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1  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-11 00:34:43
It might be worth noting that a few months ago we moved away from the JGO IRC and now instead have a mildly active Discord server with ~40 people. If anyone wants to join, here's a link:
2  Games Center / Contests / Gamemaker's Toolkit Game Jam on: 2017-07-03 09:23:48
So this youtube channel that runs the "Game Maker's Toolkit" series (which is a fantastic series on various facets of game design) is running a 48hour game jam on July 14th.
Video about it here:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-02 12:33:23
Once again looking at improving my old "CIRCLE7" project, I wanted it to feel more "organic" so I added some elasticity to it:

A short 'making of' for those interested:

I implemented a basic "spring" system. As seen here, red dots are a "fixed point" (one of which is fixed to the cursor), white dots are a "free point" and a green line is a "spring".

Click to Play

I then connected them in the following arrangement:

Which resulted in

I then implemented a "magnetic" force (i.e. as the fixed point is closer to adjacent it has a greater effect upon the free point):

Then I just used the points on the perimeter as a polygon Smiley
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-23 00:48:30
So a few of us from the IRC decided to enter [thecurrentyear] by making a Discord channel. We'll continue to use the IRC alongside it for the time being because programmers are stubborn some people like it, and if Discord goes tits-up we can just move back Smiley
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-08 07:41:20
65 μs? I can beat that!

   private static long maxPrimeFactor(long num) { 
      return ((num == 600851475143L) ? 6857 : 0);

returns 6857 in 1.5 μs (0.0015ms)
6  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-03-02 20:28:27
I totally disagree with your notion of reviews harming niche games. When a user hits your Steam page, you've only got a few seconds to convince them to stay. When you're an indie who can't afford to have fancy graphics or an awesome trailer, the only thing you can to hook a user is have a nice ~80/90% sitting on your page. I think a lot of devs don't understand that you need a strong feedback and iteration loop to achieve this. Rayvolution's Rise to Ruins is an example of a great feedback and iteration loop. Whenever he gets harsh feedback, he improves ASAP and pressures reviewers to flip.

I'm interested in some specific examples of games you think have been unjustifiably hurt by the review system.
7  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-14 12:42:34
@princec: isn't getting rid of broken systems instead of fixing them how we got Steam Direct in the first place?
8  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-14 10:52:33
Could you elaborate on the reasons you're against the review systems as they stand? As a consumer, I've found the review system very good.
Also, would bidding for the frontpage not simply drown out all the indie games in favor of the AAA games that can afford the spot there?
9  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-14 03:58:53
Out of curiousity, princec, or anyone else, what would you do to replace/fix Greenlight?

Personally, I think adjusting the voting system Greenlight has to weight votes based on A) total $$ spent by the voter on Steam and B) how many, of the games they have voted Yes on, did they actually purchase once on Steam?
Suddenly all the dodgy "1 vote for 1 USD" companies need to invest lots of money into votes to the point it would no longer to be profitable to offer such services.

Furthermore, I'd add at least some incentive for people to actually explore the titles on Greenlight (say, you can get a trading card each day if you review 10 titles on Greenlight), as currently the only incentives to go to Greenlight are to vote on a project you want Greenlit, it isn't connecting users with content that they wouldn't otherwise discover.
10  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-12 00:39:35
What would even $500 actually discourage?

I don't think its intended to discourage. While Valve have significantly reduced the liability they have when hosting a game on their storefront, its still a liability. Hosting a game on their storefront is an investment for Valve, and that $500 is to protect their investment, in the case the game can't meet the expected revenue goals. Thus, why they give it back if you do.

EDIT: Its worth noting that I think the reasons people want Valve to move away from Greenlight and the reasons Valve are actually moving away from Greenlight are quite different. People are wanting to reduce poor content coming in while ensuring smaller devs with meaningful content can still promote their content.

Valve wants to make more money but continuing to develop their ecosystem to be friendly to everyone.
11  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-12 00:22:29
My understanding of what Valve wanted to accomplish with Greenlight is to democratize the content available on Steam, because for them to decide what can and can't be on Steam would suppress their ability to fully utilize unpredictable market trends, and thus miss out on potential revenue. To have games that are of low quality on their platform would be a liability to them as it may obscure other titles. However, since the launch of Greenlight, Valve has worked on various systems to connect users to content, such as various store front renovations, the discovery queue, refunds and the user reviews system. They think that they are now ready to move the democratization of Steam from being simply being gatekeeping to a complete free market. Having poor content on their storefront simply won't matter anymore because if it is poorly reviewed, then their various systems won't attempt to connect it to users, and their systems will understand, for example, that CS:GO players aren't likely to purchase Visual Novels. In theory, this is great. The poor quality content won't matter about being on Steam because it simply won't see sales, and will subsequently encourage devs to release quality content by market pressures, rather than arbitrary regulations.

However, given the backlash to Steam Direct, I think it's pretty apparent that most Steam users aren't as confident in the systems that Valve are providing as Valve seems to be. Valve's statistics give them the right to be confident, with each user purchasing twice as many games on average than prior to the discovery updates. However, my anecdotal experience is that I've not purchased a single product with Steam Discovery, which, as a user with 350 games, puts me in the top 1% of games purchasers on Steam.

