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1  Games Center / Showcase / Re: Planet Impact: Revolution on: 2015-02-26 03:07:15
Tried this out for a bit and I'm definitely gonna keep it on my phone! Comparing to other similar games I find it more interesting and fun to play. It also does not heat my phone up very much at all which most other games tend to do after just a little while. Below is some purely constructive criticism and thoughts that came to me while playing that I think could improve the game if you were to look into this and update it. But even if you don't, as said, a well made game! This should be on Featured if you ask me.

I do have some trouble single selecting small planets (dragging over works fine). I can of course zoom in, but that is really sub-optimal as it decreases my ability to interact with the entire map at once. This I find makes the orbital maps pretty difficult/annoying to play.

One thing I thought of that would make commanding ones forces easier, would be if no ships from one planet would land on another planet that itself were sending ships in the same move. This would make it a bit easier to manage multiple small planets vs one large.

Furthermore, the AI currently seems to only ever focus to capture one planet (if it is the closest one to their main forces or something I do not know), and does not ever try to capture planets that would be worth considerably more to them, even if they have the opportunity to do so.
2  Game Development / Newbie & Debugging Questions / Re: What is a Sample? (Samplemodel - BufferedImage) on: 2013-07-10 08:41:53
Well, while not exactly what I asked for, this certainly does seem interesting. I'll be watching his videos a bit to see what I can learn.

3  Game Development / Newbie & Debugging Questions / What is a Sample? (Samplemodel - BufferedImage) on: 2013-07-01 17:03:14
So, I'm trying to create some kind of pixel-perfect collision for a 2D game (as I can't think of any other good way of creating exact or close to exact hitboxes for hand-drawn sprites).

To this I do of course need to learn a bit about how images work, where and how the data is stored etc. I've been trying to read and learn about this in the java docs, reading up on the BufferedImage and SampleModel to name a few. I've also been looking through tutorials and guides I've found. While everything is somewhat confusing, lots of things, atleast when it comes to the SampleModel, seems to revolve around "samples" that contain information about pixels in the picture.

However, I do not know at all how these samples work or how I can use them. Google is not being very helpful due to "sample" apparently being a very commonly used term. Therefore, could someone explain to me what these "samples" are, or link me to some good site on the matter? =)
4  Game Development / Newbie & Debugging Questions / How to internally save objects properly (this subject might be misdirecting) on: 2013-05-16 16:36:09

I'm pretty much just starting out with java, but I've learnt most basics by now. I think.

Anyways, I've just started out on a somewhat simple RPG-style game in which the player is supposed to be able to do  rpg-generic things like moving and fighting. Now, I've drafted some kind of basic layout for the program. One part handles drawing and one handles the actual game data. In the part that is supposed to handle the object-object interaction I've run into somewhat of a problem, and it's this problem that forms my slightly confused question:

How do I create objects and save them to be able to paint them later on while still retaining full control of specific objects?

To clarify what I mean, my last project involved a ball and a few lines. I essentially 'saved' internally them like this:
private Ball ball;
private MyLine[] line = new line[10]

public ConstructorOfThisClass(){

ball = new Ball(position, size)
line[0] = new MyLine(x1, y1, x2, y2)
line[1] = new MyLine(x1, y1, x2, y2)
line[2] = ...

To draw this I just had to call the ball's draw method as well as the draw method of line[ i ] in a loop cycling through all lines for every frame.

In this rpg, there must be more than 2 kinds of things. For example I may want a few trees, the player, a house, a couple of stones and an enemy. All of these things can of course subclass some kind of overall WorldObject class and then get their unique properties in their own class files. But how is it advised that I handle them? I kinda feel that manually (or in a loop with random values) creating a whole lot of tree instances and saving them to a list somewhere is not such a good solution. Perhaps some kind of grid?

I feel that I want to be able to refer to any one object at any time as well as being able to handle them all at once, mostly for drawing them.

So, yeah, anyone got any tips or any guides it might be worthwhile for me to look at? If you want me to clarify something, please tell, as it is obvious that I might not have made my point quite clear.

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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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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