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1  Game Development / Newbie & Debugging Questions / Re: Really strange bug with collision on: 2015-03-13 15:21:19
Usualy you solve the problems by just trying to create an MCVE, and you do that easily by trying to remove everything that has nothing to do with the problem/bug, and when you have just got the bug left, bam, there is the problem free from any other code that can steal your attention.
2  Game Development / Game Play & Game Design / Re: Getting Adjacent Tiles on: 2015-03-10 08:04:50
This is part of my bitwise autotiler. I havent used bitwise or counted in bits before so it's not perfect.

This is inside of a loop that checks every tile.
Tile temp;

            if (cleanMap[w - 1][h - 1] == 1)      temp.corner += 8;
            if (cleanMap[w - 1][h] == 1)         temp.side += 128;
            if (cleanMap[w - 1][h + 1] == 1)      temp.corner += 4;

            if (cleanMap[w][h - 1] == 1)         temp.side += 16;
            if (cleanMap[w][h + 1] == 1)         temp.side += 64;

            if (cleanMap[w + 1][h - 1] == 1)      temp.corner += 1;
            if (cleanMap[w + 1][h] == 1)         temp.side += 32;
            if (cleanMap[w + 1][h + 1] == 1)      temp.corner += 2;

            tilemap[w][h] = temp;

Corner and Side är chars that holds the values for the sides and corners.  It checks all 8 directions and adds them. But you can use one char for this, as i said, i'm a noob and havent refactored this yet.

Then i loop though all of the tiles again when i draw and decide which sprite to draw (C++)
if (tilemap[w][h].side == 32 && (tilemap[w][h].corner < 4)) draw->drawSprite(map, w*tileSize, h*tileSize, 5, 2);

This checks if it has a blocked/water tile to the right and a blocked in upper and bottom right corners.


I followed this guide:

It is far from the best method though. I'll be changing to this method in the future:

Using transparent tiles instead of tiles that contains everything.
3  Game Development / Game Mechanics / Re: Making GUIs on: 2015-03-04 23:06:54
Yes, but why?

There are libraries that can do it for you a hundred times more fancy.
Here is one i found a year ago or so, but haven't tried in a game yet
4  Game Development / Newbie & Debugging Questions / Re: Random 2d map for scroller (like terraria) on: 2015-02-25 22:38:49

5  Discussions / Miscellaneous Topics / Re: Drawing a Minimap on: 2015-02-25 19:08:06
Do you really have to draw everything on the minimap all the time? Will the terrain be changed often? Draw the terrain on an image, used that as background, on that add the rest of the stuff. Only draw a new image of the terrain when the terrain has changed.
6  Discussions / General Discussions / Re: Randomly generated items on: 2015-02-24 19:43:20
Could look at games like Dungeon Siege. They work(At least the first, and second?) by having different kinds of weapons but they can have on them Prefixes and Suffixes that gives different types of boosts or negative stuff. So you can have your pre-made sword, but have random chances for the Prefix/Suffix just as Gibbo says. So you can have your Deadly Iron Sword, your Iron Sword of Poison, Deadly Iron Sword of Poison, etc. Same sword, but different stuff added to it.
7  Game Development / Game Play & Game Design / Re: What's The Best Way To Define Items? on: 2015-02-19 19:24:34
Save your item info in a database, bam, only need one or at most one class for every type, melee, ranged, armor pieces, potions, etc.
For classes you check what things has in common, and order them in classes.
All items have names, prize, whatever, so thats an item class. Weapons also got damage, etc, so thats a weapon class, but there might be different types of animation, so maybe a sub class sword, axe, whatever, but wouldnt need that if you can just specify animation in a variable instead.
Etc. etc.
8  Game Development / Newbie & Debugging Questions / Re: Minimap using tilemap! on: 2015-02-16 12:01:42
You do the same thing, but instead draw to the minimap. Many people create a new view that hosts the minimap. So like a second game window inside your window.
But dunno if you are using a library or something and i haven't worked in java for a while so can't give any tips on how that is done.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-15 19:11:17
Made a bitwise autotiler. Woop.
10  Discussions / General Discussions / Re: 95 free high resolution tiles for your games on: 2015-02-14 11:18:42
Thanks, was just about to start working on auto tiling and needed some better tiles. Smiley
11  Game Development / Newbie & Debugging Questions / Re: True sprite centering libgdx on: 2015-01-27 17:23:26
it is not typically a bad idea; OP mentioned pokemon which does exactly that.
Also your solution is very specific... it depends if its top down, side scroller, 3D, depends what you can do and where enemies can come from, game mechanics, map layout, art style and your artistic vision and aaalll that

