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1  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-19 12:12:31
Cas has been on this forum for years, yet his username is still 'princec'. Nobody cared. Nobody cares. Nobody ever will care.

Don't go all out to change your name on the forum.
If you really care that much, just add a signature to your posts with what you'd prefer to be called. I do it all the time.

- Jev
2  Discussions / Miscellaneous Topics / Re: Change My JGO Name on: 2014-12-19 11:56:49
You should really PM Riven about this type of thing, not make a thread about it.

- Jev
3  Games Center / Showcase / Re: [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-19 11:19:37
Damn, I got no idea why it's performing that way. I'm running this on a 6 year old iMac with no trouble. Clueless
We'll be fixing most of the FPS bugs in the patch.

In the patch we are also going to be changing up some the controls a bit, so don't worry too much about that.

It comes out on Saturday.

- Jev
4  Discussions / Miscellaneous Topics / Re: Should i learn lwjgl instead of java2D on: 2014-12-18 17:22:36
[...]

I think you just nailed what the difference between a game engine and a game library is. Awesome post.

As for which I think you should start off with, let me just sum it up quickly.

LWJGL/JOGL: low-level and a pain in the ass to start using if you're a newbie.
LibGDX/Slick2D/Mercury: easy to pick up and are designed to simplify all of the OpenGL/LWJGL stuff for you, and as well give you extra utilities for different things like spritesheets, logging, etc.

Unless you really want to dive into the code and learn how everything works, stick to one of the other libraries.
Learning LWJGL is a complete waste of time if you aren't going to be doing anything super fancy with it IMO.

If you still haven't decided, take a little peek at all of them and decide which one you think is the easiest to use.
It's all a matter of personal preference in the end.

- Jev
5  Discussions / Miscellaneous Topics / Re: [JGO Suggestion] Default image widths on: 2014-12-18 09:54:37
No.

Use something that's actually good, like Imgur.
It's insanely reliable and everyone else uses it, plus it doesn't do any of that redirecting BS which sends you to a viewing page.

- Jev
6  Games Center / Showcase / Re: [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-18 09:51:45
Strange... very strange.

Your GPU looks even better than mine, and I still get 60+ FPS.

Are you on a laptop by any chance?

- Jev
7  Discussions / Miscellaneous Topics / Re: Best way to learn to touch-type on: 2014-12-18 00:45:50
Apparently someone on TypeRacer is already a wizard:
-xKµkKain-x (tsvukk)      214 wpm      2 minutes ago  Clueless

It's a bot.

- Jev
8  Discussions / Miscellaneous Topics / Re: [JGO Suggestion] Default image widths on: 2014-12-18 00:11:54
I'd prefer it only if
[img width=800]
is done when the image's width is greater than 800. Doing it whenever it's less than 800 is pointless.

- Jev
9  Discussions / Miscellaneous Topics / Re: Best way to learn to touch-type on: 2014-12-17 11:29:49
Hi there! I recommend using TypeRacer, it helped me get my WPM up from 80wpm to 120wpm (averaging at about 110-125 wpm). It's pretty nice. Smiley

The tests there are pretty good, but if you want something different there's also 10FastFingers, although I don't like it as much.

A lot of it just comes with practice. I've taken nearly 800 tests on that site and I still fumble up sometimes. These tests are good to take between work breaks, and I occasionally go through one hour sessions if I'm that bored

The keyboard you have also makes an impact on how you type. I'm a huge advocate of mechanical keyboards and have even
written a guide for them on this forum, but they won't magically improve your typing speed. They're comfortable to use and make a hell of a great hobby, but they aren't going to turn you into a pro instantly.

CTRL+C and CTRL+V (or CMD+C and CMD+V) are really easy to master. Always use your pinky for control and your index finger to 'scan' for which key you're going to press. After enough practice you won't have to look.

Getting a keyboard with blank keycaps also helps. The most popular of these is the Das keyboard, but you can also order custom keycaps if you don't feel like spending the money on an entirely new board.

- Jev
10  Discussions / Miscellaneous Topics / Re: What is with version 3? on: 2014-12-17 10:33:50
Stop. Learn to type. Come back.

- Jev
11  Discussions / Miscellaneous Topics / Re: What is with version 3? on: 2014-12-17 10:18:55
Valve seems to be taking a long time to start over then.

- Jev
12  Games Center / Showcase / Re: [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-17 00:33:04
By the way, Ground Control is now on GameJolt and Itch.io! Feel free to head over there and leave a review.

GameJolt Page
Itch.io Page

- Jev
13  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-16 21:09:38
Hi all.

Would just like to announce that one of our demo games, Ground Control, has just been released!

See the JGO post for more info.

- Jev
14  Games Center / Showcase / Re: [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-16 20:17:15
The source code will be released as soon as we can get around to prettying it up in time.
Probably once we get the first update patch out? That'll probably be around the end of this week.

- Jev
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-16 18:28:07
Finished up one of Mercury's demo games. Say hello to Ground Control!

<a href="http://www.youtube.com/v/DSFCZUmz-mc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/DSFCZUmz-mc?version=3&amp;hl=en_US&amp;start=</a>




JGO post is here.

