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1  Games Center / WIP games, tools & toy projects / Re: [LibGDX] IsoQuest II: The Game with a name!! on: 2014-07-28 17:38:39
Okay Gave it a temporary name  Tongue

As for the low quality thing, you can change the resolution of the tiles by pressing "b" but it doesn't seem to improve or hinder performance.

2  Games Center / WIP games, tools & toy projects / Re: [LibGDX] Untitled Isometric Game!!! on: 2014-07-28 17:26:31
I'm only drawing and updating tiles within the frustum.
3  Games Center / WIP games, tools & toy projects / [LibGDX] IsoQuest II: The Game with a name!! on: 2014-07-28 17:05:25

Hey Guys,
I've created an isometric engine for a game I'm working on and I thought you guys could check it out.

Download Here!!!!

Controls:
WASD: Move Camera
Middle Click: Move Camera Towards Mouse
Space: Load new Random map
H: Toggle "Heap Load". When Heap Load is on, all chunks will load at once. When it is off, the chunks will only load when in the view.
B: Toggle low and High resolution (probably no fps change)
M: Return to 0,0
-/=: Zoom out and in (will influence FPS a lot)

Build by selecting a Tile from the slide panel and Left Clicking

Post average FPS below!

Ps: Zooming all the way out really drags down the fps, If anyone could give me an idea on how to fix that, I would be grateful!
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-27 06:09:48
I got my isometric engine up and running quite well  Grin:



Edit: Just noticed that it says 5 fps in the image, that is because background fps is set to 5,really i'm getting 120 fps  Wink
5  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Blurring on Zoom on: 2014-07-25 03:57:46
Such a simple answer.  Cranky

My filter was this :
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sprite.getTexture().setFilter(TextureFilter.Nearest,
            TextureFilter.Linear);


so I switched them and got the result I needed. I should have looked at the syntax closer:
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sprite.getTexture().setFilter(TextureFilter.Linear,
            TextureFilter.Nearest);


Thanks 
6  Game Development / Newbie & Debugging Questions / [LibGDX] Blurring on Zoom on: 2014-07-25 03:43:28
I'm trying to get a pixely effect when zooming (and in general really) into these tiles in LibGDX, but whenever I do, they blur around the edges. Is there any way to get rid of this effect?


7  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
8  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.
9  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
10  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
11  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)
12  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
13  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-13 07:43:08
Got bored and made this in Astrofirm:


14  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
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 22:42:58
Don't use imgur for gifs uf Gfycat  Cool
16  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?
[url]http://zippy.gfycat.com/ScaryNegativeAoudad.gif[/url]

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
17  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
18  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
19  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 ):
20  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.
21  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
22  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


23  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!
24  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
25  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.
26  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
27  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
28  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
29  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


30  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
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