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1  Game Development / Newbie & Debugging Questions / Re: [Slick2D] Issue with tearing when rendering tiles on: 2015-02-23 02:19:29
Do you mean screen tearing? In that case, try turning on v-sync.

Probably unrelated but still important: you shouldn't use an image array for tile maps; that is horribly inefficient. You should instead assign an index to every tile, and render the corresponding image. Hopefully this pseudo code will show what I mean:
// For x
   // For y
      if(tileID == 0)
         // Draw grass
      else if(tileID == 1)
         // Draw stone
      // etc.
2  Game Development / Newbie & Debugging Questions / Re: How can I make entities render once? on: 2015-02-23 01:37:13
How can I stop reloading them? I tried putting the for loop handling stars in init() and it didn't render them.

You are loading the same image a bunch of times, which is very taxing on the FPS. Instead, maybe try something like this:
public class Star extends Entity {
   // Static, since it should only be loaded once
   private static Image starImage;

   // Meanwhile in the constructor...

      // If it has not been loaded yet, load it
      if(starImage == null)
         starImage = new Image(Core.RES + "Star" + tex + ".png");

   // Meanwhile in the render...

      // Draw the image that you have already loaded ONCE
      starImage.draw(getX(), getY());
3  Game Development / Newbie & Debugging Questions / Re: How can I make entities render once? on: 2015-02-23 01:28:03
Perhaps because you are reloading the same image every render?

Image img = new Image(Core.RES + "Star" + tex + ".png");

You should instead load it once somewhere outside the star class, and reference that image every time you draw the star.

Essentially, you are calling this around a hundred times a second.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-17 21:46:47
I made a shader mod for Luftrausers. It is supposed to imitate old CRT arcade monitors, complete with warping and scan-lines.

I have been trying to make a shader like this for a whole year, and I finally made it when messing with modding. Now to find a game of my own to put it in Clueless...

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
5  Discussions / Miscellaneous Topics / Re: What is your line/char count? on: 2015-02-15 21:23:12
Mercury has about 11,803 lines, and 295,463 characters.

However, the real fun is in github. It tells you how many lines of code you have deleted and added:

6  Java Game APIs & Engines / OpenGL Development / Re: [Solved] Rendering text in lwjgl without slick on: 2015-02-13 04:28:35
Because everyone copied Slick2D Tongue.
7  Discussions / Miscellaneous Topics / Re: Super Serious Selfie Thread. on: 2015-02-08 20:40:55
8  Java Game APIs & Engines / OpenGL Development / Re: Rendering text in lwjgl without slick on: 2015-02-08 19:14:54
Is it okay if i use your font code and adapt it for my project?

Mercury is under the MIT license, so as long as you print the copyright, go crazy. However, @CopyableCougar4 just pointed out an improvement on the system that I could make; I would recommend his right now for performance. I will update Mercury's code on the next commit.

The improved system is up on the unstable branch. Thanks Cougar!
9  Java Game APIs & Engines / OpenGL Development / Re: Rendering text in lwjgl without slick on: 2015-02-08 18:48:19
It depends on what format you want.

Bitmap is pretty easy to implement if you are going monospace. Thecodinguniverse made an excellent tutorial on this here.

If you don't want monospace and need to resize, TrueTypeFont is the way to go. You can use ttf libraries for java, or render the font to a BufferedImage using AWT, then convert it to a texture like bitmaps. I did this in Mercury, based off of Slick2D's original implementation, and it works quite well, although is probably slower than using a full library for it.

Just remember for each of these techniques that you should throw a pixel or two of padding between all the characters in the font texture. OpenGL works differently on different platforms, it seems, and can result in texture bleeding.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-07 18:21:38

So apparently Ubuntu Christian Edition and Ubuntu Satanic Edition both exist Huh.
11  Discussions / Miscellaneous Topics / Re: Bring that guy back on: 2015-02-02 21:32:52
Some say he still lurks around these parts, posting his new android games with throwaway accounts  persecutioncomplex.
12  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2015-01-23 03:21:42

Me and Jev have decided that it would be best if we started to branch out from JGO, so we are going to stop updating this thread. There have been many changes to the forum’s rules regarding game engines and game libraries, and with respect to those changes we are officially moving all updates regarding the project elsewhere. This project is not dying, but we are moving all updates and news to our own site and other social media outlets so that we can spread to other communities as well.

We hope this change will leave more room for actual games to be posted, and I suggest all other engine developers do the same with their projects so JGO can get back to a cleaner state and focus more on video games.

Once Mercury hits beta, we’re probably going to start posting more of the games we’re making with it to JGO, but updates on the library itself will all go on the new blog.

Relevant links for those interested:
 - Project Website
 - Update Blog
 - Official Forum

Thank you for your support,
- Wes & Jev
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-06 03:12:46
Finished up a general GUI component renderer for Mercury. Now to make all the components for it Tongue.

I should clarify more on how it works. It takes in a bunch of 'attributes' (like in HTML), and draws every component and its children using one universal rendering method. It will account for margins, padding, background/border types, automatic dimensions, etc. Very WIP for now, but I wanted to try a new approach to GUI coding. I like it so far Cheesy.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Also got a new avatar painted up by /u/calimomo on reddit.

