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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-14 13:40:17
Still working through LibGDX tutorial series: https://carelesslabs.wordpress.com/2017/08/14/making-a-libgdx-roguelike-survival-game-part-9-screen-shake-inventory-gamedev/

Next will go through progressing an inventory system.

Click to Play
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-03 00:50:44
I have added a 3rd and 4th part to my tutorials which is a game from scratch basically, is there a better place for me to post these updates to?

Part 3 - improved Texture loading
https://carelesslabs.wordpress.com/2017/08/02/making-a-libgdx-roguelike-survival-game-part-3-loading-media-refactored-gamedev/

Part 4 - Added hero class
https://carelesslabs.wordpress.com/2017/08/03/making-a-libgdx-roguelike-survival-game-part-4-i-need-a-hero-gamedev-indiedev/
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-01 22:39:29
I wrote part two of my LibGDX tutorial / code commentary:

https://carelesslabs.wordpress.com/2017/08/01/making-a-libgdx-roguelike-survival-game-part-2-adding-a-simple-island-gamedev/

When this is finished I may spend some time cleaning up the code and turning it into a series of videos.
4  Game Development / Game Mechanics / Re: Move one game object ot another (moving) game object with libGDX on: 2017-07-31 23:38:22
Just dug out some very old code from a Bullet class, this took the start position of the bullet and the mouse cursor position to create a new vector:
 
double rad = Math.atan2(destX - startX, startY - destY);
dx = (float) Math.sin(rad) * speed;
dy = -(float) Math.cos(rad) * speed;

I think I looked at Catacomb Snatch source at the time: https://github.com/Maescool/Catacomb-Snatch/blob/3fe9b83d3fe2213ed4fbb252b2cebaa8403ec5c9/src/main/java/com/mojang/mojam/entity/Bullet.java

Was it long time ago!
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-30 13:32:09
Released a kickstarter for my game!
https://www.kickstarter.com/projects/1970666827/first-recon

Really hope I can find an audience Smiley

I wanted to give some feedback:

Your USP (Unique Selling Point) is the random maps and interactive environment (using the gas cans as bombs etc) you do not push your USP enough, that is why people are seeing this and thinking of CS:GO or any other generic shooter.
 
The pitch is not exciting enough, take a look at some successful KS's and they have one of several things in common;

1- The idea is just awesome and excites you

2 - Really nice art, so many games have created hype based on nice art work and cool gifs

3 - A video that inspires or excites you, makes certain types of people say "I am throwing money at the screen"

There are other reasons as well but not worth mentioning, I think you need to rebuild your Kickstarter page with a professionally made video and copy. I would take out the technical jargon unless you are selling an engine this wont mean much to most gamers.

An example of a good KS page: https://www.kickstarter.com/projects/eigenbom/moonman?ref=nav_search
6  Game Development / Newbie & Debugging Questions / Re: Not sure how to handle chunking on: 2017-07-30 01:49:49
If you are generating the whole map at once you can hold the chunk data in a file / database etc, using the players position you work out which chunks currently need loading / disposing.

You currently have 9 chunks loaded so which ever one the player moves to next its already loaded, when a player moves into one of those chunks you need to load the chunks that are not yet loaded (its neighbours). If you decide to randomly generate chunks then you would generate and save them rather than just loading them.

Will you be generating the full world before the player starts?

7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-30 01:33:52
Started taking apart a 7DRL (7 day rouguelike) attempt that used LibGDX and turning it into a series of tutorials/ blog posts, I have included LibGDX wiki links and Github source code, I will try and include interesting articles and further reading for some of the topics that will be covered.

The game I created used Box2D for collisions and had a simple island generator, it was far from completed but thought this might be a nice way to progress it while sharing the code, could help others or maybe I will get some advice on improving it:

https://carelesslabs.wordpress.com/2017/07/30/making-a-libgdx-roguelike-survival-game-part-1-gamedev/
8  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-29 21:00:16
I did tweet him, no reply though sorry.
9  Game Development / Game Mechanics / Re: Cross chunk procedural terrain generation. on: 2017-07-28 19:26:08
It will help if you create classes for your map, your tiles can then hold more data then. There are plenty of examples of infinite maps available, I searched "Infinite 2D procedural tile generation", one example:

https://github.com/andersevenrud/TileGame




10  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-28 13:48:05
Thanks for sharing Cheesy
11  Discussions / General Discussions / JGO Twitter List on: 2017-07-26 12:21:24
I have created a JGO Twitter list, if you would like to be included please leave reply with your Twitter username, the list is private at the moment.

I use Twitter a lot, would be great to follow what the JGO people are up to code wise.

Thanks
12  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-21 14:25:54
I will put a working example on Github later over the weekend.
13  Game Development / Newbie & Debugging Questions / Re: Is there an OOP way of doing this? on: 2017-07-21 14:05:59
Might be worth looking at how Box2D handles collisions: http://www.iforce2d.net/b2dtut/collision-callbacks
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-20 07:52:13
Big refactor job of current code base, creating classes etc and also blogged for first time in a while to capture the posts I have made to this thread recently https://carelesslabs.wordpress.com/2017/07/19/zero-hour-gamedev.

