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1  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-07-16 06:57:18
Operating systems are always trouble.
In total I've had the worst experience with Windows.
Mac has the worst UI though, it's a total pain in my opinion.

I'm currently using Gentoo Linux but NixOS looks promising.
2  Game Development / Performance Tuning / Re: LibGDX Logic & Render on: 2015-05-02 19:02:12
It's useless to update the game more often than its frame rate. The user only sees the current state of the game 60 times a second (in case of 60 fps) so computing it in smaller intervals would just be a waste of processing power. That's what delta time is for.
3  Games Center / WIP games, tools & toy projects / Startup: Charity GamesLAB on: 2015-04-27 21:10:16
Hey everyone,
instead of just a single game I would like to introduce a whole game company.

The idea of Charity GamesLAB is, as the name suggests, to combine games with charity. We donate 70 % of our profits to Save the Children and reinvest the remaining 30 % into development of new games.

Our first game is about little alien creatues who crashed on earth and have to fix their shuttle to go back home.

The player has to dodge obstacles and collect shuttle parts. We're also planning a "challenge your friends" feature which would record the path your friend took and show his character alongside yours, similar to a race.

This (and future games) will primarily be released on Android and iOS, but I can also post a desktop version here once the game is in a presentable state.

I joined Charity GamesLAB to work on their first game as lead developer and it's going great. Our artists are incredible. Needless to say we use libGDX and plan on doing so for future games. However, we're still in startup phase and paid all expenses from our own pockets. To finish our first game and especially for extensive marketing in 10 countries, we need a budget. Marketing is incredibly important for this project - we want our donations to actually make a difference, so we need users. We do have an international marketing team - it's just missing a budget.

If this project sounds appealing to you, we would be very happy if you took a minute to share our crowdfunding campaign via twitter, facebook or other social networks:

Of course donations are also more than welcome! Your support means a lot and we really need it to get this project started.

Thanks for reading!
4  Discussions / Miscellaneous Topics / Re: Books, Movies, Games for free on: 2015-04-17 16:18:13
Oh people should! It's just a positive surprise that something that says "free" isn't an advertisement or spam.
5  Discussions / Miscellaneous Topics / Re: Books, Movies, Games for free on: 2015-04-16 19:21:31
Wow. People really do things like this?
I guess I'm signing up for Demon's Souls - Black Phantom Edition or/and Midnight Club - Los Angeles then Grin
Unfortunately I can only open the spreadsheet in read mode so I couldn't enter my name. I may not be the only one - maybe something's wrong with the file permissions.
6  Discussions / General Discussions / Re: What do you think of Greenfoot? on: 2015-04-16 18:55:40
It's horrible. Our school forced it on us as well. To be fair, I already knew Java when they started teaching it but unsurprisingly nobody learnt shit. If you want to learn Java, use a real IDE with code completion and formatter. I learnt Java mostly by reading through code completion, sources and documentation. Greenfoot offers none of that. Suppose you see the String class for the first time - without code completion you can't just write "". and see which methods the class has. Also newbies tend to mess things up horribly without a formatter. It may just be my opinion, but Greenfoot, BlueJ and all that crap is the perfect way to scare people away from programming because they make it super hard. Talk to your teacher and suggest IntelliJ IDEA or at least Eclipse. Show them my post. Just don't let them ruin programming for everyone on your college. Well, they probably won't listen.
7  Game Development / Newbie & Debugging Questions / Re: +Box2D QueryAABB Not working? on: 2015-01-04 15:02:15
The javadoc of reportFixture says: "@return false to terminate the query."
This means you stop searching once you found the first fixture/body. Return true instead.

Also try this:
Vector2 tmp = ...;
tmp.set(0,; // bottom left
float lowerX = tmp.x;
float lowerY = tmp.y;
tmp.set(, 0); // top right
float upperX = tmp.x;
float upperY = tmp.y;
8  Games Center / Android Showcase / Re: [Free] WaveRun (SoftKiwi) on: 2014-10-28 15:16:44
Awesome! Definitely worth a try if this is your kind of game!
9  Discussions / Miscellaneous Topics / Re: Should the player control the head or torso on: 2014-10-22 02:38:00
That's hard to say knowing nothing about your game design, but maybe this:
Have a Controller interface or something and use an implementation that controls the torso for zombies and another implementation that controls the head for regular entities.
10  Game Development / Newbie & Debugging Questions / Re: Libgdx: Gradle build problem ; any1 experience with this? on: 2014-09-22 16:13:32
My guess is there's something wrong with your gradle installation (it seems it doesn't find the/an appropriate gradle deamon). Try reinstalling.
11  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Box2DMapObjectParser camera speed on: 2014-04-23 16:35:58
camera.position.set(0 / PPM, player.getVelocity().y / PPM, 0);