14  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-05 23:16:45
I agree with Riven here. If your tool doesn't have a kick-ass game made with it yet, it is not worthy of JGO's precious attention that could be spent on actual games. We already have a game or two currently in development and one already out because of this exact reason.

Although tossing them all in archived just for being in-dev is a bit harsh. I would highly appreciate a Community Tools board as well, Riven.

15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-04 22:41:03

From left to right,
1600x900@60Hz 20", 1920x1080@60Hz 27"
The placement of the main-panel has been swapped to the right monitor since this picture was taken.

Got a second monitor (the big one). This is practically a TV screen! Very excited for the efficiency boost.

16  Game Development / Game Play & Game Design / Re: Bad taste? on: 2014-12-26 19:29:54
Don't censor your game. Sacrificing (what I hope is fun) game-play so you don't offend people is a terrible idea. If the people don't like wiping out the human race, then they can make the decision not to play it on their own.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-26 05:24:53
For Christmas, I got my first mechanical keyboard (A DAS Model S Professional). Very clicky, and very fun Cheesy.
I also got a Galaxy S5, switching from a long line of Iphones. I rooted it as soon as I got it, and I am absolutely loving it!

Any suggestions for what I should do with it (geek-wise)?
18  Discussions / General Discussions / Re: Bring back 1HGJ? on: 2014-12-23 18:49:15
I don't think this should come back. The problem I had with the 1 hour game jam is the unexciting nature of it.

LD works because it is hyped up for months, leading up to a night of intense coding with tons of spectators. Here, it is hyped for about a week (if at all), and only happens for an hour, which is not near enough time to make some serious and creative games.

All that I can really see come of it is either a ton of minuscule games, or a ton of unfinished games.

Don't act like it wasn't fun.

It was fun for the first time, probably only due to novelty. After it I had no intention of doing it again. Too much rush, not enough importance.

19  Discussions / Miscellaneous Topics / Re: My Pixel Theme Song! on: 2014-12-23 18:37:01
I'm sorry, but that was painful. It felt like it was all buzzes and beeps.

I'm no musician, but maybe you could look into some music theory?
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-19 20:24:42
Oh and also made my 40th post on JGO right now Cheesy
On the 40th page of the thread as well!
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-14 20:19:58
Made a subtle (yet trendy) change.

22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-13 03:51:50
Cool... I like particle engines but usually they require a lot of arguments... How many does yours use if I may ask...
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-13 01:16:44
I made some smoke.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
24  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-13 00:44:21
The "Source" button at shows me thevoid  Pointing
Yeah, there is an issue with Github that adds the target to the .gitignore automatically. For now, I can quickly fix it. We are working on a more permanent solution.

I would like to run multiply windows. It is maybe not such important for the most games, but a thing I miss in other libs.
I don't see a point in that. It would be annoying for a user to have to deal with a separate window, not to mention making the window into an object. Perhaps when we switch over to LWJGL 3?

25  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-12-03 23:11:48

I just went through a bunch of classes, documenting and improving anything I felt needed it.


- Got rid of old system with an interface and class. I did that early on because I thought we would have different back-ends, but it seems a bit unnecessary now. VAOGraphics has become just Graphics.
- Added in a ton of methods for camera manipulation. Now you can move, twist, and scale from the graphics object directly, as opposed to grabbing the camera first.
// Center origin
// Move, rotate, and scale
// Accurate camera boundries

- Now you can specify if you want rectangular line joints or smoothed line joints with g.setSmoothJoints().

- Cleaned out a lot of unneeded drawTexture() calls. You can accomplish the same effects through g.drawTexture(texture, sourceRegion, region, tint), although I did leave in some time-saving methods like g.drawTexture(texture, x, y) etc.
- Completely and descriptively documented.


- Changed to fit the improved Graphics object (removed old extra drawTexture() methods)
- Completely and descriptively documented.


- Cleaned up code / fixed annoying little issues with the debug log.
- Splash screens automatically rendered.
- Removed useless plugin feature.
- Removed automation of GameState / GameScene use.

Core (and the GameScene / GameState systems)

- Added updateState() and renderState() to Core. Now you can edit the draw/update order yourself.
- Beefed up the BasicEntity class with tons of new features.
- The GameScene is no longer static and automated. The advantage to this is that the user can now modify the draw/update order, and organize their game better while utilizing the GameScene.
- GameScene now supports Wipeable entities. This means that if you call wipe() from within the entity it will automatically be removed from the GameScene.

And that is all.

I hope you find these updates useful!


P.S. Me and Jeviny will be participating in the LD on the fifth using Mercury (thus why I went through cleaning everything). We have tried this numerous times before, but never submitted since the game design was trash. We've been making more games recently, so maybe we can actually make a game this time.
26  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.
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(
        at Method)
        at java.lang.ClassLoader.loadClass(
        at sun.misc.Launcher$AppClassLoader.loadClass(
        at java.lang.ClassLoader.loadClass(
        at sun.launcher.LauncherHelper.checkAndLoadMain(
27  Games Center / Android Showcase / Re: [Free] Broken Mirror on: 2014-11-15 17:15:39
You should add a screenshot.
28  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,
29  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

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?

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.

30  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.

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2015-02-17 20:56:16

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2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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