Not quite ready to post my game to the "wip-games-tools-toy-projects" section just yet.

15  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-19 22:15:48
Enjoy seeing all of your projects, some great screen shots there! I have followed the Robotability team and see they have some similar lighting which works so well. I will spend some time experimenting with this method and post some screen shots soon, really appreciate the help thanks for taking the time Cheesy
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-15 11:49:32
Spent approximately 20 hours split between today and yesterday working on........ something I'm not going to reveal right now. It's AFAIK something new that hasn't been done before with the quality I'm getting. I'll be writing one of my super long posts on this tomorrow, but right now it's like 10 in the morning and I REALLY need to sleep.

Reminded me of Silicon Valley  Smiley
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-14 23:11:29
Following advice (tutorial) by orangepascal played with some simpler lighting, Box2DLights was my first option and have played with that a lot but this suits a pixelart game more I feel.

Needs refactoring but here is the code:
https://gist.github.com/tyler6699/58a00ba6e679990984f8b090558ac3b4

Lighting Effect in action
Click to Play
18  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-14 22:59:56
Thanks for the tutorial, has given me more options with lighthing!

I made some changes to get it working, needs some refactoring but this is a great start, added a bit of shake to the example here while playing with ideas: https://gist.github.com/tyler6699/58a00ba6e679990984f8b090558ac3b4

Click to Play
19  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-14 10:53:16
Thanks very much will have a play with that tonight as I think I prefer that look to box 2D Lights.
20  Game Development / Newbie & Debugging Questions / Re: 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-14 00:42:05
Playing about with Box2D shaders and other settings, could probably stick with this solution:



21  Game Development / Newbie & Debugging Questions / 2D Nuclear Throne style lighting [LibGDX] on: 2017-07-13 21:50:10
Hello,

When it comes to graphic FX or shaders I am pretty clueless, I wanted to experiment with non Box2DLight lighting, something simple like this:



I found this code which seems pretty straight forward but it looks very inefficient, while it ran fine on my Windows PC which is a high spec it ran at around 30 FPS on my MacBook Air:

https://www.snip2code.com/Snippet/1027846/How-to-achieve-nuclear-throne-style-ligh

How might I achieve this, I am using LibGDX, making a game for PC (Windows/Mac)
22  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-07-12 09:08:38
Wish you all the best with this game, it really looks great!

I have been following it since RageClaw was the working title. Seeing the topdown driving has inspired me to revisit a GTA / Micro Machines type game I starting years ago in Flash!

Hope to have some time to play this soon Cheesy
23  Game Development / Shared Code / Re: LibGDX snippets collection on: 2017-07-11 23:28:23
Thanks for sharing, I made a circular progress bar so will have to compare our code as mine was done in a game jam and been meaning to refactor it for some time.
24  Game Development / Shared Code / Re: Tagged Human JSON (THJSON) Parser on: 2017-07-11 23:25:55
Looks interesting! Plus you made me laugh with your comments.. "YAML is a hideous format designed by devils" Cheesy

I really love Git but as someone else stated just use the command line.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-11 23:09:40
Zero hour game development continues, found 20 minutes spare to add back lights to vehicles, a centre point light and re-position lights correctly, they were previously positioned to the centre of the vehicle's body.

Function to calculate position of lights relative to the centre of the car, improvements welcomed!: https://gist.github.com/tyler6699/88e832e60a5dd27b3c9e9fdb33438a59

Image


GIF
Click to Play



26  Games Center / WIP games, tools & toy projects / Re: 2D Map Generator on: 2017-07-01 23:34:21
Looks good so far, I wouldnt worry too much about optimizing your code while you are learning and experimenting, there is always time to refactor later.
27  Games Center / WIP games, tools & toy projects / Re: Robot Farm on: 2017-05-23 12:03:04
Congratulations in being green lit. Wish you luck with the project!

Is the previous game on hold?
28  Game Development / Networking & Multiplayer / Re: Best - and currently active - networking lib? on: 2017-05-02 09:23:24
Before I jumped in, I've done some research and found that the common recommended lib for that is Kryonet, which is not active for a year now, so I think I'll skip it.
If it aint broke, don't fix it. KryoNet is well tested, broadly used. Surely it's good enough.

I used KryoNet and was so simple to use, would use this again.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-28 11:51:12
Two monitors is the minimum for productivity for me. I'm waiting until I settle down until I buy a 3rd monitor (I want a vertical monitor this time!)

Generally for me, I have code on one monitor and documentation/IRC/program I'm making on the other monitor.

I quite like working on one big monitor, I have had 3 screens and not sure I would bother with this setup again.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-27 23:39:54
Mostly refactoring and bug fixing this top down game, the base car class now works well enough, adding in new vehicles types for the next few days, also added a simple skid mark effect.

Click to Play
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