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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-02 01:20:33
I messed with the Commodore 64 (emulated, of course). It is pretty cool to look at the state of computing in its early days, and it gives you a pretty decent picture of what is going on beneath all your favourite programming languages, with their fancy functions and pointers.

I also messed around with some networking, using a python library called Scapy. It allows you to literally manipulate packets of data, sending them anywhere. It really helped me visualize how networking works in its lowest level.

Then, whilst debugging a faulty installation of scapy, I realized I should clean out my linux partition. So I packed my work onto a flash drive, and got Kubuntu with KDE. After a bit of tweaking, I would say this is the best desktop I have gotten so far (until I clutter it to the point of no usage).

Back in the realm of Java, I added controller support for MERCury, and started a game (which is so early in development that I can't show a screenshot yet Undecided).

I think this is the geekiest weekend I can have before going back to school on Tuesday  Smiley.

-wes
2  Discussions / Miscellaneous Topics / Music in games? on: 2014-08-30 01:04:01
Hello.

I am working on a reflex-based game, and it needs some music. Music, as I have observed from other games of the genre (i.e. Super Hexagon, Pivvot, Bobbing), is very important, as it both rewards the player for getting farther, and sets the challenging mood. I am trying to find jumpy, stressful music, preferably electronic. The Impossible Game is a good example of what I want.

I had no luck searching for this kind of music on public domain / royalty free music sites, unfortunately, and I definitely cannot make any music of my own.

Any advice for finding game music?

Thanks,
-wes
3  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-21 06:03:12
Greetings Jake, and welcome to JGO!

Many people come here looking to join a team on their first post (I did as well Tongue). While this isn't necessarily a bad thing, it would be helpful for you to tell more about your coding experience. You said before that you aren't a master of art or music, but you need to show that you can work independently. You could perhaps show off some of your memorable projects, or tell us how long you have been coding.

Trust me when I say that working with a team is much more difficult than working on your own. Showing people what you can accomplish individually will make more people consider you a valuable team member.

-wes
4  Games Center / Contests / Re: Ludum Dare 30 (Theme Voting Open) on: 2014-08-19 17:16:54
I may go. Hopefully I won't fall victim to 'feature-adding-syndrome' yet again  persecutioncomplex.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 02:58:58
Cool! What specs?
6  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-28 18:13:22
Worked on a small new feature: EasingUtils. It is exactly what it sounds like, a utility for easing between two values. There are several different formulas that I found and implemented: linear, quadratic, cubic, quint, exponential, circular and sine. Credit to gizma for the basic equations. There are two types of easings right now, a regular ease, which will simply go from one point to the next using a formula, and bouncing ease, which will go from one value to another in half the duration, and back to the first value by the end of the duration.

This allows for some nice looking fading effects like this, in the new default splash-screen:
Click to Play

By the way, that is the mascot for MERCury, a less crappy looking dAWWWW Smiley.

This also plays a major role in movement from point to point.
Click to Play

Using bouncing circular for x, and cubic easing for y, going to random locations on screen.



There will possibly some news regarding the site today, (Jev has not gone online yet, so I can't say for sure Tongue).

-wes
7  Games Center / WIP games, tools & toy projects / Re: MoreSpaceInvaders on: 2014-07-25 01:32:09
Great job, Drenius. I look forward to the next installment in this awesome series  Grin!
8  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-17 23:10:04
Added in 2 more shapes! Polygons, and Stars. They can have any amount of sides. Nothing too special, but felt I should share it.

Trippy demo
Click to Play


-wes  Smiley
9  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-17 17:41:05
Ok, I just added in more easy rendering of Textures in the Batcher, and linked all of these into the Graphics as well.

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    public void drawTexture(Texture texture, float x, float y);
    public void drawTexture(Texture texture, float x, float y, float w, float h);
    public void drawTexture(Texture texture, float x, float y, float w, float h, float rot); // Defaults to the (0,0) corner for the origin.
   public void drawTexture(Texture texture, float x, float y, float w, float h, float rot, float local_origin_x, float local_origin_y);
    public void drawTexture(Texture texture, float sx1, float sy1, float sx2, float sy2, float x, float y);
    public void drawTexture(Texture texture, float sx1, float sy1, float sx2, float sy2, float x, float y, float w, float h);
    public void drawTexture(Texture texture, Rectangle region);
    public void drawTexture(Texture texture, float sx1, float sy1, float sx2, float sy2, Rectangle region);
    public void drawTexture(Texture texture, Rectangle sourceregion, Rectangle region);

Hope this is satisfactory,

-wes
10  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-15 16:45:05
However I wanted to see how easy it would be to port my particle lib and well...the batcher was kinda bad or more of missing things. I couldn't figure out how to specify rotation, scale, mirroring, etc. So I never made t very far. It took me a few minutes to port to libgdx and I was hoping it wold be the same for this lib but things I guess are still too immature.

