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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-19 05:24:53
Yes of course:

-2^2=-4
(-2)^2=4

My bad. Funny how so basic things can go wrong. Tongue

Excel blasphemes the math.
I look at the first equation like this:
-1*2^2=-4

When written out like that, it is easier to see why the outcome is -4 <---edit: I meant negative
2  Discussions / General Discussions / Re: Java Swing GUI Creator on: 2014-07-16 17:24:52
For the love of Gosling, stay away from GUI builders. They hide what's going on under the hood, which can be great at first, but then you're screwed as soon as you need to add any amount of customization. They also create unreadable code, so you're double-screwed if you have to go in and manually change something.

Write your GUI code by hand until you understand what's going on. Then if you still want to use a gui builder, at least you'll know what you're getting yourself into. But chances are by then you won't want to use one anyway.

That's just my two cents, but I've seen enough people backed into a corner by starting out with a gui builder instead of actually learning how to code.
I already know how to code Swing by hand. I just find that it takes a really long time and a lot of debugging to get what I want.
3  Discussions / General Discussions / Java Swing GUI Creator on: 2014-07-16 06:01:03
Hey guys,
For swing gui I have recently been using GuiGenie to quickly create Gui for small projects but I feel like it's a little too simple for me. Are there any other similar programs out there that offer a more advanced approach? Any that you guys recommend in particular?

PS: preferably free
4  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-15 20:19:18
Sorry for the post spam but this will be the last one for a while  Pointing

New Video!!!! Please like and favorite the vid. It would mean a lot

<a href="http://www.youtube.com/v/Z35s8ZJSIMM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Z35s8ZJSIMM?version=3&amp;hl=en_US&amp;start=</a>
Changes (since last dev log):
- new Gui skins and features include text field and side panels
- Enhanced lighting to mind solid blocks
- AI improvements
- Save Slots and Loading
- Many Bug Fixes
- Some performance improvements
5  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-15 07:55:20
Ok, so here is a better comparison between the old lighting algorithm and the algorithm after about 10 more lines of code:

Old:


New:


Same exact scene. (color light change because of some code i forgot to remove)
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-15 05:55:41
Today I made a sliding and scrolling panel. Not much but it's one of my first steps to improving gameplay   Grin
Screenshot (click for full)  Pointing
7  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-13 07:43:08
Got bored and made this in Astrofirm:


8  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles > NEW EDITOR RELEASE: 7-10-2014!! < on: 2014-07-12 05:54:06
Your website looks great! What did you use to create it. I know html, but I'm assuming the site was either accomplished in an external tool or php
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 22:42:58
Don't use imgur for gifs uf Gfycat  Cool
10  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-11 18:27:01
If it isn't already doing so, your lighting algorithm should react to solid tiles. It would look great.

You mean like this?


I know it's hard to see in the gif but only a little amount of light bleeds through solid walls. It took about 2 minutes to implement and is tweak-able meaning I can adjust how much light bleeds Smiley


You can see it a bit better here:


Notice how the colors remain in their own section and no light bleeds into the bottom two sections
11  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-11 02:10:48
New little video showing off some new features in Astrofirm. Nothing in here is final, but I decided to release something since it has been a while since the last Update.

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

PS: it would be pretty sweet if you guys could Like, Favorite, and Subscribe in order to help make Astrofirm a bit more popular  Grin
12  Discussions / Miscellaneous Topics / Re: Euclideon's 'infinitely detailed' rendering techniques on: 2014-07-10 07:59:22
I thought that this was very interesting. The first video made some big claims and became very controversial even attracting the attention of Notch. Correct me if I'm wrong but I believe that Notch called them out because they claimed that their engine was not a voxel engine but Notch believed that it fundamentally was in fact one. It all seems very shady, I wish that they would release some more videos or a demo to prove their legitimacy.

I also found this engine called Atamontage that is like Euclideon's except Atamontage uses voxels in order to obtain detail. But this project also hasn't been updated in a while. Tongue
13  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-10 06:28:21
A simple base design in Astrofirm-->



Yep, I'm still going  Tongue

[EDIT]

A for Astrofirm (ooh corner shading Smiley ):
14  Games Center / WIP games, tools & toy projects / Re: Technicolour Rain on: 2014-07-02 06:11:06
Freakin' amazing! I had more fun in this game then I've had with video games for a long time. The one hit death really adds a layer of intensity to the game. Good show! I cant wait for release.
15  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles >>NEW MAP EDITOR BUILD: 6-22-2014!!<< on: 2014-07-01 05:55:37
A chamfered square would have angled edges. You are looking for a filleted square, which has round edges.

