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1  Game Development / Networking & Multiplayer / Re: Kryonet UDP on: 2015-03-27 19:00:43
If you're only using the writing functions for UDP, then you're just fine.
2  Game Development / Networking & Multiplayer / Re: Kryonet UDP on: 2015-03-27 18:49:54
I suppose you would. But I can't see how that would be a problem. I think it needs the TCP port for the establishment of the connection. Once established, it's probably fine to just use UDP. Are there any specific reasons why you don't want to have that port used?
3  Game Development / Networking & Multiplayer / Re: Kryonet UDP on: 2015-03-27 18:40:02
What's the problem with just using the UDP writing methods? That way you aren't using TCP.
4  Games Center / WIP games, tools & toy projects / Re: Flight, Mobility Emphasis Platformer WIP on: 2015-02-28 12:27:43
Eventhough the video doesn't show much, I still watched the whole thing because of the background music Smiley
Anyway, I think you can make something out of this if you put some serious effort into it.

Keep up the good work!
5  Java Game APIs & Engines / OpenGL Development / Re: Making 2D RPG game on: 2014-11-01 17:31:26
I wouldn't create a paddle of a sprite. I'd say you create a Paddle class, or something similar, and let it contain a Sprite which is then drawn.
6  Java Game APIs & Engines / OpenGL Development / Re: Making 2D RPG game on: 2014-11-01 12:35:35
Have you tried to make some other games before, like Pacman, Pong, Tetris perhaps? Throwing yourself into the sharks by starting of with an RPG doesn't seem like a very good plan. Start small and build it up. Try to seperate difficult problems into smaller ones and try to solve those first. Also, don't start thinking on naming the thing, before you actually have it. It's great if you come up with one along the way, but don't let it interfere with your development.

About someone joining you; I think you should first try to get something working, while posting your problems here, before you try to find someone to help you work on the game. And if you really want to have someone helping you, then I think you're better off sending someone a PM with a request.
7  Game Development / Newbie & Debugging Questions / Re: Is using glScalef(...) frowned upon for 2D? on: 2014-10-23 18:19:35
The only reason it could be frowned upon is because it's for immediate mode (but I believe it can be used for other rendering modes too, this needs confirmation) which is deprecated. But if immediate mode works for you, then by all means use it.
8  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Render portion of a Texture/Sprite on: 2014-10-22 12:32:04
Seiya02: I will look into that. Although I dont understand much from LWJGL. Where do I set which texture to render?

You have to bind the right texture to OpenGL with glBindTexture(int textureID).
9  Games Center / Showcase / Re: Hovercraft on: 2014-10-16 19:32:29
Mmmm a bit of a tease, huh? Curious to see what you will bring us next Smiley
10  Games Center / Showcase / Re: Hovercraft on: 2014-10-16 19:15:31
The new UI options are great. And I wouldn't mind too if you added some ads here and there.
I still find it quite a fun game even though I still can't manage to solve that level.

Keep up the good stuff!
11  Games Center / Showcase / Re: Bubblution on: 2014-10-14 19:44:19
Looks quite funny. I will try it tomorrow when I have a bit more time.
12  Game Development / Newbie & Debugging Questions / Re: Rendering 1000s of quads to a VBO on: 2014-10-10 21:05:27
Why don't you just use batching with VAO's instead?
13  Games Center / Showcase / Re: Hovercraft on: 2014-10-10 13:49:11
I've tried the game with the new settings and they make it a lot nicer. Not only the bigger buttons are very nice, but the control difficulty slider is a nice addon as well. I still can't manage level 7 of chapter 4 though, but I think that's just my lack of skill.
14  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-10-09 14:38:30
Without your 'friend' noticing, replace the vodka with another clear colourless liquid and you're good to go! (so long as the replacement isn't Petrol....)

