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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-05 00:21:20
Finally build raycasting into my own collision Detection i use for long time (I didn't think i would actually achieve this but i was streaming it so i just thought "You can't fail this, it has to work and don't look up tutorials" and well it did) Cheesy
2  Discussions / General Discussions / Re: Randomly generated items on: 2015-02-24 19:50:34
You could as well look at the Minecraft Mod "Tinker's Construct" you could add 2 Models/Images together to create an effect on a weapon, for example there's a texture for the Iron sword and a texture that would show poison on a sword which can be put on every sword (only if the sword textures look the same) so your Items with different stats also have a different visual appearence without having to draw them on each one
3  Discussions / General Discussions / Re: What does this return for you? on: 2015-02-08 13:02:47
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Windows 8.1
AMD Radeon HD 7500M/7600M Series
4.3.12618 Compatibility Profile Context 13.251.0.0
ATI Technologies Inc.
4  Games Center / WIP games, tools & toy projects / Re: The Minecraft RPG on: 2015-02-06 20:08:48
Okay, played arround with it, still couldn't tell if that character actually is 3D or not (looked inside the jar, it is 2D :p)

you might want to improve the movement, especially if you hit another direction while running
5  Games Center / WIP games, tools & toy projects / Re: The Minecraft RPG on: 2015-02-06 19:35:32
In the main Menu i can press enter to get into the Settings and to Quit but i can't press enter on Continue Game or New Game so well ... some nice music and a half working Menu :x

Based on the screenshots:
First impression -> the game is 2D, then i realize the Characters, they don't look 2D so it's 3D? or a mixture of both hm Cheesy
But it looks nice i think.

Can't test it though :c
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-06 18:48:20
Googled "java infinite biomes" because i wanted to know how to implement that fully, and well this was the first result: http://www.java-gaming.org/index.php?topic=31568.0

Didn't help me at all cause that's what i posted over a year ago Cheesy useless but somehow funny
7  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Patch v1.4 out now!) on: 2015-02-04 20:47:08
Having much trouble with the controls (as a very active league player haha Cheesy) and wondering how it is possible to win as illusionist or mage when the enemy gets the first crystal cause it takes forever to destroy (might just be a 1v1 thing)
8  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Patch v1.4 out now!) on: 2015-02-04 20:43:29
yeh funny Cheesy illusionist can't swap with clone when holding a crystal?
9  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Patch v1.4 out now!) on: 2015-02-04 20:30:32
me! Cheesy
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-21 14:10:20
Made myself a simple game updater, got a problem: how do i launch the downloaded .jar file?

example:
Patcher.jar
Game/Game.jar
Game/Test.png

the Game.jar loads the Test.png like this:
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new File("./Test.png");


I tried the following Code inside the Patcher.jar to launch the Game.jar:
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Runtime.getRuntime().exec("java -jar ./Game/Game.jar");


but there's 2 problems:
first: the Game.jar doesn't fine the Test.png file anymore cause it doesn't search in the Game folder
second: the Patcher.jar has to stay open for the Game.jar to keep running, i want the Patcher.jar to close

Anyone knows how to get that? ._.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-17 14:35:49
I allways wanted to make a MOBA but i thought that this is just something for big companies because it needs a lot of players to work and mostly wouldn't be worth developing something like it (and i thought i wasn't able to manage a server system for that).

But well, this (BitSiege) which is some kind of MOBA let me think otherwise, so i started a project myself for something similar.

Since i'm really bad at paint/gimp/photoshop i though i'd go for Voxels in a 3D map and well, for now this is what i have:

Character (In Modelling Program):


Landscape (In Modelling Program):


Current in Game Screen:


I'm not good with Shaders (SSAO and Point Light per Pixel would be nice) so for now the ingame screen looks a bit crappy and for now i'm working on the server stuff so it won't change much, but after that i guess i'll try improve the graphics Smiley
12  Games Center / Showcase / Re: You. Me. Hell. on: 2015-01-16 21:53:23
below the video (if you open it in youtube) there's links for Android and iPhone/iPad but nothing for windows/mac/linux
13  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Alpha v1 coming Wednesday!) on: 2015-01-06 19:23:23
Looks very good in my Opinion!

I like the graphics, but maybe make some smooth borders between the water and the gras?

other than that well done, I allways try to do something like this in 3D (not much difference cause I'd just use x and z axis but the multiplayer stuff destroys it every time, kryonet and concurrentmodification exceptions all the way) I would deffinitly give it a try Cheesy
14  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-12-04 22:19:04
But when i test it and it doesn't look good due to the textures, I stop because it's not fun to develope something when it doesn't look good :/
15  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-12-04 18:29:36
I wanna be able to draw tiles like that Sad the terrain and the buildings look so nice, I allways stop the game i'm developing because I'm not ok with they way my textures look, your art is so awesome man Cheesy
16  Game Development / Newbie & Debugging Questions / Re: Linking Kryonet Server Objects on: 2014-12-02 19:56:12
uhm, use a different port? you can allways fake being a server, but it wouldn't happen by accident so?
17  Game Development / Newbie & Debugging Questions / Re: Linking Kryonet Server Objects on: 2014-12-01 16:16:34
Create one of them as a server and the other one is the client, so they communicate the same way?
18  Game Development / Newbie & Debugging Questions / Re: [LibGDX]Render portion of a Texture/Sprite on: 2014-10-22 08:34:30
I would do the following (for LWJGL):

