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Game Development / Networking & Multiplayer / Re: Images over java?
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on: 2013-02-19 22:50:22
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I know what forms data can take.  I was just giving an idea of what he could do; which is send the image's pixels in the form of an integer and interpret them on the client as an integer. Anyways, I don't think sending images from the client to the server is a great idea unless they're being cached/saved somewhere where they can be re-loaded, and if you plan on having those same images change then somehow a way to check if they're the same version as the servers. (Like a CRC check or something.) Since this is in the context of gaming, I'll agree with you. I can think of multiple instances where I'd like to send image information over a network with java though. 
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2
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Game Development / Networking & Multiplayer / Re: Images over java?
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on: 2013-02-19 22:29:47
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I don't think you understand. Data never take any form, other than bytes. You decide how to interpret these bytes though.
You can send the bytes of an image over the network, and interpret those bytes as an image when you recieve them. Example: I can send 32 bits over the network, in a packet. When I receive them, I can interpret them as an integer, representing one huge number. However, I can also interpret them as a coordinate set composed of two shorts (16 bit each). Yet again, I can interpret them as four letters (4 bits per letter). Then again, I can interpret them as three letters, and a number between -127 and 127. It's the same data I'm sending though.
This is what protocols are for. You have to decide how you interpret the data you're sending over the network. It's the same reason you can open any file-type with any software in Windows. It's all the same data, but different software make different expectations to it, and interpret it a specific way.
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4
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Discussions / Miscellaneous Topics / Re: java-gaming.org blocked in Google?
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on: 2013-02-19 17:07:31
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I checked it, and it seems the google crawler has changed. It used to hit the server at roughly 0.1Hz - 1Hz, but according to my logs, it sometimes peaked at 10Hz for over a minute, which my flood-control code (rightfully) deemed a Denial of Service attack. After 10 of these 'attacks', the IP was banned it for 3 days.
Ah. Well, there we go. Why would Google crawl enough to be recognized as a DDoS?
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5
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Games Center / WIP games, tools & toy projects / Re: Oldschool Snake
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on: 2013-02-17 23:05:20
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 I downloaded snake.jar but it wouldn't load up for me. What system are you on? I'm on a MAC! (dun dun dun) I can't do anything about that, with no stack-dumps or anything. Sorry. I have updated the OP to contain only a link to the android version. Cheers.
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7
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Discussions / Miscellaneous Topics / Re: Legend of Zelda: Look into item dropping algorithms
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on: 2013-02-17 22:46:43
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NES games had to be packed super small, so having a feature-rich game was hard, because of the limits. Not only is it probably obfuscated and compressed to hell, but it was probably written in a way to not make it any bigger that it had to be. Kind of like how intense J4K games are sometimes written in an odd non-obvious way.  The first zelda game only takes up 129 kb, on my end.
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8
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Games Center / Showcase / Re: Fleet Game
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on: 2013-02-17 22:40:01
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[...] the style of old ray traced games. Wait wait wait! I don't think thaat's what ray-tracing means. I've heard it referenced as Vector Graphics. I'd go with vector graphics, sure. I'm fairly sure ray tracing is quite different, though.
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9
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Games Center / Showcase / Re: Fleet Game
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on: 2013-02-17 21:51:04
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[...] the style of old ray traced games. Wait wait wait! I don't think thaat's what ray-tracing means. Nice game though. 
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10
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Games Center / WIP games, tools & toy projects / Re: Operation Santa
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on: 2013-02-13 11:40:37
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Very cute. I didn't make it through the entire game though - just enough to try it. It seems to run much slower underground for some reason. This could be Java2D's fault. You had some problems with laying out the correct tiles, based on neighbors? I assume you fixed that. Else, I'd have asked if you're familiar with bitwise tilemapping.  Nice, well polished game. Could do with some sounds, and it wouldn't be too much work. Bfxr is your friend. 
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14
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Game Development / Game Mechanics / Re: Easy lightning (and chunk system)
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on: 2013-02-12 21:50:03
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Could your give me some more information about the .5f?
Thanks! -RoseSlayer
It's a floating point. You can (in most API's) specify a color using three or four floating point values, representing the red, green, blue and sometimes alpha component of a color. They range between 0 and 1. 1 means full blown power of that color, and 0 means no color. For instance, gives a nice blue color. gives a margenta color. The last floating point (the alpha one), specifies how transparent the color is - also ranging between 0 and 1. 1 for no transparency, and 0 for full transparency. gives a nice see-through blue color. This is just a way to specify color though. If you tint your images like I described above, it'll tint everything you draw thereafter with the color you specified. The same call again, with parameters will reset this, and you can continue drawing your sprites without having to worry about tinting.
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16
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Game Development / Newbie & Debugging Questions / Re: [libgdx]Editable tiled map
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on: 2013-02-12 21:38:13
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Have mine! 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
| public class TileMap { private int width, height; private Tile[][] map; public TileMap(int width, int height) { this.width = width; this.height = height; initializeTiles(width, height); } private void initializeTiles(int width, int height) { map = new Tile[width][height]; for(int i = 0; i < width; i++) { for(int k = 0; k < height; k++) { map[i][k] = new Tile(); } } } public void setTile(Tile tile, int x, int y) { map[x][y] = tile; } public Tile getTile(int x, int y) { if (x < 0 || x >= width || y < 0 || y >= height) { return null; } return map[x][y]; } public int getWidth() { return width; } public int getHeight() { return height; } } |
The Tile class can be anything you'd want, and it's easy to get the Tile for altering, or you can make an entirely new Tile, in any cell. I've always designed in a way where the Tile itself doesn't know it's position, but that's personal preference and a design choice. You can render this fella easily, by simply looping through each cell.