- Jev
16  Games Center / Showcase / [Mercury] Ground Control - A shoot-em-up by Radirius | OUT NOW on: 2014-12-16 04:54:22

Concept & About

Ground Control is a small game meant to showcase Mercury's current state in development. The particle system is the main showcase here, with the beautiful clouds and explosions. The game itself is simply a shoot-em-up about shooting down attack balloons during World War IV, in which technology has digressed after the nuclear catastrophe that ended World War III.

Links

>>> Official Site <<<
Itch.IO Page
GameJolt Page
Downloadable JAR
Mercury Game Library

Videos and Screenshots


<a href="http://www.youtube.com/v/DSFCZUmz-mc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/DSFCZUmz-mc?version=3&amp;hl=en_US&amp;start=</a>




We hope you enjoy our first actual game! More of them are coming soon.
If you have any questions just ask! If you run into any serious issues contact us through our Twitter.

We do plan on making a few patches throughout the next couple weeks, mainly fixing small bugs and enhancing the controls.

Requires Java 1.7 or higher.
Have fun with this!

- Radirius
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-15 15:43:05
Revamped the title screen in our latest game. (Click for full-sized image)



I also finished up some music for it too.
Will give more info soon. Smiley

EDIT: It's done!

- Jev
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-14 07:54:10
That is absolutely adorable. Smiley
It'll never beat Santa Descartes though.

Today I polished up one of the three game's we're going to be pushing out in the next few weeks.
It'll probably be on JGO tomorrow or the day after.

- Jev
19  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-12 21:19:27
-snip-

It's funny that you say that, saucy.
We recently gave the framework a huge makeover; it's pretty awesome.

The Runner is gone. Most/All of the Runner's functions have now been moved to other classes. Core also no longer handles the LWJGL display stuff, we've now created a Window class for that.

The way Core classes are made has also been changed, hopefully the following code will be self-explanatory.

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public class Example extends Core {
    public Example(CoreSetup coreSetup) {
        super(coreSetup);
    }

    @Override
    public void init() {}
    @Override
    public void update() {}
    @Override
    public void render(Graphics g) {}
    @Override
    public void cleanup() {}

    public static void main(String[] args) {
        CoreSetup coreSetup = new CoreSetup("Window Title");
        coreSetup.width = 1280;
        coreSetup.height = 720;        

        new Example(coreSetup).start();
    }
}


Basically you just tell the CoreSetup what flags should be set. It's a pretty simple change, but makes things much more flexible and intuitive.

We've also converted the game loop to a fixed timestep.

Have fun with this,
- Jev
20  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-09 00:15:43
Done!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25076

- Jev
21  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-08 18:15:28
Click to Play


Only a few hours away from finishing this up.

- Jev
22  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-08 16:06:14
More levelz.

23  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-07 17:22:10


I may end up just doing the jam if I can't get all the levels complete in time.

- Jev
24  Games Center / Contests / Re: Ludum Dare 31: "Entire Game on One Screen" on: 2014-12-06 08:47:45
Here's an image from a few hours ago, the game is a bit different now:

Click to Play


Just got done implementing guns, about to take a dorito break to celebrate.

Making a game without scrolling is not creative or interesting. It's just some stupid restriction.

Tetris didn't have scrolling. It still sold incredibly well and had (still has to some extent) a wide fanbase. Whether or not it was creative or interesting is up for debate, but the point still stands.

- Jev
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-05 18:45:44
-snip-

Hnnnnng.

- Jev
26  Discussions / Miscellaneous Topics / Re: JGO IRC on: 2014-12-04 09:08:07
I second this.

I'm glad this IRC channel actually became a thing. If it weren't for me staying on there 24/7 I probably wouldn't even continue to be on JGO.

- Jev
27  Games Center / Contests / Re: Ludum Dare 31 on: 2014-12-04 04:52:52



It's winking at me I swear.

Snowmen aside, I'm in. Gonna probably use Mercury this time.

- Jev
28  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-04 01:50:10
How about no. We're fine with it and the majority of the people we've asked on the forum are also fine with it. Smiley

We may update the logo in the future, but it's a pain to go through every single document just to make another replacement that people will probably hate. It's a waste of time and effort in my opinion.

You can't please everyone. Emo

- Jev
29  Games Center / WIP games, tools & toy projects / Re: Spade (was Paint.JAVA) on: 2014-12-03 17:50:32
Never thought about that. SEO was never something I was concerned about. I'll see how it goes over the next few weeks or so.
Honestly, if the biggest problem is people having a hard time searching for it, it will mean I've succeeded at my task of making a good editor.

You're going to be fine.

As your project is starting out it'll be a bit tough to get up there on search engines, but as long as your homepage is optimized for the task and you always refer to it as the "Spade Image Editor" in your titles you should be okay.

As long as "Spade Image Editor" or "Spade Editor" shows your homepage when searched you shouldn't have any problems. People worry way too much about having SEO-friendly names.

- Jev
30  Game Development / Newbie & Debugging Questions / Re: Why does a triangle have 6 vertices? on: 2014-11-23 04:00:35
Following what Slyth said, visualize it like this:

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vertices.put(new float[] {
    (+0.0f, +0.8f), <- 1st with X/Y coords
    (+0.8f, -0.8f), <- 2nd with X/Y coords
    (-0.8f, -0.8f) <- 3rd with X/Y coords
});

You have 3 vertices, so each individual vertex will have its own X and Y coordinates. That's why you're passing in 6 values.

- Jev
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