I guess you meant this:
camera.position.set(0 / PPM, player.getY() / PPM, 0);

EDIT: Oh, you just solved it seconds before my reply.
12  Game Development / Newbie & Debugging Questions / Re: GLSL - add effect to all screen instead to a specific texture on: 2014-01-22 16:42:02
I made a video about that:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Here are its vertex and fragment shaders.
13  Game Development / Newbie & Debugging Questions / Re: Noob thinking about trying to use a library on: 2014-01-14 16:46:27
from this topic:
14  Game Development / Newbie & Debugging Questions / Re: count up to 16 with one digit on: 2014-01-13 19:35:07
toAlienNumber -> Integer#toHexString(int)
fromAlienNumber -> Integer#decode(String)
EDIT: Dxu1994 was faster and more exact.
15  Game Development / Newbie & Debugging Questions / Re: Noob thinking about trying to use a library on: 2014-01-13 19:27:04
- What is the best (I hope I dont start a flame war with this) java engine/library for 2D games?
IMHO definitely LibGDX

- Is that engine/library capable of loading/unloading regions of an infinite grid?
Hard to answer, but something like this is definitely possible (e.g. using tile maps (tut))

- Has that engine/library anything to make lights?
Box2DLights works nicely with LibGDX (I recommend to use Box2D anyway)

- Is the engine/library easy to learn for a noob?
I was a noob when I learned it and I still love it, so I guess yes.

- Does that engine/library provides an easily accessible particle/sprite system?
Yes, it even provides a Particle Editor

In addtion, I made libgdx-utils and some tutorials.
16  Discussions / Miscellaneous Topics / Re: javadoc tool doesn't document all overloaded methods on: 2013-12-21 20:25:26
That's what I thought as well. Made sure my settings are correct now, should work in the future.

is there any way you can see what parameters Eclipse runs the Javadoc tool with?
Yes, there's even an option to export the settings to an ANT script. I used the exact same flags but no difference.
The ANT script uses slightly different names for the flags though, maybe I interpreted some incorrectly.
17  Discussions / Miscellaneous Topics / Re: javadoc tool doesn't document all overloaded methods on: 2013-12-21 19:01:23
I'm sorry, I thought JGO would send me an email if someone replied. Apparently it didn't... Anyway, thanks for your reply Smiley
Why not just use Eclipse's export instead of command line if that's what works?
Well I don't use it on the command line manually, it's part of a script that packs the compiled classes, sources and javadoc in jars and a zip.
maybe there is  a place to edit the arguments in Eclipse's options.
Yes, there's even an option to export the settings to an ANT script. I used the exact same flags but no difference.
Didn't find any help in the documentation as well :/

I hope your exam went well Smiley
18  Games Center / Featured Games / Re: Oh My Goat avalaible for iOS, Android and Ouya! on: 2013-12-08 22:07:13
I was waiting for this release, it's absolutely great! I love the pace and art of this game. Looking forward to more levels! Cheesy
19  Discussions / Miscellaneous Topics / javadoc tool doesn't document all overloaded methods on: 2013-12-08 21:07:03
Hey guys,
I use the javadoc tool on the command line. It works fine but there's a little difference between using it on the command line and in eclipse.

Consider this piece of code:
   /** documentation */
   public Rope split(Joint joint) {
      // ...

   /** documentation */
   public Rope split(int jointIndex) {
      // ...

Using eclipse to export the documentation, I can see both methods in it.
However, if I use the javadoc command myself, I only see the first one which in this case is split(Joint).

Even weirder, in the same document and same class, I can see both of these methods using the command line:
   /** documentation */
   public Rope build(int length) {
      // ...

   /** documentation */
   public Rope build(int length, Builder builder) {
      // ...

Eclipse uses the same executable so I guess I'm missing some parameters or something...

Thanks for any ideas!
20  Game Development / Newbie & Debugging Questions / Re: LibGDX + TileMap, Problem with collision, tile properties and dimension on: 2013-11-30 16:23:25
Andre: I am not using stages in my game. Should i?
This has nothing to do with your issue. There's no need for a Stage for what you want to do.

And you did set your mapRenderer.setView() to camera.combined, too? Cheesy
The setView method takes an OrthographicCamera, not a Matrix4. It uses the combined matrix of the given camera already.