I noticed that too! Yeah for Architecture 1  Grin. Seriously though, this game is looking great
16  Games Center / WIP games, tools & toy projects / Re: Ultimate Wars (Updated 6/30/2014) on: 2014-07-01 01:58:00
Woo new update!
V 3.6:30:14:7:56
CHANGE LOG:
 - Create and load Units via XML
 - Betterish Ai
 - Updated GUI to better fit the xml loading
 - Default Unit installation

You can now load Units from .xml files! All you have to do is after running the game at least once, go to the Ultimate Wars folder in your AppData. Once there go into the Units folder and there ya go. Just add an xml file that follows this format and put it into that folder or just edit a file that is already there:
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<?xml version="1.0"?>
<config>
   <unit id="2" name="Ninja">
      <speed>2.5</speed>
      <defence>15</defence>
      <regen>.01</regen>
      <weapon attack="15" swing="15" range="25"/>
      <color r=".5" g=".5" b=".5"/>
   </unit>
   
</config>


DOWNLOAD HERE


17  Games Center / WIP games, tools & toy projects / Re: Ultimate Wars (now with bad spelling!!!) on: 2014-06-28 23:58:28


How about something like this?

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<?xml version="1.0"?>
<config>
   <unit id="2" name="Ninja">
      <speed>2.5</speed>
      <defence>15</defence>
      <regen>.01</regen>
      <weapon attack="15" swing="15" range="25"/>
      <color r=".5" g=".5" b=".5"/>
   </unit>
   
</config>

[/quote]

Ok, I have set up the xml parser to use that format, thanks. I though that the original was very ugly so this was helpful  Grin
[Edit]
I am working on a way to dynamically make/load mods. Wish me luck! update after this is done!
18  Games Center / WIP games, tools & toy projects / Re: Ultimate Wars (now with bad spelling!!!) on: 2014-06-27 22:40:43
Example of a Unit XML file:

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<?xml version="1.0"?>
<config>
   <unit id="2">
      <name>Ninja</name>
      <speed>2.5</speed>
      <defence>15</defence>
      <attack>15</attack>
      <swing>15</swing>
      <range>25</range>
      <regen>.01</regen>
      <red>.5</red>
      <green>.5</green>
      <blue>.5</blue>
   </unit>
   
</config>


If you have any suggestions please feel free to say them.

@VIrtueel
I like those suggestions, they will probably be in a future update after I add vague army control. As for Skype, i don't like to give out my Skype, but if you really want to talk, I'm like Google Hangouts. Be warned though, I only message people because my house isn't exactly quiet and you can get the point across much quicker in messages. (plus, there are emojis  Grin!) Google+ Page Pointing
19  Games Center / WIP games, tools & toy projects / Re: Ultimate Wars (now with bad spelling!!!) on: 2014-06-27 06:06:12
Thanks for the kind words  Grin,

I have experienced that crash a few times (about one in every fifty or so launches) but everything is seemingly fine in the console. I can't pinpoint where it could be coming from and I also can't reproduce it so I can't fix it right now , but I will have to.

The AI is very buggy right now but the two are a little different. In the Old AI you should see more blood centered around the North East and South West diagonals of the Battlefield bounds but with the new, blood is more spread through out the whole area.

The whole stopping thing might come from two things: first, the Ai just gave up or second, a ninja paralyzed that Unit. Basically, each Unit has an effect than they can perform on other Units about 3% of the time when they attack: Zombies can turn Humans into Zombies; Humans can cure Zombies and make them human; Ninjas paralyze their foes; Ogres get Higher attack and movement speed; Death units get nothing because they are way too overpowered as it is.
20  Games Center / WIP games, tools & toy projects / Re: Ultimate Wars (now with bad spelling!!!) on: 2014-06-27 05:21:49
V 2. 6:26:14.11:24
CHANGE LOG:
 - Switched to LibGDX
 - New Unit and Blood textures (can switch back to blocks by pressing "R")
 - New Unit AI (Can switch back to old AI because the new one makes things less exciting but more realistic *note: both AIs need improvement*)
 - Added defaults to the Battle Options window
 - Slow Motion
 - Bug Fixes

Updated Controls:
WASD- move the camera
Q- bring the battle edit window back
Space- pause / un-pause the game
T- Toggle Unit AI between new and old
R- Toggle between new and old textures (no performance improvements)
Left Shift- Slow Motion