Of course the point being: Be thoughtful when programming the camera since its very important, is absolutely valid.

There is a difference in drawing the character in the middle of the camera and centering the camera on the character.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-04 21:16:19
I wasted several ours on this:

Bullet::Bullet(Spritesheet *sheet, etc, etc..){
   this->spritesheet = spritesheet;

Thats what i did today... wooo.
(C++, but still something i did today!)
13  Game Development / Newbie & Debugging Questions / Re: Creating a map like in banished on: 2015-01-02 20:31:10
If you want a 2dmap you simply go trough and decide what tile should be at what number, between this and that is sea tile, between these land, etc.
If you want a 3dmap you'll have a heightmap, use it to make the 3dmap.

14  Game Development / Newbie & Debugging Questions / Re: Creating a map like in banished on: 2014-12-27 22:11:56
Look around for Perlin/Simplex noise or Diamond-Square algorithm. Your answer most likely lies in there plus some sort of rivercreation. The voronoi-stuff isn't what you are looking for.
The guy behind Banished made some youtube clips during creation, probably speaks about map making in there, or in a blog-post.

As for language, Java is fine. C++ is used more because it lies in the history, they use it because they have used it before and don't want to spend time and money. It's great for games, but not an absolute must for games. In today's world with a lot of indies everyone is free to chose whatever, depending on what platforms they want to release on.
15  Game Development / Newbie & Debugging Questions / Re: 2D Random Map Generation: Where to start on: 2014-12-17 18:16:09
There are plenty of examples on google.
16  Discussions / Suggestions / Re: Ability to Remove a Medal on: 2014-12-11 21:45:31
Do people care about medals?

Do you care about getting recognized for an accomplishment?

Recognized? You mean feeling superior to other?
I am completly fine with someone saying "Thank you" if i have helped them, or told me directly that my ideas or whatever were good, instead of giving me some gamificationmedals.
17  Discussions / Suggestions / Re: Ability to Remove a Medal on: 2014-12-07 20:29:38
Do people care about medals?
18  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-28 09:23:31
You should stop and think if you really need it though, with procedural generation you won't get the same detail, I for one would want more detail in a platformer. Do you need procedural generation? Or does it just sound hip?
19  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-27 18:15:32
For platformer you could use those methods to make some landscapes, ups and downs and such. To make a mario out of it would be hard, you need to tackle the random generation with different methods, like creating parts and then randomly fitting them together. Atleast that's what i would think, never done or thought of doing any platformer though.
20  Game Development / Newbie & Debugging Questions / Re: LibGDX Tiled Collision on: 2014-10-27 17:53:10
Pasting my answer from your other thread here as well in case someone does a search looking for the same answer.

Follow dermetfans tutorial on LibGDX + Tiled collision.

Here his collision tutorial:

And the code:
21  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-27 17:50:17
I started working with making the maps procedurally, random, instead of having to manually make them, will suit my rts game more.
If you wanna give that a go look up some texts about Perlin Noise, Simplex Noise, Diamond Square(This one gave me the nicest result).

Here are some bookmarks i kept from jgo about that stuff:

Some other:

This thing is pretty awesome:
Gonna give that a try some day just for the heck of it.

