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1  Games Center / WIP games, tools & toy projects / Re: Scene Animator 'Alpha' on: 2013-05-29 05:54:46
That sounds cool! Pokemon Mystery Dungeon is awesome!

Why do you have a @ before every single command? You could parse it just as easily without it.
2  Discussions / Miscellaneous Topics / Re: Suggestion on video effects editor on: 2013-05-28 04:39:05
Do you want it to be easy? Then I don't have a clue, but I doubt it.

Blender is a program that's intended for 3D modelling and animation and such. You can make all sorts effects using Blender, but it takes a long while to learn. Learning Blender just for text effects would be kinda overkill.
3  Games Center / Showcase / Re: the sunset - LD26 game on: 2013-05-28 04:13:50
Awesome! The colour changing was cool, Cute jumping sound. I found the snake, which was pretty cool. You should've made him hiss or something, it would've been a nice little touch.

I felt a bit lost most of the time, and often wasn't sure if I was going the right way. While I understand it was supposed to be minimal, at least some kind of cue would've helped.
4  Games Center / Archived Projects / ProjectTopaz on: 2013-05-28 03:58:40
Note: ProjectTopaz is just the working title.
ProjectTopaz is a puzzle/platformer I'm working on at the moment.

It has boxes:


Which can be moved:


And a fancy looking CRT filter:


This is Mr. Jenkins:
5  Games Center / WIP games, tools & toy projects / Re: Pixel-Space: The Next Adventure on: 2013-05-28 02:58:47
Sounds awesome!

I was going to make something like this, but then I was like, "Nah, too hard."

Like Vermeer said, if you are considering making it multi player, decide sooner rather than later. Designing a multi player game can be very different from a single player game, and if you try to add it in later it could require you to rewrite heaps of the game.

The fifth item in the screenshots looks like a portal gun Tongue
6  Game Development / Newbie & Debugging Questions / Re: Procedural Planet making on: 2013-05-28 02:48:12
Ah sorry I meant to explain that but I forgot Tongue

I was assuming you had a function, which I called "perlinNoise" which takes one argument, and that the second image on your thread was a graph (y=perlinNoise(x)).

'pos' was meant to be the argument you were originally passing to your perlinNoise function.
7  Game Development / Newbie & Debugging Questions / Re: Procedural Planet making on: 2013-05-28 00:52:04
Yay! Polar coords!
Been a while since I did this, but I /think/ it's something like this:

Given a variable 'pos':
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double x = Math.cos(pos) * perlinNoise(pos);
double y = Math.sin(pos) * perlinNoise(pos);

Should get you a x and a y value from the original perlinNoise func. I'm not too certain though.
8  Game Development / Newbie & Debugging Questions / Re: Load Tiled map on: 2013-05-28 00:07:49
EDIT: Ah sorry, seems the link I posted was outdated. They should keep their own tests up to date :/
Never used LibGDX (Slick2d forever! Woo!), so I can't really help too much, but this might help:
https://github.com/badlogic/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/TiledMapTest.java
9  Discussions / Miscellaneous Topics / Re: Moving to Linux... on: 2013-05-27 23:48:42
I've used Ubuntu for ages (Love it!). A few useful things I wish someone had told me a while ago:
WARING: LOTS OF TEXT AHEAD. You were warned.
Like others have said, get used to bash. If you really want to understand Linux and how it works, avoid the fancy graphical stuff as much as possible. Compiz != Linux
Press <TAB> to auto complete many things in the terminal. There's a lot more keyboard shortcuts than that, but <TAB> is probably the most necessary. It can complete file names, commands, application names, even some arguments (If there's multiple options, <TAB> twice should show them all). You can even use it for apt (sudo apt-get install intelli<TAB> will extend "intelli" to "intellij-idea-ce", the full name of the IntelliJ package. "ecli" expands to eclipse, "emacs" followed by two tabs will show all packages starting with "emacs"). Saves you having to search for packages using apt-cache search <packagename> .
Learn all the basic commands (cd, ls, rm, mv, mkdir, cat, killall, less, ...) and also how to combine commands via piping. It's a bit advanced, but pretty useful.
In the default desktop environment, ctrl-alt-t opens a terminal. Much quicker then clicking on something, and if you're like me (and practically every other Linux user), opening a terminal is something you'll be doing a lot.
Ctrl-alt-f(1-6) changes tty shell thingy. If ever you encounter an issue with graphics drivers or something goes wrong and you can't fix it graphically (e.g. can't even open a terminal). Ctrl-alt-f7 will take you back to the graphical session.
Often, you'll want to install something that isn't available on Ubuntu's repository (aka you can't get it with apt-get). You might be able to find a repo and install it that way, but IMO that whole process is a total PITA. For most Linux projects the website will have a binary, but often you'll have to build it yourself. Download the source, install 'build-essential' if you haven't already, then try 'cd'-ing into the directory and running './make'. if there's a file called configure.sh you should run that before make, and if there's a README then obviously read it. It seems really complex the first few times, but it'll become second nature pretty fast. Also note often programs will use libraries, which you'll also have to download. Generally though, 'apt-get install' can get the libraries. If something asks for 'libfoobar', there'll probably be a package called 'libfoobar-dev' available. Sometimes it can be a bit of a pain to build things though. When the building gets tough, remember:
Google (Or DuckDuckGo, or Bing, or whatever you use) is your friend. Most of the time. People on online forums are apparently friendly too, although I'm not the biggest forum fan. IRC channels have helpful people on them, too. Although some people get seriously mad if you type their name on IRC. I don't know why.
If ever you need to edit files from the command line, nano can generally do the job, and it's really easy to use. Of course, if you prefer Emacs/Vim, then go with that, but I'm not suggesting you learn either of those.
Also note there's a project called 'wine' which lets you run Windows stuff on Linux, and there's virtual machines available on Linux that you could install windows on. I'd suggest you avoid those though, unless there's a program you can't live without. Most popular Windows programs have a Linux port or equivalent, though.
Even though people have said Linux isn't very good for games, games written in Java still run fine (And, really, why would you play games written in anything else? Tongue). There's even a version of Steam available for Linux. You'll probably have to go without your CoDs and your Battlefields, but more and more developers seem to be recognising Linux as a platform, possibly due to the Humble Indie Bundle (Which is awesome, check it out if you haven't already). WINE can play a decent amount of Windows games, and emulators for most older consoles are available.
I just wrote a massive wall of text. Not certain if I should be proud of that, or if I'm just rambling. I wish it was this easy to write essays...

