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1  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
2  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
3  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
4  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.
5  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
6  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)
7  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
8  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
9  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>
10  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
11  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
12  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
13  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 14:31:56
More different skills but the rest yes. trying to put more different variations in (player and monster side)
14  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 14:22:52
Might contact you If something is not working very well Smiley

Well the difference to Magicite is that it's all on one map where you have to dig your way down, the Skills come with the character and not like you can choose free. And that you can destroy Blocks and place them (You could build a house but it's more likely that you build some small rooms under the earth where you are safe and can craft something) the cities aren't regularly there, they are completly randomly placed in the big world. Other differences are that you can put Attributes where ever you want, they aren't randomly placed. So basically there's a huge difference between the different classes coming with their Skillsets, in Magicite it's just small differences
15  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 13:42:30
Well I use KryoNet, just know the basics about it but it's enough to get an entity system working for server and client working so that's all i need? :x
16  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 12:31:49
It's planned to be server/client where everybody can host a server cause it's not for massive multiplayer, i guess it will be best with 1 to 5 players but i won't make a limit there. I might set up a server that works similar to minecraft realms where you can host your server fast an easy but I'll do that later and just maybe
17  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-18 11:37:09
Sometimes crashes my Galaxy s4 on start or when i reopen it after minimizing it Smiley Besides that the game is really funny and challenging, Nice art, nice Level design and some are really hard
18  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 11:33:11
RPG-elements such as Quests, Leveling, Stats and Skills are planned Smiley

And well it looks a lot like Magicite but that's just the Character because I really loved that one Lips Sealed but they aren't completly taken from there, I draw them myself and try to make more different characters than they have.

There will be one Main Quest and some little Side Quests given by Villagers (Under Ground Villages are Planned) The Main Quest will most likely have to do something with traveling to the Bottom of the World and defeat a Unique Monster there. And Side quests are for example: Defeat Amount of Monsters, Collect Amount of Items, Reach some Level, Rescue somebody etc.

There's Basically 7 Attributes:
Health - Clear what it does Cheesy
Attack - Melee Attacks Damage
Dextertity - Ranged Attacks Damage
Intelligence - Magic Attacks Damage
Armor - Defence against Melee Attacks
Evade - Defence against Ranged Attacks
Resist - Defence against Magic Attacks

And for each Level the Character gets 2 Attribute Points he can set on whatever he wants Cheesy
19  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-17 23:04:28
I'm using just LWJGL with some Util classes i worte myself, so basically my own Engine Smiley

And well the difference to Terraria is that it's more focussed on combat with skills for the different characters and less on building something.
There will be a playable Demo once i get the Multiplayer Stuff up using KryoNet. that's what I will do next Smiley
20  Games Center / WIP games, tools & toy projects / Moon Lite on: 2014-07-17 22:20:47

Hey, this is a game I am currently developing, it's a 2D survival game with much Fighting Action and many different Characters to play Smiley


Features:
Multiplayer (100%)
Inventory/Item System (100%)
Chunk System (100%)
Infinite World (100%)
Fighting System (0%)
Place/Break Blocks (100%)
Crafting System (100%)
Skill System (0%)
Collision Detection (100%)
Smooth Movement (100%)
Smooth Animation (100%)
Fitting Textures (100%)
Monsters (0%)
Items implemented (10%)
Characters implemented (5%)

Additional:
5/20 Characters drawn
0/20 Characters Completed with Skills
13/13 Materials drawn with Items
1/13 Materials as Ores Implemented

There will be one Character unlocked at first and the rest will be unlocked through achievments. (For example Defeat the Boss, accomplish 10 Sidequests, Kill a Dragon etc.)


Youtube Channel: Seiya02

Latest Video:
<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>

There will be one Main Quest and some little Side Quests given by Villagers (Under Ground Villages are Planned) The Main Quest will most likely have to do something with traveling to the Bottom of the World and defeat a Unique Monster there. And Side quests are for example: Defeat Amount of Monsters, Collect Amount of Items, Reach some Level, Rescue somebody etc.

There's Basically 7 Attributes:
Health - Clear what it does Cheesy
Attack - Melee Attacks Damage
Dextertity - Ranged Attacks Damage
Intelligence - Magic Attacks Damage
Armor - Defence against Melee Attacks
Evade - Defence against Ranged Attacks
Resist - Defence against Magic Attacks

And for each Level the Character gets 2 Attribute Points he can set on whatever he wants

Each Character has a Unique Skill set of 3 different Skills and a passive, and on every third Level he gets a Skill point to learn or improve one of the Skills. Some Characters have Skillsets that only work if you play with one specific weapon, for example when the character shoots a fire arrow on the next attack he has to be fighting with a bow, it won't work otherwise Smiley In this case you could still play melee and just switch to the bow for the skill to set the enemy on fire and then switch back to your sword because you have more Attribute points set for Attack Smiley
21  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-14 11:39:15
Besides crashing my Galaxy S4 the game seems good Smiley nice Art and well, I'll come to the gameplay when i get my phone to work again Lips Sealed
22  Game Development / Game Play & Game Design / Re: 2D Tiled Randomly Generated on: 2014-07-03 20:47:47
I just drew myself the missing tiles so it's fine now Smiley and improved the way it detects "wrong tiles"
23  Games Center / WIP games, tools & toy projects / Re: WIP Publication Reel on: 2014-07-02 08:06:21
Island Survival (Will definitly be Multiplayer) for now it's just the generation but it will have some farming aspects etc. too Smiley and well a simple House randomly put somewhere on the island Cheesy

very large images so there's not much detail in the small images here, if you want to take a closer look on them just save them to your pc Smiley



24  Game Development / Game Play & Game Design / 2D Tiled Randomly Generated on: 2014-06-26 13:44:58
Okay, so i want to make some game where it randomly generates an island, the noise functions and island masks are all good but i have the following problem: if i want to do this with tiles, i don't have the tiles for some specific positions :/

example:


And this is the tiles i have:



I know that I could simply draw the missing tiles, but I would prefer to have the code change the map so that it doesn't need those tiles.