Well, procedural generation is all the hype nowadays so you shouldn't have any problems finding tutorials for it.
22  Game Development / Game Play & Game Design / Re: Procedural cave challenge on: 2014-10-27 17:39:51
I found some cave generation stuff on this page:

Such as this:
23  Game Development / Game Play & Game Design / Re: Unlocking features of a game on: 2014-10-27 17:36:16
Players might get pissed off an not being able to use everything in the game. Tutorial stuff for new functions is only really needed at the beginning when you are totally new, let the user try the other stuff out themselves. I don't think i received a little tutorial on how to use the hookshot in zelda, or did i? Let them use trial and error.
24  Game Development / Newbie & Debugging Questions / Re: LibGDX & Tiled is stressing me out! on: 2014-10-27 17:31:20
I followed dermetfans YouTube-tutorials when i fiddled with libgdx and tiled, now i don't touch tiled anymore due to doing the maps procedurally instead.

Here his collision tutorial:

And the code:

And yes, there aren't much documentation, from the developers. They are usually busy developing, everything to use the library is in it. This isn't just libgdx and whatever, but true for unity and others, they usually give only the basics and then you have to learn on your own or from others who have learned themselves.
25  Game Development / Newbie & Debugging Questions / Re: What kind of game should a noob make for his first one? on: 2014-08-31 12:55:06
Space Invaders as many have said is a fine start.
It has many different things you can use for other games, you got movement, both yours by keyboard and enemy by code. You got shooting the same way. If you go basic SI you got your cities which have 'health' and different sprites. You got sound. And it is easy to improve of the game, animations, different weapons, powerups, you can make it a sidescroller, etc etc.
Same is true for many of the good old classics, they are simple, but allow for 'endless' improvements. My first game was Asteroids, improved it with resource management and stuff, different asteroids, drop different resources, and so on and you could upgrade and buy stuff.
26  Game Development / Newbie & Debugging Questions / Re: How to get if image is touched and not the background? LIBGDX on: 2014-07-30 08:29:17
I think he is after a more advanced collision detection, one that counts the hound as a round blob within a square(the 'background'?). No?

If not, then you can just create rectangles over the image, then use the .contains() on it?
27  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-21 10:10:44
I think you are all missing the point. All you think of is when the pixel art succeeds in delivering a positive picture of the game world. That is hardy the case in every game with pixel graphics. When the 'artists' try to use as few pixels as possible, as opposed to as getting as much detail as possible into few pixels, then the result will be crap. The art style also have to fit the game. Sure, its all about nostalgia, looking retro, etc etc, but when most fail at this it's just a big bore and lets me think that i shouldnt even bother spending time looking at the fiftyeleven different pixelgames released.
28  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 14:45:43
Sorry for double-posting, but different message.

There is a difference between real projects and these learning projects. Keep in mind that learning the difference between what the people care about and what not is also an important lesson in game development.
Making these games is good for learning how to actually get a program to run. And also to learn that learning game design is also important.

I am talking about the huge influx of released indiegames on steam and all the other markets. I myself use very simple graphics in my games, since i havent released them, but i know that they are just temporary. But soooo many of the released games use graphics that keeps you thinking, what the heck were they thinking of? Using pixel graphics because they think its cool, without understanding what it is. They want it because they have smoked themselves high on 'lol retro' and 'graphics isnt everything, lol'. pixel graphics is all fine, but not when you try to use as few pixels as possible, with the result that you cant see what anything resembles, but hey, remember, 'retro, lol!', 'graphics isnt everything, lol!'.
Retro games had to get as much detail as possible in little space, while todays 'artists' think they can be just as good, but by removing as much detail as possible. Its a very different result.
29  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-18 13:55:46
I hate it. It's like they dont even bother. 'lewl! Lewk at my pixuls! Me soo good! Grafiks not evelyfing!'

Grafics arent everything, but it should still be there, and it shouldnt look like its been made by a 14 year old little tit that thinks he knows everything about it. I dont even bother looking at games which use such graphics, if they cant spend the time on their game, then i draw the conclusion that even the creators themselves think its shit.

Oh yea, and the 58 thousand tower defence games out there... seriously, do something else, aaaaand ofcourse the other 108 thousand minecraft and terraria clones.

The indies are killing themselves from within.
30  Game Development / Game Mechanics / Re: Procedural City Street Generation Using L-Systems on: 2014-07-13 22:19:44

More stuff here, even making the houses;

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