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1  Games Center / WIP games, tools & toy projects / Re: Spam The Spacebar Rouge/rpg/hack&slash [Update 15 November] on: 2014-11-20 21:40:22
Ubuntu 14.04.1 with an exception.
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Exception in thread "main" java.lang.UnsupportedClassVersionError: com/olo/spam_the_spacebar/Main : Unsupported major.minor version 52.0
        at java.lang.ClassLoader.defineClass1(Native Method)
        at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
        at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
        at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)
        at java.net.URLClassLoader.access$100(URLClassLoader.java:71)
        at java.net.URLClassLoader$1.run(URLClassLoader.java:361)
        at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
        at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
        at sun.launcher.LauncherHelper.checkAndLoadMain(LauncherHelper.java:482)
2  Games Center / Android Showcase / Re: [Free] Broken Mirror on: 2014-11-15 17:15:39
You should add a screenshot.
3  Games Center / Showcase / Re: REscape, our new Game! on: 2014-11-15 00:36:33
Good music, and a creative game idea. +1

Great job,
-wes
4  Discussions / Miscellaneous Topics / Re: Mechanical Engineering on: 2014-11-10 21:16:42
@Riven & ags1
Real tazers are dangerous. What I made wasn't really a tazer; it is just more appealing a name than "exposed DC-AC converter". It was not even close to the buffoonery you see on youtube (quick and painful shock from a disposable camera flash), which is just a particularly large capacitor. Those can be terrible.

Mine was converting the power from a 12 volt battery (DC, usually harmless) and making a continuous small shock (AC, can be harmful in larger amps). Sure, it could make a slight burn, but even at the worst case it really wasn't that painful. Imagine it as a slightly overpowered shock gag concentrated to a point.

I actually got in trouble for bringing it to school, although they let me off because of its harmlessness.

That said; you still should always have rubber gloves and a voltmeter when working with these things..  persecutioncomplex

@Riven
realizing that microcontroller is unexpectedly awesome as it didn't fizzle when you accidently pumped 1A through it for minute, when you screwed up the circuitry.

What the hell?! What card were you using?

@JaymanHall
I never got one, although you can get programmable micro-microcontrollers that go directly onto the circuit board like you see in the OP. I can imagine those would be useful for your needs (compact).

Read up on it before you do it though; those things ain't cheap Tongue.

-wes
5  Discussions / Miscellaneous Topics / Re: Mechanical Engineering on: 2014-11-10 20:17:32
Those things take a bit to get out to the public. They got 843% of their goal though, so I am sure it will deliver; I probably will get one. This could be a cheap and easy way for me to get back into electronics Cheesy.

-wes
6  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-08 17:56:03
The Loader is used internally, but the user is not obligated to use it in any way. It is a convenient shorthand for getting InputStreams and URLs to resources in and out of the classpath. All they need to give when loading a resource is an InputStream (or sometimes a URL); it doesn't have to come from the Loader class.

We could make it non-static, but that would kind of be like Oracle making Math non-static; it is not near as simple to access and is a nuisance.

Again though: it is not a mandatory class for loading. Go ahead and produce InputStreams and URLs however you like.

-wes
7  Discussions / Miscellaneous Topics / Re: Mechanical Engineering on: 2014-11-08 16:03:44
You mean hobbyist electronics?

I used to do that too. I made a working tazer (literally burnt my skin) out of a printer's power supply, an Arduino morse-translator, and other things. I actually still have a guide (broken and cringe) up for the translator on make magazine's site. I even still have a soldering pen and some wire utilities.

The Arduino actually helped inspire me to get into coding.

I stopped doing it when I realized coding fails don't cost you real money  Wink.

-wes

P.S: Forgot to answer the question  Tongue. You will need to find an IR reciever, a programmable chip, and some proto-board. From there, google the hell out of anything you find. I liked going on Jameco for electronic goods.
8  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-08 13:35:33
In my humble opinion, some classes have too much static methods, for example com.radirius.mercury.scene.GameScene and com.radirius.mercury.resource.Loader. Maybe you do that to simplify some things but it drives the API more rigid and harder to extend. Good luck.

Thanks for the reply, gouessej. Your suggestions are much appreciated Smiley

We thought about turning GameScene into an object recently, we're probably going to do that now to help the overall flexibility of the scene-graph.

Care to elaborate on what you want done with the Loader?

-wes
9  Games Center / WIP games, tools & toy projects / Re: LibEcu on: 2014-11-07 22:20:59
Nice work; especially on the lighting.