EDIT: As for the fan issue (You posted that while I was typing this so I didn't notice Tongue), I had it too.

Short answer: It's a TOTAL pain in the rear-end. Really. Unless you're issue is different to mine.
I have two GPUs, a GeForce 540 and a Intel one. My issue was that my computer was using my super-powered GeForce always, even when it could have used the internal one. Apparently, NVidia fixed this issue with the latest version of their drivers, so try that (nvidia-current I believe it is. Don't use the mesa driver). Otherwise, search up on a project called 'bumblebee'. It might work out of the box for you, or you might spend a few months trying to get it to work. The one and only issue I've had with Ubuntu was my GPU.
10  Discussions / Miscellaneous Topics / Re: Eclipse Theme on: 2013-05-27 06:44:27
The bar up the top is called the breadcrumb.

There's a icon up the top which shows a folder, a green circle with C in it, and an arrow. Clicking on that toggles the breadcrumb on/off.
11  Game Development / Newbie & Debugging Questions / Re: rendering text? on: 2013-05-26 08:27:07
You could download it from https://bitbucket.org/kevglass/slick although I don't know if they have any .jar builds there, so you'd have to build it yourself. You could just copy the source of Slick2d into your project's source folder if you're feeling slack though.

As for rendering text without using a library, if you want bitmap text you should do something like this:
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/**
 * Class for printing lines of text using a bitmap font.
 * Do whatever you want with it.
 * @author DeadlyFugu
 */

class TextPrinter {
   Texture tex;
   int cw, ch;
   int charOffset;

   /**
    * Creates a new TextPrinter
    * @param path Path to a bitmap font image
    * @param cw Width of characters in that image
    * @param ch Height of characters in that image
    * @param first first char in tileset.
    *              If the bitmap has a space (ASCII 0x20) in
    *              the top right corner, this should be ' '
    */

   public TextPrinter(File path, int cw, int ch, char first) {
      this.tex = loadTexture(path);
      this.cw=cw;
      this.ch=ch;
   }

   /**
    * Print a line of text using this TextPrinter
    * @param x X location to draw text from
    * @param y Y location to draw text from
    * @param str The text to draw
    */

   public void drawString(int x, int y, String str) {
      tex.bind();
      char[] chars = str.toCharArray();
      for (int i=0;i<chars.length;i++) {
         int c = chars[i];
         drawTexturedQuad(x+i*cw,y,cw,ch,c*cw,c*ch,cw,ch);
      }
      tex.unbind();
   }

   /**
    * Renders a textured quad
    */

   private void drawTexturedQuad(int x, int y, int w, int h,
                                 int tx, int ty, int tw, int th) {
      GL11.glBegin(GL11.GL_QUADS);
      GL11.glTexCoord2f(tx,ty);
      GL11.glVertex2f(x,y);
      GL11.glTexCoord2f(tx,ty+th);
      GL11.glVertex2f(x,y+h);
      GL11.glTexCoord2f(tx+tw,ty+th);
      GL11.glVertex2f(x+w,y+h);
      GL11.glTexCoord2f(tx+tw,ty);
      GL11.glVertex2f(x+w,y);
      GL11.glEnd();
   }
}
12  Games Center / Cube World Projects / Re: A different Cube World on: 2013-05-19 00:23:27
That looks awesome!
And I thought my voxel renderer was cool... Sad

I'm interested in a video, I'd like to see the water's physics.
13  Game Development / Networking & Multiplayer / Re: [Kryonet] How to efficiently send movement updates? on: 2013-05-19 00:18:16
Faster how? Smiley

From my knowledge Kryonet serializes every object before sending it. While it's serialization is pretty fast, it still creates a decent amount of overhead and takes additional computing time compared to simply sending a dozen bytes over UDP. That wouldn't matter too much for games with a few players at once, but I can imagine it'd strain the servers if you had heaps of players at once.

PS: I don't really know anything about making MMOs Tongue. I've never made one before, and I never intend to. The only networking I've ever done is with the java.net.Socket and java.net.DatagramPacket classes, and I used a lot of overhead (16 or so bytes IIRC)
14  Game Development / Networking & Multiplayer / Re: [Kryonet] How to efficiently send movement updates? on: 2013-05-18 21:53:05
From my experience, sending them every frame probably isn't as bad as you think, unless you're really strained for resources, e.g. making an MMO (In which case you should probably use something faster than Kryonet).

You should probably try and send around 6-10 packets a second. To counteract the jumpy-ness this causes you should probably use some sort of interpolation. You can do linear interpolation, but I find something like the following is sufficient:

public void clientUpdate() {
   draw_x += (msg_x-draw_x)/10;
   draw_y += (msg_y-draw_y)/10;
}

Where msg_x and msg_y are the last known location of the object, according to server messages, and draw_x and draw_y are the location you want to use for drawing. You may need to change the 10 at the end to suit how often you receive messages - Use a higher number if the time between messages is longer, use a lower number if it's shorter.
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