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1  Game Development / Networking & Multiplayer / Re: Kryonet + Libgdx, keeping a list of players on server + client on: 2016-07-29 11:48:35
As for the limit of players, Kryonet won't be the bottleneck factor. The limit is caused by a combination of factors, such as the hardware specifications and requirements, amount of data that needs to be transferred, connection speed and of course netcode quality. If your netcode is written poorly, then it's asking for trouble and you won't have a very high limit. Besides, a limit can be a bit subjective. I'm sure there won't be a 1000 players at the same area at any given instance. The players will be scattered around the map, doing their own thing. Someone at the very east of the map won't affect anyone at the far west of the map, and vice versa.

If you seperate different areas and instance them on different pieces of hardware, the performance will increase. Only the parts that need to communicate with eachother do so. It's very important to only send information that someone needs, the rest will be a waste of bandwidth and processing power.

The id problem shouldn't be very hard to solve. Instead of the ids being the index of the actors, keep a list of ids and create actors accordingly. That way makes sure that when you remove a player/id, the whole thing doesn't mix up and collapse. Like you said, assign the connection id to the connected player and keep it in a list.

LostWarrior
2  Game Development / Newbie & Debugging Questions / Re: How to move one tile (Grid movement, like pokemon and zelda) on: 2016-06-20 19:03:42
What I do is I keep the direction the player is moving towards stored in a variable. Then to get the smooth movement I interpolate between the position the player was standing and the position the player should move to. That way you get a nice movement, dependent on the delta and a specific speed. The player won't accidently move over the tile and get stuck a few pixels off, since the final position per tile is already decided. Once the alpha, or percentage of the step is at 1.0, you check if any direction keys are pressed and you do the whole thing all over again. This is a very simple but efficient and smooth way of achieving what you want.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-05 14:22:32
If I could create such a tree, I'd be very happy. My graphical skills suck so if I could make anything of the kind... Man...
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-10 21:30:33
Started a new game. It is a mix of my two favorite games: chess and soccer. It works really good and now I try to create a nice ai.



This looks quite interesting Apo. Could you elaborate a bit more on how you play the game?
5  Games Center / Showcase / Re: Wurm Unlimited on: 2015-10-21 17:40:34
Wurm Unlimited can be modded (and - unlike Minecraft - it is non-obfuscated, so can be easily decompiled to code very similar to original), so I am excited to see what mods will be created for this game (especially knowing fact that a lot of current Wurm Online players are programmers and there was big interest in mods/tools even before the release).

If you want it to be easy to mod your game, why don't you provide the source code or at least partially? That way people don't even have to bother decompiling your game at all.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-27 13:50:42
Implemented username/password validations on my NodeJS web app. Security already feels a lot more tight than before.
7  Game Development / Newbie & Debugging Questions / Re: LibGDX Saving Chunks To Files? on: 2015-09-23 19:21:34
Also, if you are using an algorithm for generating a world that can be reproduced exactly with something like a seed, then you shouldn't save all of your world data. Save the seed and save changes made to the world. Everything you can derive from the seed isn't worth saving. Unless of course your algorithm is so expensive that it's more value to save everything to disk. Then it is a matter of memory vs runtime speed, but I doubt this will be the case.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-07 16:29:10
I put up another one of my little test projects, GifShare. The name tells all. http://gifshare.us

I don't know if I am the first one to notice this but your site has turned into a pornagraphy site

NSFW alert

.... Good night. I don't know who did that, but it's gone now.

EDIT: Maybe I should put some sort of "No porn" warning on the site.

A simple terms of use page would do the job Smiley

How curious that some people just want to see the world burn... or naked people... Wink
9  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.
10  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?
11  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.
12  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!
13  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.
14  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.
15  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.
16  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).
17  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
18  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!
19  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.
20  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?
21  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.
22  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...
23  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 18:39:29
Yeah I figured they were copies when going to the next chapters.
24  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?
25  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.
26  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!
27  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.
28  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < 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.
29  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?
30  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.
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