...or pure Ethanol...
15  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 18:39:29
Yeah I figured they were copies when going to the next chapters.
16  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 18:17:29
One think I didn't quite get was the hovercraft you get with the red hull. Is it heavier than the first one or something?
17  Discussions / General Discussions / Re: Learned more than intended.. on: 2014-10-08 17:43:26
I disagree with the "Learned more than intended" thing. In my opinion you can never learn enough. You won't stop learning new things until you're dead. I'm sure people think that they learned something useless, or that they wasted time learning something, but  learning more than absolutely neccesary doesn't hurt anybody. It's like with science, the more answers you get, the more questions you'll have after that. So when you learn more about certain topics, you gain a much wider perspective on things. I can see that with myself a lot. When I learn stuff about a topic in programming, I always get a new perspective on things, even on things I've learned way in the past. So you can't really learn more than intended, because that knowlegde may lead you to something you actually did want to know.
18  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 15:45:43
I've been playing this game on my phone for little over a week now, and I can tell you that I've had a ton of fun. I think today only I already played over an hour. It's a really good game for when you have a small moment. The graphics aren't what you would call fancy, but I like them nontheless. It's a bloody hard game though. And the level difficulty differs every time. Some of them are rock hard but I also finish some of them in one go. That's maybe something you can think about but other than that, good work!
19  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-25 13:42:59
When I was like 11 years old, my brother wanted to give me a Minecraft Alpha account for my birthday. And because I was only playing games on a handheld at the time, I didn't really have a game name. And at that time a was a real fan of the Ranger's Apprentice series, so I was a bit inspired by that and thought of the main character as a kind of "lost warrior", who hides in the shadows and creeps the shit out of people. So that's how I came up with LostWarrior. Have been using it ever since, and I'm keeping it until I find another one, maybe.
20  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > KICKSTARTER, GREENLIGHT AND NEW BUILD LAUNCHED < on: 2014-09-24 20:21:33
I don't agree. If it's a good game, then you should vote yes. Maybe you don't want to buy it. Fine. But don't prevent others from having the choice to buy it or not.
21  Game Development / Game Play & Game Design / Re: How do I make a moddable game in Java? on: 2014-09-20 08:43:28
I'd create a game first. Because if you haven't even put content in, why would a community do it? If they are making mods and content for your entire game, they might as well just create a game themselves, aye?
22  Discussions / General Discussions / Re: Can a Single Developer Create a Big Game? on: 2014-09-07 11:28:35
If that single developer has the right skillset, a good amount of resources and a good motivation to complete his project, then certainly. But in my experience, this almost never the case. But that shouldn't be the reason why you stop making games. If you find it fun to make games, then just make them. With every project I start I have this big "I'm not an artist so I can't make graphics" wall in front of me. And how do I get past it, you might ask. Well, I just step back and write as much logic code as possible, and worry about showing things on screen later. I don't like to put things on screen, I like writing logic. So that's what I do, I write the logic first. That way I'm not doing things I don't like to do, so I don't ruin my motivation. This is just my way of dealing with this problem, but it may be worth knowing.
23  Game Development / Newbie & Debugging Questions / Re: [solved] Java2D Projectile System (Movement logic) on: 2014-09-06 09:30:26
Although it's already solved, I'd like to share my 2 cents.

I'd use two vectors, one for the mouse position (in world space if you have a camera) and one for the starting position. Then you subtract the starting position from the mouse position vector, normalize it, and then maybe multiply it with the amount of speed per tick. Then you can add the vector to the current position each tick, and there you go, the bullet will move in the right direction.

Reading about vectors and some other math may help you with this kind of stuff.
24  Game Development / Newbie & Debugging Questions / Re: Noob Questions From Nickropheliac: Ive been practicing for 2 weeks and... on: 2014-08-31 23:22:46
I've been learning and using Java for a couple of years now, and even I consider myself a noob. But that doesn't stop me from writing code and producing things I like to make. So I think that you should focus on expanding your skills instead of wondering if you're a noob or not.
25  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-08-31 11:16:10
I'm actually in the process of learning about Unity due to C#. Not a huge fan of it if I'm honest as I love coding as much as I can and I feel that it takes something away. It is still a great tool if you want to create something fast Cheesy

Yeah, I know what you mean. You want to have control over all the lines of code you write, and Unity doesn't provide you with that as much as for example Java does. But like you said, it gives a nice platform for quick development, and it shows what you've accomplished with the nice scene graph. Because I think it can be hard to see what you've accomplished if you just look at the code you've written.

And after I quit Unity and decided to go back to Java development, I decided that I won't try to make a 3D game in Java, since Unity gives you a lot of tools. But I'll stick to Java for 2D games.
26  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-08-31 11:07:06
PHP, HTML, JavaScript, C#.

Why? I used C# for Unity, and PHP, HTML and JavaScript are neccessary for web dev, and I think every programmer should at least know the basics.
27  Discussions / General Discussions / Re: Icebucket challenge ??? on: 2014-08-29 15:42:24
But what is the point you're trying to make? Are you just implying that we support the wrong charity (and by we I mean people who did the challenge, since I haven't done it.). I agree with you that the money could be spent on something "more important" like cancer or heart attack treatment. But every charity is good, so people who donate are already doing something good. I'd rather see money spent on soccer players go to charity instead. They get millions of bucks and it's not like they need it. Last year they calculated how most it would cost to build a new soccer stadium (in the Netherlands, my country), and someone posted on Facebook how much a new hospital dedicated to cancer would cost. It was way lower but for some reason people don't see what's really important in life.
28  Game Development / Newbie & Debugging Questions / Re: Returning a new tile based on tile in an array. on: 2014-08-07 18:56:21
I guess you could clone the object with clone();
29  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-06 01:38:05
When is the demo coming out? You said there would be one once the multiplayer is implemented. I guess you don't have that many features in yet, so that's maybe why.
30  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-05 22:16:23
Are you sure you don't create a chunk on behalf of the client itself, and then another one when the server tries to send world?
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