I only wrote the Batcher to do low level vertex processing. The Graphics object does most rendering work. Textures are drawn to Rectangles, and so all you need to do to rotate is manipulate the geometric object. Same goes for scaling. If you meant a graphical scaling, then you can, again, go to Graphics.

Is the batcher supposed to handle these things?
11  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-15 02:19:56
Well, I added in TextFields. I think I like how they turned out (functionally of course, for risk of being beheaded by Jev).

Click to Play


There are a few different modes of input. Here, you see signed integers, which allows numbers, and hyphens. In full, there are strings, signed floating points, unsigned floating points, signed integers, and unsigned integers.
For those unaware, signed means that both negative and positive numbers are allowed, while unsigned means that only positive values are allowed.

The GUI artwork is temporary, and is completely different than how it will look in the end. Ask Jev any questions about that; I am just writing the code Tongue.

-wes Smiley
12  Games Center / WIP games, tools & toy projects / Re: Spam The Spacebar Rouge/rpg/hack&slash [Update!] on: 2014-07-12 18:29:59
Nice looking game!

When I shoot with the spacebar, the hits go the same speed as the player. It looks a tad ugly, so you might want the hit speed to be bigger.

-wes
13  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2014-07-11 15:46:02
If it isn't already doing so, your lighting algorithm should react to solid tiles. It would look great.
14  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-11 07:54:51
There actually wasn't much visual updating (aside from movement-based particle emission) here, but there was a mini-crisis, made worse by insomnia.

For a while now, there have been SubTextures, and Textures. SubTextures are a type of Texture, and can be rendered in much the same way. They do, however, lack the capability to clamp, and are not PoT Textures. This puts the SubTextures under incapable Textures, while real Textures go under capable textures. The idea here, however, is that SubTextures should be able to be passed in as real Textures, as one may wish to use a sprite-sheet for speed/convenience. The problem rises here, where you need capable Textures for a job, such as a repeating background.

So I now announce a new feature that will help fix these problems in a convenient way:

SubTexture.convertToTexture(): This new method can be used to convert a SubTexture into an actual Texture. This is useful for when you still want one spritesheet image, but you want a repeating Texture pulled from inside of it.

For example, the issue that caused this in the first place: the body of a Panel! It needs to be fully capable, so in order to use a Texture from the spritesheet:
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// Just innocently loading a spritesheet
SpriteSheet universal_spritesheet = SpriteSheet.loadSpriteSheet(mytex, allofmysubtextures);
// And just as innocently creating a panel with said spritesheet.
Panel mypanel = new Panel(myboundingrectangle, mybodytex, mybordertex);


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// This is bad.
java.lang.IllegalArgumentException: Body Texture has to be fully capable. This requires PoT size, and not being a SubTexture.

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// The body texture needs capability! Quick, make it capable!
Panel mypanel = new Panel(myboundingrectangle, mybodytex.convertToTexture(), mybordertex);


And with that, you may get gold like you see here:

Click to Play


Thanks, and sorry if this post made no sense; it is 3:30AM here Tongue.
-wes

And yes, it is on github Wink.
15  Discussions / Miscellaneous Topics / Re: Euclideon's 'infinitely detailed' rendering techniques on: 2014-07-10 06:09:29
They do sell offer an SDK.
16  Discussions / Miscellaneous Topics / Euclideon's 'infinitely detailed' rendering techniques on: 2014-07-10 00:33:40
I don't know if this is old news here or something, but...

<a href="http://www.youtube.com/v/Irf-HJ4fBls?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Irf-HJ4fBls?version=3&amp;hl=en_US&amp;start=</a>

This is really interesting. These guys are making software that can supposedly render an infinite amount of detail at any size using point cloud search engine indexing. Some pretty clever things are happening here.

Now, I wonder if this will be used in games  Smiley.