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17
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Game Development / Game Mechanics / Re: Camera zooming on specific point
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on: 2013-02-12 21:31:28
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That is what I was doing, and I'm confident I can make it work now. I think my only problem was that I did not update the camera after zooming it. Obviously, project/unproject isn't going to work, if it's not updated.
Thanks again.
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19
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Discussions / General Discussions / Re: History of JGO?
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on: 2013-02-12 17:55:12
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I know that the site didn't start out as this forum. It was supposed to be something else (a games portal, or something). I vaguely remember seeing the design of the old webpage some time ago. I think it was because Riven found it on the server, somewhere. It was hilariously ugly. I remember seeing ChrisM's posts on here, but it must be years ago when I was just new to the forum. I haven't seen his posts in ages though. The forum got a lot better in the time I've been around. I can't remember exactly how it was, but dang.. We have so many amazing features now. The wiki, showcase, my files, projects, thanks Riven.  I do remember that each board used to have it's own moderators. Markus Persson was a moderator in the "Performance Tuning" category, as well as "Networking and Multiplayer". Kevin Glass was a moderator in "Physics". Ah. They had the green stars. The times. EDIT: I actually remember that a lot of our more dominant personalities had responsible positions on the forum. Like moderators and banhammers. I won't post their names though.  Oh, this is with the exception of ra4king. I remember the day he joined. It was a beautiful day.
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20
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Game Development / Game Mechanics / Re: Camera zooming on specific point
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on: 2013-02-12 15:09:14
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This is my attempt at it. Needless to say, it doesn't work as expected. 1 2 3 4 5 6 7 8 9 10
| public void zoomMaintainPoint(int x, int y, float zoom, OrthographicCamera camera) { Vector3 pointToMaintain = new Vector3(x, y, 0); camera.project(pointToMaintain); camera.zoom = zoom; Vector3 pointNewPos = new Vector3(pointToMaintain); camera.unproject(pointNewPos); int deltaX = (int) (pointNewPos.x - pointToMaintain.x); int deltaY = (int) (pointNewPos.y - pointToMaintain.y); camera.translate(deltaX, deltaY); } |
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21
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Game Development / Game Mechanics / Camera zooming on specific point
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on: 2013-02-12 14:17:11
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I'm using LibGDX, and I'd very much like to zoom in on something specific in my game. Using the OrthographicCamera, changing the zoom field works wonders, but it zooms in on the center of the screen.
I'd like to move the camera while zooming, so that the point I'm zooming in on, remains on the same window-coordinate.
This would require some magic, figuring out how much I need to move the camera and in what direction, based on a point.
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Games Center / WIP games, tools & toy projects / Oldschool Snake
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on: 2013-02-11 19:52:41
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Hey!  This is a simple snake game I made while learning the ways of LibGDX. This was created in less than 24 hours, and it's been fun. You can play this on your android. I hope the controls are intuitive. If any of you have any tricks as to how to make it run better on android, please do tell. Feedback is much appriciated.  
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Games Center / WIP games, tools & toy projects / Re: Pixely Adventure-thing
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on: 2013-02-10 18:23:19
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Don't need to do any translating, just some ezpz logic
If you aren't translating, then the screen view won't move.  Depends how you view it. The soft libs, like Slick2D lets you specify rendering coordinates, so it doesn't feel like you're translating.
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26
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Games Center / WIP games, tools & toy projects / Re: Pixely Adventure-thing
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on: 2013-02-07 11:11:40
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I won't go into too much detail here, but here's how it works in this instance: The player has a speed at which he can move. This is a value determining how many tiles he can move per second. The wait-period between each move is calculated accoridng to this.
I also have a camera, which is really just a set of world-coordinates. The game is always rendered so that these world-coordinates is always at the center of the screen. Now, the camera also has a speed at which it can move - also a tiles/second value. The difference is that the cameras position is updated every frame according to this.
Therefore, the camera and the player moves at exactly the same speed.
I previously tried to have the camera move much faster, but it ruined the game feel, because it stopped to wait on the player every move. If the camera stops, the game feels like it's not flowing right anymore - even if the player can move wicked fast.
Now, the player actually moves pretty slowly and I don't think it feels bad at all. Sure, moving is a little clunky, but it's flowing.
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27
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Game Development / Game Play & Game Design / Re: Favorite Window Size
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on: 2013-02-05 23:01:57
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I deploy with a resizable window.  Same here. I wonder why so many games don't do that. It requires one line of code for LWJGL and -1 lines of code for Java2D. I think it's because people per code place elements at hard positions, within the game window. It's easy for me to make a nice HUD that works wonders, if I can assume that my game is always the same resolution. I just like to do grab the window dimensions every game update, and work from there 
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Games Center / WIP games, tools & toy projects / Re: Blue Saga
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on: 2013-02-04 11:42:54
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This is beginning to feel really great! I remember when you first started this project  Came a long way. I will definitely play this once I get home. I'd play this, even if it wasn't from JGO. Looks really interesting!  Good job!
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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