Download Here
21  Games Center / WIP games, tools & toy projects / Re: Ultimate Wars (now with bad spelling!!!) on: 2014-06-25 13:25:30
You know I was thinking about doing that too. It will probably be in The next update
22  Game Development / Game Play & Game Design / Re: The ultimate sandbox game on: 2014-06-25 03:14:03
To make the ultimate sandbox, I would just create a simulation of the entire universe and all of it's elements and compounds then wait for life to form on some planet in a few billion years and then let the player play god. Of course this isn't possible now but give it no more than 50 years and I'm sure something close will come out.  Pointing

Seriously, that would be amazing but in your case I think an important feature of sandbox games is the lack of restraints. If you want an ultimate sandbox game, just try and destroy barriers between the player and the world. Another important feature is the organic and real feel of sandbox games. For example,the thrusters of a space ship actually put out force instead of just changing a variable or a ball rolls down a slope and knocks over a series of dominoes. Stuff like that
23  Games Center / WIP games, tools & toy projects / Ultimate Wars (Updated 6/30/2014) on: 2014-06-25 01:16:05
Hey guys,

A long time ago, a little over a year ago, I decided to make a sort of army simulator but it would include various warriors and monsters. The idea was that they would fight one another and whoever won would be superior to the other. So I built the basic framework but i then abandoned it because, well, I started on Astrofirm. Well today, I took on the task of making it into something. That thing is what I am showing you today. It is made with Java2D LibGDX so I decided just to draw units as basic shapes in order to save on performance. Anyway here it is:

Screens:



Download Here

Enjoy!


Controls:
WASD- move the camera
Q- bring the battle edit window back
Space- pause / un-pause the game
T- Toggle Unit AI between new and old
R- Toggle between new and old textures (no performance improvements)
Left Shift- Slow Motion


I forgot to mention that the battles are generated randomly according to the settings and values  you put into the Battle Options window. There are currently 3 battle types: Cluster, Random, and Four corners of death. And there are 5 unit types: Human, Zombie,Ogre,Ninja, and Death (warning: Death units are so overpowered that it takes a large group of other units in order to take one death unit down. Use responsibly Wink )

There are also some blood options

V 2.6:26:14.11:24
CHANGE LOG:
 - Switched to LibGDX
 - New Unit and Blood textures (can switch back to blocks by pressing "R")
 - New Unit AI (Can switch back to old AI because the new one makes things less exciting but more realistic *note: both AIs need improvement*)
 - Added defaults to the Battle Options window
 - Slow Motion
 - Bug Fixes

V 3.6:30:14:7:56
CHANGE LOG:
 - Create and load Units via XML
 - Betterish Ai
 - Updated GUI to better fit the xml loading


24  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-06-19 23:06:51
I am also loading a 16x16 texture but I am not rotating that one
25  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-06-19 22:44:26
Ok so I'm using this code in order to rotate a texture. I feel like I shouldn't have to reload the image each time I want to rotate it so is there any other way of doing this?
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sprite = Texture.loadTexture(Loader.streamFromClasspath(path),(int)deg,GL11.GL_NEAREST);


[Edit] Also this keeps popping up everytime i rotate the image in this way:
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WARNING: The provided Texture is NPoT (non power of two). Non-pot Textures cannot use GL_REPEAT. 

My texture is 64x64 pixels and I'm not using GL_REPEAT so shouldn't this not be happening?
26  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.4.5] on: 2014-06-18 04:33:58
Really nice! I was actually having fun which is important in a game like this  Pointing . but, I need more ammo and/or health. I once went through a round with no ammo drops so I just died after the *starting ammo number here*the zombie. Still really nice! keep it up!
27  Discussions / Miscellaneous Topics / Re: Longest program you have written? on: 2014-06-17 04:04:57
A lot
28  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library on: 2014-06-17 04:00:03
Wow, I envy  that nvdia 660  Pointing. You have a really good machine. Right now I have about the same power in everything but the video card. I have a radeon 7750, it gets the job done but I need to upgrade for next gen titles and the 660 is what I've set my sights on.

Now about that stress test: Really nice. Do you plan on android and ios versions being released because that would be very nice. Also, since your machine is so good, try testing on a slower device like a laptop just to be sure of the. Performance. Really good job with this  Grin  keep up the good work!
29  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.4.0] on: 2014-06-16 20:37:27
I think that the artist will know when to release his art so just release when you think it's ready but don't promise something and then go back on it. That it's something only triple a companies can get away with Wink
30  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.3.0] on: 2014-06-09 02:51:51
Lookin good! Yes I would like a download please  Pointing
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