Its also worth noting that various communities and news sites have adopted Valve's fee to be US$5,000 or at least of that magnitude. Personally, given Valve's vision of wanting to democratize content, I think that a fee that high would be incredibly unlikely. I don't foresee the fee being greater than US$500.
12  Discussions / General Discussions / Steam Greenlight to be replaced with Steam Direct on: 2017-02-11 22:26:42
So Valve has announced that Steam Greenlight (currently the solution to allow indie developers to launch their titles on Steam via community voting) is to be replaced by Steam Direct, one simple up-front fee per game to address the issues presented by Greenlight. The fee will be recoverable after a "modest" revenue goal is met. Valve is currently consulting with various 3rd party studios to decide on the fee, and have had suggestions ranging from $100 to $5,000, however are waiting on more feedback and consideration before settling on a number. Steam direct is currently set to release Spring 2017.

Valve's full blog post.
13  Games Center / Contests / Re: Urgent announcement about on: 2017-02-04 09:20:07
How is this hacking? Somebody abandoned a domain, they bought it - at most this is copyright infringement, I think.

I'm assuming he's referring this, now plastered on the frontpage

14  Discussions / Miscellaneous Topics / Re: What's in your gamedev software rig ? on: 2017-01-25 08:29:32
3 24" 1080p screens
RX 280X
HTC Vive

Visual Studio
MS Paint

@prinec @matt_p : I'm interested to hear how Affinity Designer compares to other design tools
15  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2016-12-16 11:06:27
Stop making us look bad!

[Begrudgingly gives medal]
16  Discussions / Miscellaneous Topics / Re: Looking for feedback on art and level design on: 2016-12-12 22:16:58
Here is a couple of amazing videos on directing the player through level design:
While they may not be applicable to your specific problem, hopefully the concepts will help you be able to think more critically about level design, subsequently helping you overcome both this problem and ones in the future.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-08 23:40:01
For those unaware, there is a Ludum Dare tomorrow.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-07 00:20:46
Sorry for double post, but Khronos announced today that it's creating a standard API to work across all VR devices, already has all the major HMD manufacturers onboard.

This is great news because in the past you had to more or less use an API per HMD.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-06 21:03:14
Been working on AI for my game, came across this paper on the bots in Quake 3 today:

If anyone is interested in that sort of thing, you can check it out.

I glanced at the doc and didn't expect it to be so full of content! I'm definitely saving this for later. It may come in handy for WSWs AI. And AI is always one of my favorite programming topics. Thanks for sharing!

Related content:
Quake 3 source -
Unreal Tornament bot source - (you need to sign up on Epic Games' website, and it'll automagically add you to their private repo)


There was a link to another paper in yesterday's link, but it was dead. However, I googled around and found it elsewhere, so here's "It Knows What You’re Going To Do: Adding Anticipation to a Quakebot".
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-06 07:21:59
Been working on AI for my game, came across this paper on the bots in Quake 3 today:

If anyone is interested in that sort of thing, you can check it out.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-26 09:40:00

Completed my first map for my VR FPS Smiley
22  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-25 08:38:05
Tried Tilt Brush (Google's 3D sketchpad for VR) for the first time today, so I decided to make a portal like the ones seen in Marvel's Doctor Strange

23  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-20 08:50:55
So does this thread also count for animating? Or should I keep posting my animation stuff in the other thread? Here goes nothing anyway.

Here's a cool pose from an animation I'm currently working on:

It's interesting because our robots are really big, bulky, and heavy. This is one of the few instances where they athletically move more akin to what you see in We Shall Wake.

You've inspired me to start actually working on my own player model's armour.

24  Games Center / Contests / Re: Github's Month-Long Game Jam: GameOff on: 2016-11-20 03:44:21
Any of you guys still doing this? Am interested to see progress.
25  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-15 08:16:33
More in my VR saga

Click to Play

For proper resoltuion:


I made something similar at work (excluding the shooting, unfortunately). How did you implement the snapping? I feel the solution I came up with is more complicated than necessary, and I'm interested to know how you worked it out.

The snapping happens if a blue connector joint touches a yellow connector joint. When this happens, it fixes the position and rotation of what is in the hand to be what it should be for the gun.

Btw, are you using NewtonVR?

Nope, what is that?
26  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-14 21:25:48
Been working on my VR game in Unity please don't kill me and I'm starting to get the mechanics down Smiley

Click to Play

For proper resoltuion:

EDIT: woo 300 medals Smiley

Thanks, @CommanderKeith.

Here is a small update

Click to Play

For proper resoltuion:
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-14 05:16:32
@NegativeZero You were talking earlier in IRC about vr going batshit, there was a giant earthquake in New Zealand.

The giant quake was last night, but I am wondering if it was an aftershock.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-07 08:26:11
It's here Smiley

sorry for blurry pic.

BRB making VR games.
29  Game Development / Game Play & Game Design / Re: What's the design approach to rogue-likes? on: 2016-10-08 10:47:33
Mark Brown made an excellent video about how Spelunky's levels were made

Awesome video. In fact, awesome channel, thanks for sharing!

Off topic, but two of my favorites of his are

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-05 11:54:58
Should I keep it??  Grin
No - trow it away )
Even Diablo 3 don't have rotate )
Its looks cool, but hard to use by players + create Motion sickness
(in top down - isometric style game)

but its ok for cinematics =)
+you can try keep it for gameplay  - like nice looking fresh idea)

While Icecore's comment could perhaps come off in a less than constructive manner, it is very much worth noting that just because you have found an awesome effect (and you, for sure, have) that you shouldn't just toss it in the game. Something that has that much "pop" and/or "wow factor" is best used rarely, in certain moments that will elevate the player's experience with your game. If you give the player control of it, it will "normalise" the effect to the point that the player no longer finds it satisfying, whereas if you tie it with some form of already satisfying mechanic, it will enrich both the effect and the mechanic.

Good Luck Smiley
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Java Gaming Resources
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List of Learning Resources
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SF/X Libraries
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SF/X Libraries
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