-wes
17  Java Game APIs & Engines / OpenGL Development / Re: Somehow using GL_REPEAT on a sub-texture in a sprite-sheet? on: 2014-07-09 21:58:01
But do they support GL_REPEAT?
18  Java Game APIs & Engines / OpenGL Development / Re: Somehow using GL_REPEAT on a sub-texture in a sprite-sheet? on: 2014-07-09 20:42:43
Wait, so the sub-textures still have to be PoT for them to repeat? If so, I think I'll just stick with the shader solution.
19  Java Game APIs & Engines / OpenGL Development / Re: Somehow using GL_REPEAT on a sub-texture in a sprite-sheet? on: 2014-07-09 20:03:15
No, I already upscaled the parental textures to PoT. I was asking if the sub-textures can be nPoT and still repeat?

And what do you mean by 'picking a sampler in my fragment shader?'
20  Java Game APIs & Engines / OpenGL Development / Re: Somehow using GL_REPEAT on a sub-texture in a sprite-sheet? on: 2014-07-09 18:47:46
I have a few questions about Array Textures:
  • Do they still repeat if they are still not PoT?
  • Are they widely supported?
  • Are they less expensive than regular textures when bound in order?
21  Java Game APIs & Engines / OpenGL Development / Somehow using GL_REPEAT on a sub-texture in a sprite-sheet? on: 2014-07-09 16:55:34
Hello.

I have been researching for a bit on how to make a section of a texture render in GL_REPEAT. Is there any way to do this other than just manually repeating the sub-texture by drawing the sub-texture multiple times? The farthest I have gotten is Array Textures, but I can't make out if they are good for sprite-sheets, or compatible enough. Then people keep referring to using shaders to map correctly, but I can't really work out what I am supposed to do in said shader.

Are there any options I am missing here, or is manual repeating the only logical/compatible way?

Thanks,
-wes
22  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2014-07-09 02:51:40
Looking good! This has gone a long way from where you started!
23  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-08 00:50:36
Windows!

Sorry for the crappy scaling on this.
Click to Play


It is a Panel that is draggable, and closeable. Not much else to say!

-wes

EDIT:
Sorry, none of this is up to github. Too buggy and unstable as of now.
24  Discussions / General Discussions / Re: Rock Simulator 2014 funded on IndieGoGo on: 2014-07-05 21:30:15
Things just got drama.
25  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-05 06:33:44
Oh, sorry! I probably should have emphasized that those actually are RadioButtons. Probably should have some different sprite. But I guess we will get to that when Jeviny can work on the default theme.
26  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-05 06:22:21
I worked on floating elements in panels today (although the changes are not pushed, as they are untested/buggy). Lots of fun/confusing maths that should be simple but continue to be a pain. Also, panels. Basically, these are invisible Rectangles that contain a bunch of Components, and organize them based on their respective FLOATS. There currently are

FLOAT_LEFT
FLOAT_CENTER
FLOAT_RIGHT

Here is a modified demo to demonstrate (I have drawn a Texture in the back to symbolize where the Panel will be).

Click to Play


Here is the code. Fairly simple.

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        panel = new Panel(new Rectangle(30, 30, Runner.getInstance().getWidth()/1.5f, Runner.getInstance().getHeight()/2.8f), 20);
        // Add checkboxes (or any component really) to the panel
       panel.addChild(foocheck, barcheck);
        // Sort them into neat lines.
       panel.sortChildren();

        ...

        // Updates all children
       panel.update(delta);

        ...

        // Renders all children
       panel.update(delta);


Window system in the future (maybe) so stay tuned.

Happy 'Murica day.
-wes
27  Games Center / WIP games, tools & toy projects / Re: AWTEngine2D WIP | A 2D Engine using only AWT Canvas on: 2014-07-04 14:53:21
Very good work so far; everything is wrapped around AWT so nicely!

I found some issues by surfing the source and posted them to the Github Issue Tracker.

-wes
28  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-04 03:03:00
Worked on a new component today, to celebrate being back from my 8 day absence.

Meet the checkbox! EDIT: Now with radiobuttons!

Click to Play


-wes
29  Game Development / Game Play & Game Design / Re: Upgrade Ideas on: 2014-07-03 15:38:28
Well, we will need a tad bit more information about your game. Is it a sidescroller? A top-down shooter? A racing game?
30  Game Development / Newbie & Debugging Questions / Re: How to delay somthing without stopping the gameloop? on: 2014-07-03 15:30:22
See: Timers. It works by creating a separate thread for timing things. You can start the timer, and it will not pause your loop.

EDIT:
As PandaMoniumHUN pointed out, multithreading actually isn't too optimal unless you need extreme accuracy. I would recommend his approach before you use threads.
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