What i mean is like the following: (Tiles = X and O)

Case 1:

XXX     
XOX
XXX
gets changed to
XXX
XXX
XXX

Case 2:

OOXXOO
OOOOOO
OOXXOO
gets changed to
OOXXOO
OOXXOO
OOXXOO

Because these Tiles aren't supported but I have no idea how this would work for the case in the picture so that i don't need to draw additional tiles :/

Code fixing the other 2 Issues and an attempt to count the ones that are still there:
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      boolean done = false;
      int looped = 0;
      while (!done) {
         Start.errors = 0;
         looped++;
         done = true;
         // REDO
        for (int x = 0; x < w; x++) {
            for (int y = 0; y < h; y++) {
               // Check null
              if (!exist(x - 1, y) || !exist(x + 1, y)
                     || !exist(x, y - 1) || !exist(x, y + 1)) {
                  // Do nothing
              } else {
                  int amount = 0;
                  type t = null;
                  if (tiles[(x - 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x - 1) + y * w];
                  }
                  if (tiles[(x + 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x + 1) + y * w];
                  }
                  if (tiles[x + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y - 1) * w];
                  }
                  if (tiles[x + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y + 1) * w];
                  }
                  if (amount <= 1) {
                     // Change
                    tiles[x + y * w] = t;
                     done = false;
                  }
               }

            }
         }
         // Lines
        for (int x = 0; x < w; x++) {
            for (int y = 0; y < h; y++) {
               // Check null
              if (!exist(x - 1, y) || !exist(x + 1, y)
                     || !exist(x, y - 1) || !exist(x, y + 1)) {
                  // Do nothing
              } else {
                  int amount = 0;
                  type t = null;
                  if (tiles[(x - 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x - 1) + y * w];
                  }
                  if (tiles[(x + 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x + 1) + y * w];
                  }
                  if (tiles[x + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y - 1) * w];
                  }
                  if (tiles[x + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y + 1) * w];
                  }
                  if (amount == 2) {
                     if (tiles[x + (y - 1) * w] == tiles[x + (y + 1) * w]) {
                        if (tiles[x + (y - 1) * w] == tiles[x + y * w]) {
                           tiles[x + (y - 1) * w] = t;
                           tiles[x + (y + 1) * w] = t;
                        } else {

                        }
                        tiles[x + y * w] = t;
                        done = false;
                     }
                  }
               }

            }
         }
         // Edge to edge
        for (int x = 0; x < w; x++) {
            for (int y = 0; y < h; y++) {
               // Check null
              if (!exist(x - 1, y) || !exist(x + 1, y)
                     || !exist(x, y - 1) || !exist(x, y + 1)) {
                  // Do nothing
              } else {
                  int amount = 0;
                  if (tiles[(x - 1) + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (tiles[(x + 1) + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (tiles[(x - 1) + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (tiles[(x + 1) + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (amount == 2) {
                     if (tiles[(x + 1) + (y + 1) * w] == tiles[(x - 1)
                           + (y - 1) * w]) {
                        Start.errors++;
                        if (done) {
                           tiles[x + y * w] = type.ERROR;
                        }
                     }
                  }
               }

            }
         }

         if (looped >= 10) {
            Start.errors = -1;
            continue;
         }
      }
25  Game Development / Artificial Intelligence / Re: AI Challenge: '2048' on: 2014-06-24 21:26:44
i wanna join this Post Cheesy



-took long but i guess it isn't the same with undo button  Emo
26  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-22 22:50:19
Just testing out more stuff:
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if(dis < light[i].range){
   col = vec4(1.0,0.0,0.0,1.0);
}

crashing the code, while
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if(dis < light[i].range){
}
col = vec4(1.0,0.0,0.0,1.0);


It doesn't even give me an exception, just stops whole programm and throws an err.log file (Can upload if anyone is interested)
I don't get it how GLSL works ... -_-
27  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 20:55:27
Okay, lpos[0] is 0,1,0 in this case:
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gl_FragColor = vec4(lpos[0],1.0);

--> whole model is green (that's what i expected)
But:
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int c = 0;
gl_FragColor = vec4(lpos[c],1.0);

--> whole model is black (so values are 0,0,0 Huh when they should be 0,1,0)

But it's both the same thing actually no?
28  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 20:49:40
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      float distance = length(lpos[i]-pos.xyz);


If i change that line to:
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      float distance = length(lpos[0]-pos.xyz);


it works fine for that one light but i can't have multiple lights like this :/ and why is there even a difference, the for loop starts with 0 and stops after that  Huh
29  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 20:47:26
that coloured it green (So it sends the right data in)
30  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 20:24:37
Here that's what shows up (white light) it's the same if i place it in 0,0,0 or 0,1000000,0:

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List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
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2014-07-08 01:59:08
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