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// image is for example 8000x6000
float width = 8000;
float height = 6000;
// centerX and centerY are floats that symbolize the middle of the screen's coordinates on the Background

GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f((centerX-400f)/width,(centerY-300f)/height);
GL11.glVertex2f(0,0);
GL11.glTexCoord2f((centerX+400f)/width,(centerY-300f)/height);
GL11.glVertex2f(800,0);
GL11.glTexCoord2f((centerX+400f)/width,(centerY+300f)/height);
GL11.glVertex2f(800,600);
GL11.glTexCoord2f((centerX-400f)/width,(centerY+300f)/height);
GL11.glVertex2f(0,600);
GL11.glEnd();


and then just move the centerX and centerY coordinates
19  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-26 17:09:46
Fixing Problems (Or Mabye Change it at all) about the Entity System (Mainly because of the Items but also because it made it difficult to give players certain stats or statuses) Demo release after that Smiley
20  Game Development / Newbie & Debugging Questions / Re: Make the camera follow multiple characters on: 2014-08-22 07:17:44
I'm not working with LibGDX sorry :s
and to add y support you should check if x or y is needed for the scale (if you scale with x and they have a huge difference on y they won't be visible so you have to scale with y)

and the scaling with y is as you said: just change x to y Smiley
21  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-13 11:34:41
Inventory is working but I found a big problem, For the drops (they're basically entities too yes?) it would need a new class for each entity, so each Item has an Entity just for the drop coming with it and that's not supported by the game because for now they're limited and i don't want it to have that many Entity classes. working on a solution
22  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-09 21:41:15
Fully implemented Saving! Smiley Chunk files contain the block data and entities that were in this chunk when it got saved (except players, they get saved seperately) Chunks get saved every second and when they get unloaded (when the players are too far away)

What will be next: reimplementing animations, implement inventory, demo release Smiley

Showing off how the inventory will be:


Slots for:
Amulet
Head-Armor
Arrow
Shield
Hand-Armor
Weapon (Basically the item that handles the mouse input, so place a block here to place it in the world on click Cheesy)
Ring
Body-Armor
Ring
Pet
Foot-Armor
Aura Smiley

Crafting goes: 1/2 items result in 1/2 items
and there's 18 basic inventory Slots.
23  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-06 05:40:28
yeah, there's not many features so i might add the inventory system(So it can hold Blocks that you place instead of just breaking it) and then release a demo Smiley
24  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-05 22:22:20
The Client itself doesn't even have code to generate chunks, so it's just the server sending it Smiley and if that's the case Client 1 should have the same problem.

Improved rendering A LOT! With Occlusion Culling the Clients can now hold much more Chunks (so for example if you're falling down and the server can't send fast enough you still can't fall off the world because there's many chunks loaded below)

Next thing i add might be an Inventory System Smiley (or reimplementing smooth animations)
25  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-05 21:56:44
The Value gets put into the Chunk it belongs to and printed out from there (To make sure it is in there)
found the Problem: on the second Client the Chunks were created twice (so it renders 2 layers) but the change just applies to one of those. I still don't know why it sends the CreateChunk twice but i fixed the problem now by disabling the creation of a chunk when another active chunk has the same x and y coordinates Smiley so basically it's fixed but i still didn't find the thing that causes it
26  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-05 21:44:22
With implementing Block breaking (or basically it's changing cause there's no difference if i set air to stone or if i set stone to air) i got a bug that just lets the change happen on the first client connected. KryoNet's Server.sendToAllTCP(change); works fine (every client prints out that they received the packet) even the handling works fine. after it changed the value in the chunk when i print them they print out the new value, but the rendering somehow takes the old one (same for collision detection) that's the next thing i'll fix  Huh
27  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-05 09:46:33
Uploaded new Video! Smiley

Changed the Character art so it doesn't look that much like Magicite anymore.
Implemented Multiplayer (Removed Animations due to changes to my Entity System but it will be reimplemented soon)

<a href="http://www.youtube.com/v/lv1rK3nVDbA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/lv1rK3nVDbA?version=3&amp;hl=en_US&amp;start=</a>
28  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-03 14:34:32
I'm Using just one simple class called Box, which is Basically the Rectangle class but a lot simpler and well works fine for me :x
29  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-30 13:12:55
Galaxy S4, now completly unable to play Sad it just rotates the screen but still shows the menu with my apps, game doesn't start Sad
30  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 18:16:49
I might implement a tile based lighting system with different Light Sources but I never did that before so if i add it, it won't be in the demo and early versions Smiley
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