
doesn't change every frame: you can call it at the beginning and leave it, you don't have to call it each frame.
17  Java Game APIs & Engines / OpenGL Development / Re: VBO and Shaders on: 2014-07-09 03:15:17
Well
glVertexAttribPointer
should have it's stride argument as the number of elements * Buffers.SIZEOF_FLOAT.
Therefore, you should have a line like
glVertexAttribPointer(vert_pos, 3, GL.GL_FLOAT, false, 16, 0L);
.

Also at nowhere in your presented code do you call
glBindAttribLocation
before calling
glGetAttribLocation
, meaning the get function will have nothing to get.

If you print out the value that is returned by
glGetAttribLocation
, the docs say it should be returning -1.


EDIT: The Lion King pointed out to me that you're creating your W value inside your shader, so it should be
glVertexAttribPointer(vert_pos, 3, GL.GL_FLOAT, false, 12, 0L);
instead.
.
18  Discussions / Miscellaneous Topics / Re: JGO IRC on: 2014-07-09 02:26:05
So Jeviny's friend created a plugin for the IRC channel that says in chat whenever there is a new post :p
19  Java Game APIs & Engines / OpenGL Development / Re: VBO and Shaders on: 2014-07-08 23:50:53
I feel like I say this a lot..  but
GL11.glGetError();
is invaluable when trying to debug OpenGL.
When you figure out which function returns an error, use the OpenGL API documentation to figure out why said error is being returned. In fact, even just reading up on the GL functions you're using will help you in your understanding and ability to debug immensely.
20  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-05 06:31:28
For the last three options, they are a state rather than parameters, meaning that it is more intuitive to use radio buttons rather than checkboxes.
21  Games Center / Featured Games / Re: Droid Assault now on Steam! on: 2014-06-29 22:07:53
I must say there is a lot of hilarity in this, as the price of the individual games it 1/3 of the package.
22  Games Center / Featured Games / Re: Droid Assault now on Steam! on: 2014-06-29 21:34:58
I also did a few days ago...
23  Game Development / Newbie & Debugging Questions / Re: Problem with the way I load levels on: 2014-06-28 10:06:20
At the moment, is there any difference in how you are using the different colour channels? Because you could, for example, just use the value from the blue channel to signify the layer height.
24  Game Development / Game Play & Game Design / Re: Looking for Free Level Designer on: 2014-06-22 08:40:53
You need to post something about the game itself here to entice people. Any gameplay? Any art?
We need something here, otherwise this topic will be glossed over like all those before it.
25  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2014-06-21 22:27:47
You'll likely run out of hard drive space before that too I'd imagine.

Actually, I don't save the chunks, so you're always generating them as you move around  Emo I know, one more thing on the todo list.

If you're not going to modifying the chunks at all, it may be best to not save them at all, instead just save the seed. Procedural generation has allowed a lot of gamedevs to do some really cool stuff in this way, for example The Elder Scrolls II: Daggerfall had one seed which generated the world which was twice the size of Great Britain and a population of 750,000 spread across 15,000 towns. People often confuse procedural generation with random generation, but you've got the chance here to use procedural generation to create yourself a world.
26  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2014-06-21 21:22:11
You will definitely want to check out this blog post by one of the guys who worked on Titan Quest.
It describes very nice looking texture blending, it is very cool.

OT: You're progressing very nicely ^.^
27  Game Development / Newbie & Debugging Questions / Re: The wonderful adventures of Level Design & I! on: 2014-06-19 19:55:15
Tiled is a popular map editor that exports to a readable file format. There are a few Tiled map parsers if you don't want to make your own, the one I've used in the past is the one in Slick2D. If you want, just look at the Slick2D source and rip out their class. If you're using LibGDX, I think that has its own Tiled parser.
28  Game Development / Newbie & Debugging Questions / Re: When would one be ready to create advanced game engines on: 2014-06-19 02:37:28
Let me clarify: You are still quite young. 12-13 by my reckoning. At this stage in your life, you're still at a point where the entirety of your school learning is done within the confines of your classroom. Within the next few years, school will become a lot harder, and you will learn the skills needed to learn by yourself, especially as you start to go to university. Right now, reading a book probably won't help you whatsoever, not because you aren't clever enough to understand or because you don't have a set of underlying talents, but simply experience.

What you can do at the moment, is start on simpler things. Once you get the hang of 2D, which should intertwine with the content you learn in your math class (such as trigonometry, Pythagoras theorem, enhanced algebra skills) you will have gotten the ball rolling as far as the skill of learning, and eventually that should give you an edge over your classmates, and a greater ability to program.

I know you may think you are at a point where learning about things is easy, but it is very typical of someone your inexperience/maturity/age to often seek guidance from others (I know, I was there a few years ago Tongue), instead of doing your own thorough (and often extremely painful) research, sorting through page after page after page of Google, stackoverflow, lwjgl.org, java-gaming, tutorials, wikis... If you really don't think you seek guidance from others that often, you have been on this forums for 2-3 months, and in that time you have made 208 posts, averaging at 5 posts a day, starting 27 topics with over half of them being in the "Newbie and Debugging" board alone.

Also keep in mind: I'm sure a lot of people will affirm in this thread and you cannot learn LWJGL right now (me included), but that does not mean you are stupid by any sense of the word.

As BurntPizza said in another thread, your best bet right now is learning about LibGDX. It will teach you several foundation skills, which once learnt will help you greater understand the general flow of how a computer game works. Try go for a small game, thinking big (making your own game engine kinda big) tends to lead in severe disappointment when you become aware how slow long-term development tends to go, and has borne many great ideas to be thrown aside as you decide you've become a better coder and need to start again or that you can better use your skills on another project, discarding your original one forever (we've all been there). That said, don't just make a endless stream of minigames, as all you will effectively learn is how to set up projects.

Come up with an idea, get a word document, define a scope and set goals/deadlines for your projects. Don't try to learn a hundred new libraries or skills with your first project, for example trying to learn modern LWJGL with kyronet with controller support with complex lighting shaders with etc... If you want, you can upload your design document to JGO and I will have a brief look over it and  give you my opinion of how you could improve, and hopefully some others will also look over it too.

If your struggling with ideas, don't spend half an hour with a pen and pad drawing random shit, just sit down and make a pong clone. Give yourself a few days for that, then if you still have no ideas, make a BrickBreaker clone. Then if you're still without ideas, make a mario clone. Even if you're not using your time making something that you would write home about, make sure you're using it to continually develop your skills.


I hope this post was more insightful than my previous ^.^
29  Game Development / Newbie & Debugging Questions / Re: When would one be ready to create advanced game engines on: 2014-06-19 02:07:03
@Title
For you, a loong time from now.
30  Discussions / Miscellaneous Topics / Re: Interesting Profile pictures on: 2014-06-18 06:23:22
@NegativeZero

Startled me there for a second.
@NegativeZero:

You're one clever bastard.

Over 90% of the text in your attempted post consisted of quotes.
Please either remove (nested) quotes or write something interesting.
(:
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rwatson462 (30 views)
2014-12-15 09:26:44

Mr.CodeIt (23 views)
2014-12-14 19:50:38

BurntPizza (50 views)
2014-12-09 22:41:13

BurntPizza (84 views)
2014-12-08 04:46:31

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2014-12-05 12:39:02

SHC (59 views)
2014-12-03 16:27:13

CopyableCougar4 (57 views)
2014-11-29 21:32:03

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2014-11-26 15:22:04

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2014-11-26 15:20:36

toopeicgaming1999 (32 views)
2014-11-26 15:20:08
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

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

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