Sabomoth: You are using two SpriteBatches (batch and the one in the map renderer). A SpriteBatch is a heavy object, so you should always just have one at a time. Also, it makes it more complicated to keep track of their matrices, like you are experiencing. In the code you posted in reply #6, you used the other SpriteBatch that didn't have the combined matrix set. That's why seismic's suggestion in reply #7 fixed at least part of the problem. I suggest you to get rid of batch and use only the one from the map renderer. It's projection matrix gets set by the setView(..) method already. Also, update before you render to avoid a lag of one frame.
public void render(float delta) {, 0, 0, 1);;
      camera.position.set(player.position.x + player.getWidth() / 2, player.position.y + player.getHeight() / 2, 0);

      mapRenderer.getSpriteBatch().draw(player.getTexture(), player.position.x, player.position.y);

Maybe your collision isn't working properly because you don't set increment before checking for the collision on the X axis:
// Move in X.
      position.x = (position.x + velocity.x * * SPEED);
      // Check collision in X.
      // ...

It should be more along those lines:
      // Move in X.
      position.x = (position.x + velocity.x * * SPEED);
      // calculate the increment for step in #collidesLeft() and #collidesRight()
      increment = collisionLayer.getTileWidth();
      increment = getWidth() < increment ? getWidth() / 2 : increment / 2;
      // Check collision in X.

Also make sure you use the correct coordinates in the collidesLeft, Right, Top and Bottom methods.
21  Games Center / Showcase / Re: Blitz on: 2013-11-24 21:21:58
So what about those linux natives? I would like to try this game.
22  Game Development / Newbie & Debugging Questions / Re: Tiled Platformer with Slopes - Libgdx Tiled+Box2D on: 2013-10-08 06:51:26
If you're already using Box2D, why not for the collisions as well?
23  Game Development / Shared Code / Re: Box2DMapObjectParser: edit Box2D with your map editor on: 2013-10-07 16:53:08
Tiles have nothing to do with Box2D bodies. Also, tiles cannot move around freely. To draw images on bodies, you can use the Box2DSprite (thread) or do it manually.
24  Games Center / Android Showcase / Re: [Ouya] XY Cannon on: 2013-09-24 22:08:40
Trying this out right away! Very nice Geometry Wars-like graphics!
EDIT: Tried it now and I'll definitely keep this on my phone. It's not too easy and the game idea is also pretty nice.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libGDX/Box2D on: 2013-09-16 22:12:52
Have a closer look at this part.
Sprite s = new Sprite(ball);
Box2DSprite box2DSprite = new Box2DSprite(s);

I think you'd like to actually put the Box2DSprite in the bodies user data instead of the Sprite it was created with Smiley
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libGDX/Box2D on: 2013-09-16 19:08:14
I could help to find the mistake in the implementation if you posted it. However, I'm not trying to force the Box2DSprite on you Smiley Use what you think makes the most sense for you now.

In the first link I posted previously, basically this happens:
  • set the size of the Sprite to the size of the body (in meters, no conversion)
  • put the sprite in the bodies user data
  • get all bodies and their user data, if it's a Sprite:
    • set its position to the bottom left corner because it'll be drawn from there (body position (is center) - sprite width / 2)
    • set its rotation to the body rotation (body.getAngle() * MathUtils.radiansToDegrees), need to convert from radians to degrees here because the method takes degrees
    • draw it
27  Game Development / Shared Code / Re: Box2DMapObjectParser: edit Box2D with your map editor on: 2013-09-16 18:54:10
You now have the choice to triangulate or decompose into convex polygons. I'd have done it from the start, but didn't know any good resource (also I didn't search much since LibGDX's triangulator worked fine, so I was happy). Decomposing into convex polygons is way cooler of course, so that's what it does by default (change with setTriangulate(boolean)). Thanks for this!
I updated the downloads.
28  Game Development / Newbie & Debugging Questions / Re: [Slick] Text Field Input on: 2013-09-16 17:40:23
When I was a newbie and worked with Slick, I made these few UI elements.
This is not really a good example. It's not good object oriented design and has invalid javadocs.
Just sharing it because you could probably learn something from it. Try to do it better though.
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libGDX/Box2D on: 2013-09-16 16:15:21
What was the problem with the Box2DSprite?
Here is some example code without it coming from this (the null check in line 60 is not necessary, btw).
30  Game Development / Shared Code / Re: Box2DSprite: easily draw Sprites on Box2D Bodies and Fixtures on: 2013-09-14 01:12:22
Oh great, the organization and java knowledge will come over time Smiley It's basically just OO design.
Really? I actually wasn't, it was just pretty new to me so I just had to concentrate very much Grin
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2014-12-27 19:41:21 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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