On the git wiki, Java syntax highlighting is done like so:
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```java
obj.doOopThings();
```
10  Games Center / Showcase / Re: 2D Space Game on: 2014-11-05 23:00:25
Quote
Date Registered:    October 14, 2014
Last Active:    October 14, 2014
I don't think he wanted feedback  Tongue.
11  Games Center / Showcase / Re: Rainbow Cat!!(Plz check it out) :D on: 2014-11-04 02:17:17
Good effort (especially on the menus), but there is a serious design flaw with the game itself.

This game is completely impossible to win.

This same problem appears in lots of games posted here.

There is a fine difference between impossibility and challenge. One of the most important rules for endless games such as this is too keep it fair no matter what. If there is possible that a situation could arise in which I cannot win no matter what I do, then your game has failed.

There are times in this game where asteroids spawn in a clogged wall that completely blocks my way, which makes the game impossible. You can't just plug in a random function of y where actual game design belongs. You have to think harder about making sure that there is always a chance to win. Always.

Maybe make sure the spawns are farther away from the last spawn, or time them better, or something else. Just make it fair to play and avoid those walls of asteroids.

-wes
12  Discussions / Miscellaneous Topics / Re: Anyone Keen for CoD: Advanced Warfare? on: 2014-11-04 01:44:14
A bit off topic, but I just watched a video on the PC port. It looks like they actually didn't completely screw up the port (had an FoV above 65 degrees, actual graphical options, rebindable keys, good performance, etc).

Can't say anything about the game itself (although TotalBiscuit is "actually kind of digging" the new boost-dodge mechanic), but darn that options menu is surprising.
13  Games Center / WIP games, tools & toy projects / Re: Mercury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-10-25 18:16:06
I am actually making a game with Mercury right now that requires a state based system. It should be in the library itself very soon.

-wes
14  Games Center / Showcase / Re: 2D Space Game on: 2014-10-14 20:52:55
Well, it would be better to package a jar with several run-scripts (and natives if it is using OpenGL) for different OSs. Exe files are meant for Windows, but quite a few people here (myself included) use Linux, or Mac.

Just make scripts named [game].sh, [game].bat alongside your jar and write this in both of them:

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java -jar [game].jar

If you are using OpenGL (LWJGL, libGDX, slick) then refer to the natives folder per OS script. More info here.

One of the biggest benefits of Java is mobility, so use it Wink.

-wes
15  Games Center / WIP games, tools & toy projects / Re: Legends of Fore on: 2014-10-12 21:03:12
Nice job! The art is solid, and it is indeed very fun.

I would add is smoother movement though, as opposed to teleportation from tile to tile. Kind of like Bump.
16  Games Center / WIP games, tools & toy projects / Re: Mercury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-10-09 21:51:02
As of now, we've added about as much as we had hoped to add to the library (although we still have a massive amount of space for new features). The reason you haven't heard from us is because we'd stopped announcing new features. Now we're just fixing issues and bugs with the library. Making the library more accessible to more people is the priority right now if we want anyone to use it. We'd hate to have an unprepared library distributed.

We are also trying to make games to actually show what the library can do, as opposed to just talking about it in rare posts to JGO.

Don't worry; this project is stronger than ever, and it isn't dying any time soon.

Happy coding,
-wes
17  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-21 22:48:22
My real name is Wesley, but for some reason my friends started calling me 'wessles'. I suppose it is some kind of corrupted plural of Wesley? That or Wes is too mainstream  Cool.

That nickname died; now they call me Wes again; kept the username though (mostly because I can't come up with anything better).

-wes
18  Games Center / WIP games, tools & toy projects / Re: Introducing MERCury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-09-11 01:39:57
Hello.

I have been working on a new feature that I am very excited about: Controller Support.

Now you can plug in your controller and treat the controller simply like a keyboard, but with analog sticks and a dpad. I tried my best to make it as simple as possible to use. Here is a quick tutorial on how to use controllers.

If you see any features lacking/missing, please reply and I will do my best to add it in.

Happy coding,
-wes
19  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-03 20:52:35
I am not too diverse with programming. I tend to stick with Java, although I have been meaning to get deeper into C/++. I also do some python every full moon, and have been messing with BASIC recently.
20  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
21  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
22  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
23  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.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 02:58:58
Cool! What specs?
25  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
26  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!
27  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
28  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
29  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?
30  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
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